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Adventurer's Vault.pdf

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196<br />

Personality<br />

and Character<br />

Even the most common magic items can have personality.<br />

Magic is a strange and wondrous force, and the<br />

arcane energy at loose in the world can change the<br />

people and objects it touches. As such, magic items—<br />

especially those created in ancient times or found in<br />

magic-rich environments—can develop quirks.<br />

For instance, the surface of a magic shield might<br />

darken as if bruised or glow an angry red when it is<br />

struck in battle. A weapon might shout out curses<br />

against its wielder’s enemies in the first round of<br />

combat. Gloves made for a healer might become<br />

noticeably warm whenever the wearer enters combat.<br />

Such quirks serve the same function as the<br />

quirks and mannerisms given to NPCs by the DM.<br />

They add minor narrative color to an item and to the<br />

campaign as a whole. Be careful how you apply and<br />

use them, however. A quirk can involve a minor negative<br />

drawback, but it should never hinder or affect an<br />

item’s usefulness, especially in combat.<br />

PC Influence<br />

The PCs are the game’s focus. Any magic items they<br />

carry—whatever their history and character—should<br />

reflect this fact. The actions of a PC can have an<br />

impact on the items he or she carries, causing those<br />

items to take on specific characteristics as a result of<br />

being wielded by a character of power and destiny.<br />

Giving out item levels as treasure (discussed later<br />

in this chapter) is one way to give the PCs a degree<br />

of influence over the magic they carry. Another way<br />

is to create quirks not as a reflection of an item’s history<br />

but as an example of a PC’s influence. This is<br />

particularly appropriate when a player chooses to use<br />

CHAPTER 2 | Magic Items<br />

an item as a roleplaying hook, rewarding player and<br />

character alike for interacting with the game world in<br />

a meaningful way. For example, a fighter’s prized axe<br />

might start to echo its wielder’s battle cry whenever<br />

it scores a critical hit. A paladin’s shield might glow<br />

brightly as a symbol of her virtue when she fights<br />

sworn enemies.<br />

Such character-inspired items can even be<br />

reused in a new campaign after epic characters pass<br />

into myth and immortality. When new PCs discover<br />

these legendary relics, the players whose characters<br />

were the item’s original owners can have the satisfaction<br />

of seeing their roleplaying efforts live on.<br />

Alignment<br />

Magic items can be strongly attuned to good or evil.<br />

An item with an alignment might impose a minor<br />

penalty or drawback on a wielder of different alignment.<br />

A magic weapon or implement might withhold<br />

some of its full enhancement bonus, or a magic item’s<br />

powers could fail at a critical moment. (In the most<br />

extreme cases, an item simply might not function in<br />

the hands of a differently aligned character. However,<br />

such limitations are typically useful only as plot<br />

hooks.)<br />

Alignment incompatibilities should never be<br />

allowed to become a permanent hindrance to a<br />

character’s ability to use a magic item. (See Level<br />

Scaling, below, for suggestions on withholding a<br />

magic item’s powers in a more balanced way.) Characters<br />

should always be given the chance to earn an<br />

item’s full power. For example, a PC might be able<br />

to redeem a partially functioning evil item by using<br />

it for good. Such an undertaking makes an excellent<br />

minor quest, or it could become a hook for an entire<br />

campaign.<br />

DAVID GRIFFITH

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