Better Magic Item Description in 5 Easy Steps

Post/Author/DateTimePost
#1

evil_dm_mk3

Nov 17, 2005 14:48:16

Better Magic Item Description in 5 Easy Steps


Magic item descriptions are a vital part of any D&D game short of pure hack and slash. The subtle nuances between two descriptions can cause an item to be feared, desired or hated by the party, yet all most DMs do is to fire off a simple one sentence description that leaves everyone wondering if there was a point even trying. But proper use of a sensible description can help steer the party towards events and hooks, add vivid detail to the world you are building and provide a sense of in depth preparation on your part, even if it is a randomly generated item. Of course a sense of scale should be employed, scrolls for example require very little description.

Consider the following two example items.
This thick and heavy barbed battle axe is made from a solid piece of wrought iron and has a deep black colour that seems to suck light from the air. The points along the edge look particularly dark, seeming to draw in more than mere light.

A thin beam of bluebell light projects some eight inches from the point of this simple steel dagger. The only adornment is on the hilt, where a charging knight is picked out in the same light.


Without any other information the party will know something about the nature, power and possible history of the item. The axe screams unholy weapon, whilst the dagger seems far more likely to bear the opposite enchantment. In fact both are vicious weapons (I have used both descriptions in an actual game) as well as this alignment, one taking your life to harm others, the other using the power of martyrdom and sacrifice for the same ends.

Whilst the DMG and other books do a good job of providing us with a verity of descriptions, who is to say that all items with the same properties look identical? Also once you learn how to put in the correct amount and kind of description you can throw the odd curve for the party. Many DMs are too fearful of apathetic to bother with it, but if you can learn to do it you may find yourself with a richer game.

Generating a convincing and interesting description is neither hard nor time consuming, follow these 5 golden rules and soon you will have a perfectly good description in less time than it will take the party so squabble over who opens the chest. (At least, if they are anything like my players.) In order to help I provide here an example of that ever popular weapon, the +1 flaming longsword, along with a few variations so you can see how versatile it can really be.

Rule 1: Form fits function.



Simple, but vital. A sword looks like a sword and an axe has more than a few axe like qualities about it. But more importantly never have the exterior of the weapon lie to the viewer. Never have a spear look like a spiked chain, and never have an evil weapon look like a holy one. They can say nothing, but if they lie you will find that the party starts to get needlessly paranoid and the game will slow down. Cursed items are, of course, another matter.

For our +1 flaming longsword we have a few options. Do we acknowledge from its form that it is magical? There is little reason not to, so let us think. Fire is connected to red, so perhaps a small red crystal in the pommel? What about when the sword is activated? Whilst the whole “wreathed in flames” idea is a little tired it works nether the less, so I will stick with it. Another idea might be to have the blade glow hot, or have tiny white flames run up, over and down the blade.

Rule 2: Play down, but NEVER up.



Notice something about the choices listed above? They are all minor. I could have had explosions of flame, swords made out of rubies and so on. Why didn’t I? Because then what would I do for a +5 flaming, flaming burst, keen longsword? Whilst it is fine for people to tone down their weapons, there is no good reason for an assassin’s dagger to flash pure white when drawn or to draw attention to itself in any way, overstating the power of a sword with its description ends up with the party being worse off than before, perhaps choosing a worse item because its description was cooler. As a rule consider the descriptive elements to be caused by residual magic, the more magic that is involved to start with the more residue is available for flashiness. Again however a nice cursed -2 heavy shield should outshine a +3 buckler, otherwise how can its demented creator be sure it will get taken?

If I wanted to break this rule (and sometimes you will, nice sparkly magic items are a great and inexpensive way of buying people off) I might describe out sword as follows.

A thin shard of polished red crystal protrudes from a pommel of the same material. It is carved with myriad runes and sigils and seems as light as air. (When activated) Two lines of fire shoot out from the edges of the hilt and stream towards the point. When they reach the whole area they encompass explodes with white hot fire, giving off the odour of burning spices.

Rule 3: Details, details, details.



When they look closer at an item, give them something that makes them feel like there was a point. Perhaps the item is totally devoid of all decoration, but more likely there are a few small things that make them feel that the item is more than just treasure. In the same way NPCs should seem just as important as the PCs (even though they aren’t) magic items should seem special, even if they aren’t.

First remember that the weapon is masterwork, and describe accordingly. Then chose a few careful details, remembering that PCs have 5 senses (if we stay in the mundane), sight, hearing, touch, taste (good luck!) and smell. When I look at the second description there is one thing about it I do rather like. The smell. I add this to the item and then think, what about the crystal. Is it neat and polished, or rough and crude. The latter seems better, as flames are hardly neat, and so I update my description.

This well balanced steel sword is unadorned except for a small crudely carved piece of unpolished red crystal in the pommel of the cherry-wood hilt.
(When activated) The crystal begins to glow as the blade is enveloped in white flames that give off the faint smell of spices.

Rule 4: Function interaction.



When an item has multiple abilities, it can be nice to describe them interacting. This is generally most common with weapons/armour of course, but if you allow items with multiple abilities, a ring of feather falling and protection +2 for example, they might have to take this into consideration too. A very good way to illustrate this point would be to add holy, unholy, axiomatic and anarchic to the sword and watch the transformation.

Holy: This well balanced and bright steel sword is adorned with a few simple curves around the blood channel and a small polished piece of red crystal in the pommel of the cherry-wood hilt.
(When activated) The crystal begins to glow as the blade is enveloped in white flames that give off the faint smell of incense.

Unholy: This well balanced and barbed steel sword is unadorned except for a small red crystal skull in the pommel of the brass hilt.
(When activated) The crystal begins to glow as the blade is enveloped in dark green fire that roars like a wounded lion.

