Example Magic Things

Has anyone added Magic Things (an enchanted item gone through, say Final Twilight, and returned sentient an 'alive')?

I am looking inspiration. I keep returning to a One Ring like item with a trickster? personlity.

I created one in a defunct saga on these forums.

And if you are looking for inspiration, something that pops to mind is the movie(s) Beauty and the Beast. Although technically the characters in it are humans transformed into objects, they could very well have been magic things.

I made several Magic Things for a Diedne covenant that got trapped in a high Magic Regio for a long time, Warping things inside it.

The Bed of Madness (inspired by a bed Merlin made in Arthurian legend)
Season: Spring
Magic Might: 10
Characteristics Cun -2, Per -3, Pre +1, Com -3, Str +3, Sta +3, Dex +3, Qik +5
Size +2
Virtues & Flaws: Magical Thing; Good Characteristics, Great Quickness x2; Wrathful (Major)
Magical Qualities & Inferiorities: Greater Power, Improved Damage, Improved Might x3, Improved Soak x2, Lesser Power, No Fatigue; Mute, Temporary Might
Personality Traits Wrathful +6
Combat
Bash Init +5, Atk +10, Def +12, Dmg +6
Soak +7
Wound Penalties -1 (1-7), -3 (8-14), -5 (15-21), Incapacitated (22-28), Destroyed (29+)
Abilities Awareness 2, Brawl 6 (bash)
Powers
Seize (Cost 1): The bed's sheets and coverlets entangle a single individual lying upon the bed and hold him with +5 Strength. The effect lasts until sunup. Corpus. Base 5, +1 Touch, +2 Sun. -3 Might Cost.
Wild Thrashing (Cost 1): The bed leaps and whirls around in constant motion; over the course of hours this constant motion drives the held victim mad. The madness can take many forms, but total memory loss is common. To avoid this fate, the victim must be free of the bed before dawn. Mentem. Base 15, +1 Touch, +2 Sun. -2 Might Cost.

Magic Harp
Season: Summer
Magic Might: 7 (Imaginem)
Characteristics Int 0, Per 0, Pre +1, Com +5, Str 0, Sta 0, Dex -3, Qik 0
Size -3
Virtues & Flaws: Magical Thing; Enchanting Music, Great Communication x2; Poor Characteristics x2, Proud
Magical Qualities & Inferiorities: Improved Might x4, Improved Powers, Lesser Power x3, No Fatigue, Puissant Enchanting Music, Puissant Music; Lame, Limited Speech, No Hands, Temporary Might
Personality Traits Proud +3
Soak 0
Wound Penalties -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Destroyed (9+)
Abilities Awareness 3 (hearing), Concentration 4 (while playing), Enchanting Music 6+2 (sleep), Gaelic 5, Music 7+2 (harp)
Powers
Notes of Fire (Cost 2): With a furious burst of music, the harp sets one object or creature aflame, inflicting +5 damage every round. Based on Coat of Flame but change duration to Performance. -3 Might Cost.
Compel Truth (Cost 1): So long as the harp plays, no one who hears it can tell a lie. Base 5, +1 Performance, +3 Sound. -4 Might Cost.
Calm the Waves (Cost 2): As long as the harp plays, waves become calm for 30 paces in all directions. Based on Break the Oncoming Wave, +1 Magnitude for size, change duration to Performance. -1 Might Cost.
Vis: 1 Imaginem in strings

Serpent Choker
(Inspired by Merlin’s choker in the second Chronicles of Amber series)
Season: Spring
Magic Might: 6 (Terram)
Characteristics: Cun 0, Per 0, Pre +2, Com -3, Str +2, Sta 0, Dex +3, Qik +1
Size -5
Virtues & Flaws: Magical Thing; Reserves of Strength; Envious
Magical Qualities & Inferiorities: Improved Power: Covet, Improved Soak x3, Lesser Power: Covet, No Fatigue, Tough; Limited Gestures, Mute, Temporary Might
Personality Traits Envious +3
Combat
Grapple Init +1, Atk +9, Def +7, Dmg +5*
Soak +9
Wound Penalties -1 (1), -3 (2), -5 (3), Incapacitated (4), Destroyed (5)
Abilities Brawl 5 (Grapple), Penetration 1 (Mentem), Stealth 4 (Escaping)
Powers:
Covet (0 Might): The target desires the choker and is compelled to put it on. Mentem. Base 5, +2 Sight, +1 Diam, -4 Might cost. Penetration 6.
Vis: 1 Terram in eyes
Appearance: A beautiful copper torque in the shape of a serpent devouring its tail. The eyes are emeralds.

  • Includes bonus for Reserves of Strength.

The Smith's Hammer and Tongs
Season: Spring
Magic Might: 3
Characteristics:
Hammer Int 0, Per 0, Pre 0, Com -3, Str +3, Sta +3, Dex +1, Qik +1
Tongs Cun 0, Per 0, Pre 0, Com -3, Str 0, Sta +3, Dex +3, Qik +1
Size -5
Virtues & Flaws: Magical Thing; Puissant Craft: Blacksmith; Necessary Magic Aura for Craft: Blacksmith
Magical Qualities & Inferiorities: Improved Abilities x3, Lesser Power (Soften and Shape or Hold Fast), No Fatigue, Unaffected by the Gift, Touched by Magic (Hammer) or Crafter's Healing (Tongs); No Hands (Hammer) or Limited Gestures (Tongs), Limited Movement (-1), Mute (Tongs) or Limited Speech (Hammer), Temporary Might
Abilities: Brawl 5 (Hammer) or 4 (Tongs), Craft: Blacksmith 6+2 (105), Crafter's Healing 4 (Tongs), Ignem Resistance 5
Powers
Soften and Shape (Hammer, Costs 1 Might): The impact of the hammer causes metal to soften to the consistency of clay, making it easy to shape. Terram. Base 4, +1 Touch, +1 Diam, +1 Part. -2 Cost.
Hold Fast (Tongs, Cost 0 Might): Once the tongs have been closed around something, they cannot be opened by any force less than Str +5. Terram. Base 3, +2 Sun. -1 Cost.

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I’ll also note a couple of Verditius’s magic rings have been written up as Magic Things. His first ring, of Vim, is in Sub Rosa, and his second ring, of Terram, is in Peripheral Code.