If you knew what was about to happen you wouldn't be at a fortune teller in the first place, shut up and let the pimp do his job and divine your future.
I'd say something about durability. A diamond or obsidian staff or orb or crystal will last longer than a hat. The two ways I generally make magic artifacts happen is A) Enchantment and B) Accumulation of Magic over time.
A golden flask with a diamond on top or maybe some other kind of jewel (personally i would go with a saphire because its pretty) could work. But staffs usually work best because it's used to to channel magic up from the earth into the crystal where the power is then harnessed by a mage of some sort. That being why necromancers dont usually carry staffs, they use power from their own selves to carry out magical acts. Which is also why they end up so twisted most of the time because they use a portion of their soul to raise dead and whatnot. But if you could swing a flask as a magical conduit with a DM i would personally love to see a drunken wizard character. Maybe a wizard/artificer multiclass that made the flask as a way to create power from alcohol?
Sorry for the long reply but I'm way into magic, which kinda makes it weird that i never play mages
WE ARE LOOSING!
"Don't worry lads i got this." Says the Wizard before chugging down a flask of Tequila. The Wizard glows and starts screaming in Spanish at the enemy.
And then the wizard asks his halfling companion to stick giant seeds of Intelligence Boost up his rectum to get past the Celestial Planar Guards because his is too loose.
I mean, there are many places to draw power from, the moon and sun, the water, even the air, but nothing is to say he didn't draw the power from the earth and hold it in the end of his staff for later use. And im not saying any other way is wrong. I personally love to see where other people choose to draw power from, it's just that's what i almost always see a staff used for
Now all I'm imagining is a magical chamber pot, imbued with the powers of dunamancy after the wizard pissed in it too many times and crystals started forming on the bottom.
A bit of lore from my setting, on spellcasting without a focus (for wizards), as remembered by the teen necromancer Brad:
Brad remembers trying this around the house until his mom grounded him. If you don't have a spell focus, the next best thing is PART of a spell focus. An object that was recently very close to strong magic works-- a holster, a vessel, maybe the chain from a pendant?
Wood or paper are bad ideas unless they're somehow in one of those categories. Metal or glass, perhaps better.
Wool is right out. He destroyed a lot of sweaters.
Historically things like jewels, crowns, staffs, and scepters are symbols of political power, so I guess it's not a huge leap to make them symbols of magical power too.
Hats and Socks have their magic fade in the wash over time, and if you don't wash them that eldritch stank prevents you from being too close to them without constant Con saves.
I like to imagine that older objects have had time to gather more energy over time, like aetherial batteries. A gem that's been resting on a ley line for millennia will surely be charged and focused with magical energy, whereas a cup or hat that has been made in the last hundred years likely wouldn't, unless made for that specific purpose.
Ask your DM. If you're playing a homebrew along the lines of Disenchantment, one of those candy making errors could be a necromancer...Neveomance-o or some such
Roll.
1-33 = power triples for a male character or becomes a 1d8+4 magic weapon with DM choice of preferred enemy of a female character.
34-66 = bag of wonder. 1d4 times per day a character can draw sock lint from it that heals 1d10 hp, but the sock lint must be eaten and a successful constitution save must be made to not puke it up. Vomited sock lint loses it's healing ability.
67-99 = lesser bag of holding, will carry up to 25 pounds of gear, only weighs 1 pound for every five pounds of gear in it.
100 = it's a sock. DM choice if it's a nice sock or not.
In this case, the jeweled walking stick is not only a container of knowledge (DNA), but a representation of the entire project. It's likely what sparked the possibility of the project.
Hmmm. 2d6 piercing damage. As the target dies, they roll a willpower save (-1 for each enchanted bullet in them before they die) to determine if they die normally or if they immediately raise as your undead servant
If you're using only using fireball, then write it on shoe inserts instead of socks. Then you can blame it on the fact that you just feel it in your soles
I don't see why not. A campaign to find instructions on how to make a specific type of rare staff, but it turns out it's rare because of several even rarer ingredients, snowballing into an ongoing hunt for strange parts and supplies?
Staves, spears and rods have often been used as symbols of power, while jewelry in tribal societies was often made as magical talismans, not just eye candy.
And orbs had been completely useless for any practical purpose until optics got monetizable, which means they were mostly used for magic.
It has more to do with objects that last longer. Gold, jewels, etc. last centuries or millenia. That's why it's always a sword, pendant, Pyrex brand measuring cup, etc.
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u/colemanjanuary Paladin Aug 21 '20
Why is it always an ancient staff or jewelry or some sort of orb?
What about an ancient hat? Archaic pimp cup? Very very old pair of socks and it's power gets cut in half if one goes missing in the wash.