![]() ![]() This magical version provides a +2 bonus to any bow making attempt. These flat footed shoes provide a +3 bonus to dancing attempts, but they also provide a bonus to balance checks when using Tightrope Walking.Ī draw knife is a tool with a blade with two handles at opposite ends and is used for scraping wood. Attempting to disguise their voice to sound like a particular person. It also provides a +1 bonus to any Charisma check involving using one's voice. Worn by women, this decorative neck choker makes the wearer's vocal cords more powerful/dynamic and gives them a +2 bonus on Singing attempts. If used for carpentry it provides only a +1 bonus as it is not meant for that kind of work. When used for cutting stone, whether for Stonemasonry or for carving a stone statue, it provides a +2 bonus to the attempt. This large heavy steel chisel remains sharp regardless of how many times it is used. It does not effect rings worn on either hand.) (Note - The large bracer-glove uses both the glove and bracer slots for magical items on one arm, which means other wrist and hand items cannot be used at the same time. ![]() Training times are cut in half and the user gains a +2 bonus on their check. This large magical bracer and glove are designed for someone with Animal Training: Falconry and can be used for training falcons, hawks, eagles and owls. The boots work equally well for bowhunters, spearhunters, etc, despite the name. The wearer also gains a +5% bonus to Move Silently attempts in any wilderness area. instead of reducing the distance by 20 yards it is reduced by 40 yards). Furthermore the reduced distance to their prey is doubled when making consecutive stalking attempts (eg. When making stalking attempts while Hunting, the user gains a +2 bonus to their attempt. (The DM is encouraged to roll percentile dice once in awhile to see if the arrow points in the direction of something the user wasn't consciously thinking of.) The Arrow of the Explorer can be easily broken like any normal arrow and it is not recommended that it is used for hunting, fighting, etc. Thus while the arrow can sometimes be very helpful, it will other times point back the way the user came from to indicate that what the user really wants is a hot bath and a cold ale. It provides either +5 bonus to Direction Sense or Navigation, or it can provide the reverse, a -5 penalty to either skill, in the event that the user actually wants to go a different way (due to cowardice, greed, hunger, lust, etc). ![]() When tossed in the air and allowed to land randomly, this magical arrow falls and *may* point the direction the user wishes to go. The magical items below are designed for a 2nd edition game, but could be adapted to other editions. Magical items therefore will also be remarkably rare, and when found possibly under-powered in order to limit their usefulness. A small village for example might only have 1 person who knows anything about magic. This allows the DM some leg room in my opinion to have geographical regions where magic is rare and other regions where magic is more common, with regions where magic is varying degrees between there. A Low Magic Campaign thus means any campaign in which magic exists, but it is held in check demographically and is uncommon - equally as uncommon as magical creatures. Very low magic means that magic is very uncommon - not impossible to see, but few and far between. In a world with dragons, demons and beholders, making magic so rare is unbalanced however and thus you have to balance the availability of magic with the availability of magical creatures. Rare Magic means that magic exists, but is so rare that very few people ever see magic at all. Note - I should also mention that there is a difference between a "Low Magic Campaign", a "Very Low Magic Campaign", a "Rare Magic Campaign" and a "Zero Magic Campaign". ![]() To further this goal of a low magic game, combined with the heavier emphasis on making a skill-based campaign, I have decided to make a list of 20 magical items that work with various skills that add to the flavour of a low magic game. My old game wasn't "high magic", but more moderate in the context of "whatever the book says it is and we roll randomly as per the book". Magical items thus become a matter of game balance, as there will still be magical items, but they will be comparatively low powered and rare. In addition to those changes, my goals are to make the new campaign more based on skills, heavier roleplaying (80% RP / 20% hack n slash), and to make it a low magic campaign with more details about the magical crafting process (ingredients et al). Amongst the changes are in a change in edition (1st edition to 2nd edition), a change in timeline (bronze age to iron age), and a change of campaign scale (large epic to small sandbox). I am currently in a transitional stage between my old Dungeons and Dragons campaign and my new D&D game. ![]()
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