Axiomatic: This well balanced steel sword is unadorned except for sphere of red crystal in the pommel of the cherry-wood hilt.
(When activated) The crystal begins to glow as the blade is enveloped in a uniform cone shaped blue flame with another, smaller and brighter flame inside. (Think Bunsen burner.) That lets off a steady simple blue light.

Anarchic: This slightly curved steel sword is unadorned except for a small chunk of crudely carved unpolished multi-coloured crystal in the pommel of the cherry-wood hilt.
(When activated) The crystal begins to glow as the blade is enveloped in rainbow flames that dance wildly as though in a gale.

Of course you may decide that interaction is impossible. A flaming bane weapon would have to work hard to incorporate the two elements.

Rule 5: The ever popular clues.



It is my humble opinion that every item with a command word should give you a clue. Potions and scrolls can do similar things as well. They needn’t tell the party everything, just enough to give them a fighting chance. For a scroll the person should at least be able to guess at the scriber’s class. Sheet music style for a bard, Illuminated scrolls for a cleric and so on. That way everyone has a fair idea of who should lug it around. Also it makes more sense than “eldritch runes”, since when did a druid care about eldritch anything? Potions allow you to be trickier. Honey and lemon is a common cold remedy so why not make a potion of cure light wounds a thick golden colour and taste of lemon? And cure moderate wounds taste of very sharp lemon.

Flaming has a command word so first we need to choose one. The word for start in Ignian seems about right, seeing as we are not linking it to an event or person. The arcane rule for the elemental plane of fire is enough in this case, let the party try shouting “fire” “burn” and similar at it if they want (it never pays to be too specific after all). So if we incorporate that we have the following description.

This well balanced steel sword is unadorned except for a large rune set neat the hilt and a small crudely carved piece of unpolished red crystal in the pommel of the cherry-wood hilt.
(When activated) The crystal begins to glow as the blade is enveloped in white flames that give off the faint smell of spices.

Better than a longsword with a flame motif, which is all most PCs get. And it doesn’t take very long, once you have done it a few times the ideas really start to flow, in fact when I wanted an example for this thread I though
My brain wrote:
#2

zombiegleemax

Dec 06, 2005 9:14:33
I think a list of descriptors associated with item powers would be a great addition to a great article. Here's a few that I use to get us started.

Frost:
dull, crystallized sparkly, frosty looking metal
crackly broken ice pattern in the blade
fur lined grip
steaming (think dry ice) blade when activated
crackly freezing sound when it strikes flesh or liquid.
Frostbite around wounds from weapon.
wounds may not bleed much because of freezing.
clear, icy crystal that is constantly dripping.
Peppermint odor of item
Snow flurries trail the weapon when used.
Fingers (or tongue) sticks to weapon even when inactive.
White/light blue dull metal.
White dragonhide grip.

Shock:
copper inlay in blade
glass grip or guard
Rubber lined grip
Van der Graf looking pommel crystal
Items vibrates slightly at all times.
Weapon hums when inactive
weapon crackles when active
Item discharges a (nonharmful) static shock when touched.
Item makes armhair stand up when held.
Item smells like O-zone when active.
(If it sheds light) item flickers it gets wet.
Blue dragonhide grip.
#3

zombiegleemax

Dec 08, 2005 8:58:08
Here's some more description ideas

Keen or vorpal (not to say they are identical, but the theme is the same):
edge refracts light, breaking it into a rainbow.
edge appears translucent.
obsidian crystal in pommel.
blade is extremely thin toward the edge.
metal rings like crystal when drawn

Flaming(just a few more ideas):
Smells like charred ash or coal
blade is blackened (rubs off, but gradually reappears over an hour's time)
Red dragonhide grip (or Gold)
weapon is hot to the touch even when inactive
weapon hisses when it strikes as it sears flesh
Ruby crystal in the pommel, or coal, obsidian, or pumice
blade glows like molten lava when activated.

Ghost touch:
Weapon leaves a shadowy after-image behind it as it is swung.
item seems to have a slightly out of focus or displaced look to it.
item seems to waver at the edge.
Item is slightly translucent.
Item is always cold. (not freezing, but clammy)
Sound of the item is distorted (echoey, reversed, lower pitch)
Smells slightly of decay.
Has holy symbols inscribed into it.
grip is wrapped with prayer beads, or burial shrouds.
item casts no shadow.

more as time permits...
#4

evil_dm_mk3

Dec 15, 2005 3:50:33
And some from me:

Bane:
Contains a portion of the designated creatures body in its construction.
Seems covered in a substance opposed to the creature (water for fire elementals etc.)
Is inscribed with runes and sigils closely linked to the creatures major foes.
A faint smell of blood begins to issue from it when near the correct opponent.
Wounds inflicted on the correct target smoke.
Weapon flashes brightly when striking the correct foe.
Made of a substance that typically bypassed the DR of that creature.

Defending:
A shield motif.
A very large cross piece on the hilt.
Found with a matching shield.
Blade seems duller than it ought to.
Feeling of stiffness across the body when wielded.
Air around the weapon tastes of metal.
Any visual displays move down the arm of the wielder.

Merciful:
Blunt.
Wounds instantly close behind it leaving bruising only.
Weapon smells of rubber.

Holy:
Air around it smells clean.
Feels lighter than it should do.
Bright clean edge.
Sings a celestial hymn when swung.
Simple elegant but honest functionality.
Diamond pommel.

Axiomatic:
Weapon is unnaturally well balanced.
Weapon is always of a uniform temperature.
Weapon is made of perfect geometric shapes.


And how about armor?

Fire resistant:
Made with red dragon hide.
Feels slightly cool to the touch.

To be honest the possibilities are endless.