1,001 Intelligent Magic Item Explainations [Archive] - Wizards Community

Post/Author/DateTimePost
Azire

07-23-07, 10:33 PM
I read up on how Intelligent Magic Items work, and I understand it for the most part. I'm trying to compile a whole bunch of inventive, original explainations for how a magic item BECOMES intelligent. So far I have 3 stories.

1. This dungeon was once built underground near the edge of a forest to house a magic item. Eventually the forest expanded, and over centuries, the roots of the trees slowly forced their way through the masonry of the dungeon’s rooms and corridors. Now no room is without the presence of nature. Even the treasure room that protected the magic item. The trees’ roots continued to grow and invade, the hewn stone was eventually overcome and merging with the growth. The rampant growth of the roots even overtook the treasure room, and with it, the item. The item become incorporated into the forest itself. Its power began surging through every vein, every leaf, every branch, every seed. The now accelerated growth of the forest soon overtook the entire dungeon, no inch left untouched by its life. The magic item remains, deep inside, still working, contributing to the forest in a symbiosis. As the forest grows, so does the power of the item, letting it grow to near artifact levels. Getting to the item now is nearly impossible. Not only would hacking through the roots take an incredibly long amount of time, but they would grow back almost as fast as being chopped away at.

2. A hero manages to slay a dragon in a local community. After cleaning off the blade of his sword, he starts to sift through the dragon’s horde. Artwork, exotic fabrics, weapons and armor (most likely from previous challengers of the dragon’s fury), plenty of gold, and of course our hero’s favorite: gems. In the process of counting his new found fortune, he stumbles upon a strangely enticing stone. He reaches for it. As soon as his finger grazes the surface he vanishes. This particular gemstone was treated with a trap the soul spell, as a final revenge from the slain dragon. Weeks pass, and eventually another comes to claim the dragon’s life, only to find that someone else has already done the deed for him. Not being one to argue, he collects the loot from around the rotting carcass, and makes his way back, taking all the credit and fame that comes with the dragon’s demise. He eventually sells the gem containing the first hero’s soul. The gemstone changes hands several times. At various points its used as a gemstone in a wealthy woman’s pendant, stolen for loot by an aspiring thief, dropped into a riverbed, swallowed by a beholder, encased in stone, and at one point it even passed across the palm of Asmodius. Finally it was used as an ornamental decoration in a magic item. After a short period of time, the magic from the item and the Trap the Soul spell of the gem began to mix with one another, and the item embodied the consciousness of the hero.

3. A hero wants to transfer the powers of one weapon into another weapon and simultaneously enhance those powers. There have been rumors of an ancient site where this was once believed to be possible, but the one who discovered the method by which this is possible died before being able to put it into practice. Inside this dungeon is a special pedestal. Two weapons must be inserted into the pedestal, one parallel to the ground, and another perpendicular to the ground. Within the pedestal is a portal to a major positive-dominant plane, then another portal returning anything passing through it to the material plane (think pinching a piece of cloth and putting a pin through it). The weapon with the abilities is inserted into the pedestal parallel to the ground, with the weapon to house the new abilities is placed perpendicular. The weapon to receive the abilities must be forced downward so that it breaks the weapon with the abilities. This break actually occurs within the strongly positively-dominant plane, which is what allows for the abilities to be transferred and enhanced. At the moment of the break, a small "void" occurs because of the destruction. The abundant life energy of the plane rushes to fill this void, transferring the power from the now broken weapon to the new weapon as both portals close around the two, sealing them the abilities inside the in tact weapon.

Questions? Comments? Contributions?
Rulebook

07-23-07, 11:11 PM
4. a wizard (or what have you) enchants it and WILLS it to have its own mind
Azire

07-24-07, 12:53 AM
4. a wizard (or what have you) enchants it and WILLS it to have its own mind

Wheres the fun in that?! A freak accident resulting from the PC's actions could inbue a paladin's sword with a malignant conciousness that gets in the way of their actions. Not only could this provide intense RP value, but also some interesting story developments based on the interaction of PC and weapon as they travel and fight together. In the case of the paladin, could he sell the sword, knowing that theres a chance that this nearly helpless sentient being could he expunged of its life force?

Heres one that could prove VERY interesting.

5. A powerful (and very dangerous) artifact is approached by a brave adventurer. In trying to harness the power of the artifact, they are killed and their body lay and rot along side the artifact they wished to control. One piece of the adventurer's equipment lands right next to the artifact (perhaps even touching it), and remains there long after its owner's body has decayed beyong recognition. During this time, the artifact spills a mere droplet of its powers onto the item. This Wand is now granted intelligence, with a mere 10 charges remaining on it. (I'm aware this isnt allowed, stay with me though) Somehow this wand finds it way back into society. Maybe someone else comes to claim the artifact and sells the wand off for cash, or more power leaks out of the artifact and teleports it away, or the item gains the ability to teleport with its intelligence. The intelligent Wand (Wanda maybe?) finds its way into the hands of a PC who is entirely too low of a level to be holding such an item. The wand is aware of its existence, as well as its own mortality, and that once all of its charges are expended it will die.

Obviously this little wand would be quite concerned about its remaining charges, and ask the PC (and their party) for help in keeping it from "dying". Somehow the party keeps getting into situations where the wand has to save their lives, reducing its charges. This could happen either by PC decision, or by the Wand's decision to intervine. A series of adventures could be linked with the PC's trying to find a way to transfer the life from the wand to something else before its charges run out.