LansXero
2011-12-15, 03:22 AM
Hello there!
Im currently DMing a campaign loosely based on a M:TG setting, with a group of players who aren't too versed in D&D yet (although one of them has DMed in the past and tends to be a rules stickler, even in their detriment).
As a reward from a quest they completed, I handed them out "signets" loosely based on which color pair fit with them the most. They are small slotless items that have a handful of abilities per day (activated as swift actions unless otherwise specified), like so:
Rakdos Signet:
3/day: RTA to deal 1d6/2 levels fire damage to target enemy.
3/day: Touch attack to deal 1d6/2 levels negative energy damage to target enemy.
1/day: 20 ft. burst centered on the caster deals 1d6/2 levels fire and 1d6/2 levels negative energy damage to all creatures in the area. Ref. for half (DC: 10+Half your level+Highest Mental Score).
Dimir Signet:
3/Day: If your next attack succesfully deals damage to an enemy capable of spellcasting/manifesting, it loses spell slots of a total level equal to your character's level.
3/Day: On your next attack, if you manage to deal damage, add 2d6 negative energy damage to any damage you deal with it.
1/Day: Your next attack heals you for half the damage it manages to inflict.
Simic Signet:
3/Day: Increase one of your physical scores by +4 for 1 rd./level.
3/Day: Increase your size category to the next larger one for 1 rd./level
1/Day: As an standard action, exchange an ability score with target's ability score. Target is entitled to a Will save of 10+selected ability modifier+your level to resist this effect.
Gruul Signet:
3/Day: Touched target enters a rage - +4 Str, +4 Con, -2 AC, +2 will vs fear, cant cast spells or use mental or dexterity based skills. Will save of 10 + half your level + Highest Physical Score to resst this effect.
3/Day: You lose HP up to your Base Attack Bonus; for each 2 points of HP lost this way, your next attack deals 1d6 extra fire damage.
1/Day: Your melee attacks deal an extra 1d6/2 levels fire damage for 1 rd/level. You gain the benefit of the Cleave feat for the duration, or if you already had it, the Great Cleave feat.
So, are these too weak? too strong? what would their market value be? Oh, and aditionally, Im planning on giving them this as the loot from last session (havent told them what they found yet, as we were short on time when we finished).:
Cursed Scrollcase
It has room for up to 10 scrolls. It lets you cast scrolls as an standard action even if you had your hands otherwise ocupied; aditionally if you posess spellcasting yourself you may spend two slots of the same level as the scroll you are trying to cast to keep the magic in the scroll from dissapearing. Doing so deals 1 point of wisdom damage to you.
Bottle Gnomes:
A bottle gnome is a fragile tiny construct with AC 10 and 5 hp that resembles a metal gnome with a big crystal sphere instead of a belly. The sphere can be filled with a potion of up to 3rd level, and it takes a full round action to refill. On command, the gnome's owner can direct it to apply the potion to him (the magic of the gnome turns it from something that needs to be ingested into something that can be splashed upon) as a free action. Gnomes have +0 to all saves and tend to stick around their owners when not directly commanded to do otherwise.
Im currently DMing a campaign loosely based on a M:TG setting, with a group of players who aren't too versed in D&D yet (although one of them has DMed in the past and tends to be a rules stickler, even in their detriment).
As a reward from a quest they completed, I handed them out "signets" loosely based on which color pair fit with them the most. They are small slotless items that have a handful of abilities per day (activated as swift actions unless otherwise specified), like so:
Rakdos Signet:
3/day: RTA to deal 1d6/2 levels fire damage to target enemy.
3/day: Touch attack to deal 1d6/2 levels negative energy damage to target enemy.
1/day: 20 ft. burst centered on the caster deals 1d6/2 levels fire and 1d6/2 levels negative energy damage to all creatures in the area. Ref. for half (DC: 10+Half your level+Highest Mental Score).
Dimir Signet:
3/Day: If your next attack succesfully deals damage to an enemy capable of spellcasting/manifesting, it loses spell slots of a total level equal to your character's level.
3/Day: On your next attack, if you manage to deal damage, add 2d6 negative energy damage to any damage you deal with it.
1/Day: Your next attack heals you for half the damage it manages to inflict.
Simic Signet:
3/Day: Increase one of your physical scores by +4 for 1 rd./level.
3/Day: Increase your size category to the next larger one for 1 rd./level
1/Day: As an standard action, exchange an ability score with target's ability score. Target is entitled to a Will save of 10+selected ability modifier+your level to resist this effect.
Gruul Signet:
3/Day: Touched target enters a rage - +4 Str, +4 Con, -2 AC, +2 will vs fear, cant cast spells or use mental or dexterity based skills. Will save of 10 + half your level + Highest Physical Score to resst this effect.
3/Day: You lose HP up to your Base Attack Bonus; for each 2 points of HP lost this way, your next attack deals 1d6 extra fire damage.
1/Day: Your melee attacks deal an extra 1d6/2 levels fire damage for 1 rd/level. You gain the benefit of the Cleave feat for the duration, or if you already had it, the Great Cleave feat.
So, are these too weak? too strong? what would their market value be? Oh, and aditionally, Im planning on giving them this as the loot from last session (havent told them what they found yet, as we were short on time when we finished).:
Cursed Scrollcase
It has room for up to 10 scrolls. It lets you cast scrolls as an standard action even if you had your hands otherwise ocupied; aditionally if you posess spellcasting yourself you may spend two slots of the same level as the scroll you are trying to cast to keep the magic in the scroll from dissapearing. Doing so deals 1 point of wisdom damage to you.
Bottle Gnomes:
A bottle gnome is a fragile tiny construct with AC 10 and 5 hp that resembles a metal gnome with a big crystal sphere instead of a belly. The sphere can be filled with a potion of up to 3rd level, and it takes a full round action to refill. On command, the gnome's owner can direct it to apply the potion to him (the magic of the gnome turns it from something that needs to be ingested into something that can be splashed upon) as a free action. Gnomes have +0 to all saves and tend to stick around their owners when not directly commanded to do otherwise.