So, I’ve been thinking about the magic items my players
encounter in my DCC campaign, and how they identify them. To
this point, I’ve been pretty coy about it, handling it on the fly.
Ultimately, I’d like my players to succeed in learning about their objects, so
I don’t have to keep a slowly growing secret list of item abilities behind my Judge’s
Screen, but I want figuring out what the items do to be a challenge, and fun
for my players -- not too easy, but not impossible.
The DCC Core Rulebook is pretty sparse in how magic items
are identified – there are some obvious examples of identifying things like simple bonuses in the description of the spell Detect Magic, but what if it’s not just a +1 sword? Can you figure out what a potion does by
tasting a sip of it? Is there an
inscription on a dagger scabbard, and if so in what language? This had me brainstorm multiple ideas for how
to identify a magic item. I believe no
one spell or method should work reliably as an ‘Identify’ spell, and there can
be fun in trying different things.
Look at just Tolkien from Appendix N – magic items are
identified by throwing them in the hearth fire in Bag End, or read in Rivendell
under the light of a specific moonlit night, or revealed under the last light
of Durin’s Day, or by researching legends in the dusty libraries of Minas
Tirith, or just knowing the name of the blade Glamdring when found in a troll
lair, and such. There’s a multitude of
ideas on how to make things fun and different each time.
So, for your enjoyment below, here’s a random table I’ve put
together on *how* an object can be identified, and each item can be different. This might also inspire you for the background
and provenance of the magic item in question.
D30 |
Magic Item Identification |
1-5 |
Object can be safely tested
(with a sip, or swinging a sword, or flourishing a cloak) to be known. |
6-7 |
Object can manifest a random
power or ability simply by force of will by the wielder (DC 15 Personality
check, a roll of 1 results in temporary 1d3 Personality damage). Once manifested, the wielder can repeat the ability (DC 10 Personality check). |
8 |
Item is free-willed and
commands its own abilities (if a single use item, roll again – if not a magic
sword, roll for alignment, intelligence, and purpose like a magic sword, found in DCC Core
Rulebook page 367-369). The wielder
can attempt an Ego check (opposed Intelligence Check) to command it. |
9 |
Object’s abilities can be
found in forbidden writings of a temple of Chaos (Locate Object check of
16-34 depending on location, and then a DC 15 Intelligence check if the language
is understood, a roll of 1 results in minor corruption) |
10 |
Object’s command words or
instructions are cunningly hidden upon the object, such as in the stitching
patterns of a cloak, or letters inscribed on each rivet, or in the mottled metalwork
if held to the light just so (a DC 15 Luck check if handled and studied for a
day). |
11 |
Object’s command words or
instructions are only visible in certain circumstances. Roll 1d10: (1) In darkness when illuminated
by magical light, (2) when submerged in sea water, (3) By the light of a full
moon, (4) when laid on a sanctified altar of a randomly determined god, (5) when
anointed with holly water, (6) when rubbed with the ashes from an undead
creature, (7) when cast into a fire which does not harm it, (8) in the
presence of a song or rhyme being uttered, (9) when laid on the corpse of its’
creator, (10) in the dreams of the wielder on an annual day of significance,
(11) when bathed in the blood of a chaotic creature, (12) if struck by
lightning |
12 |
Object is inscribed with
command words or instructions in a random terrestrial language (Comprehend
Languages check of 14+ will identify). |
13 |
Object is inscribed with
command words or instructions in a random supernatural or extraplanar language
(Comprehend Languages check of 20+ will identify) |
14 |
Object is inscribed with its’
creators own secret tongue (Comprehend Languages check of 32+ will identify) |
15 |
The aura of the object can
be discerned to identify the object’s properties (Detect Magic check of 20+
will identify a simple bonus, a check of 24+ will identify one random ability,
or a check of 28+ will identify all abilities). |
16 |
The object is found in the tattered
or broken remains of wrappings, a scabbard, or coffer that once was inscribed
with command words or instructions (Mending check of 20+ will restore the
container, inscribed with a random language). |
17 |
The magical command word or
instructions is inscribed upon the object (Read Magic check of 14+ will decipher
it). |
18 |
The magical runes or glyphs
that display the command word or instructions are inscribed on the object (Read
Magic check of 18+ will decipher them). |
19 |
A magical verse, poem, or
saga is etched into the object that details the command words or objects (Read
Magic check of 20+ will decipher them). |
20 |
The command words or
instructions are invisibly stamped upon the object (Detect Invisible check of
20+ to discover them). |
21 |
The object has religious
significance and can easily be identified by any cleric of a randomly determined
church (must be of at least a certain level – roll 1d6) |
22 |
The command words or instructions
are on an object far from where it was discovered. Roll 1d8: (1) in a history book, (2) inscribed
in a tomb, (3) carved into a lintel of a church, (4) written in a prayer book
buried with the creator, (5) chiseled into a standing stone or stellae in the
wilderness, (6) in a spellbook that has passed into the possession of a
powerful wizard, (7) part of a village or town local rhyme, song or legend,
(8) found under a flagstone in a crumbling ruin (Locate Object check of DC
16-34, depending on the distance away). |
23 |
The command words or
instructions are known to an otherworldly spirit (Consult Spirit 18+ if a
benevolent minor spirit, 32+ if an unwilling or capricious spirit or patron
that is not aligned with the caster). |
24 |
The command words or
instructions are known to a foul demon (Demon Summoning DC 18-32, depending
on the power of the demon). |
25 |
The command words or
instructions are known only to the wizard or cleric that created it, and they
have taken the secrets to their grave (Speak With the Dead check of 24-34,
depending on how long ago they perished). |
26 |
The object is famed, and if
it’s name is known, it’s abilities are well recounted (a trained check of
15-20 depending on the rarity of the object, by someone skilled in the correct
skill. Roll 1d8: (1) alchemy, (2)
metalcraft, (3) dwarven history, (4) elven history, (5) a random religion,
(6) a random patron, (7) a randomly determined lost kingdom or city, (8) a
legendary knight |
27-30 |
Roll Twice on the table for
multiple possibilities to discover the item’s abilities. |
F
If a character wishes to do their own research and
investigation, purchasing books, buying rounds of drinks for town elders,
asking for permission to read church records, and the like, they can spend 1d6 weeks
investigating (at 10 gp per week) for an Intelligence check – a DC 10+ result
will reveal a clue about the object, and a DC 15+ result will reveal a random
ability or property of the object. If
they wish to hire a wizard, sage, historian, noble, or guildmaster to do the
research for them, the cost is higher (20 gp per week for a hireling with a +1
modifier, 30 gp per week for a hireling with a +2 modifier, and so on). If you feel cruel, a natural 1 rolled on the
check may result in false or slightly twisted information.
I’m going to try this going forward, and I may tweak
it. If anyone has any suggestions to
expand or refine this table, feel free to share your ideas by emailing me at archadethered@gmail.com.
Apologies, my last post was meant for a blog talking about academic fraud. I didn't mean to post it here. But I'll take this opportunity to say that this is a pretty good d30 list for DCC!
ReplyDelete