How many of you have played D&D in your life? And how many have acted, more or less regularly, as the group's Dungeon Master? And while mastering, did you ever introduce weapons, armors, spells or any magical object of your own creation in your campaign? I guess many of you did, and likely will continue to do so. But what's the difference between a longsword +3 you used in your campaign and the one I used in mine? In my opinion, it's the story behind the item, the origin, power and ability that it has that make it, in a sense, come to life. In one word, the "flavor" of the item. That little topping that every DM has great fun with in thinking and writing about it, and that he or she shares with the group.
I thought it would be cool to open a topic in which to describe our creations, things we created as DMs or were described to us by our masters while playing this great game. I must admit I don't have much imagination, but I'm lucky my kid brother has plenty for both of us. Some 10-15 years ago when he first started acting as a DM, I asked him to keep track of his magical creations, so that we wouldn't forget about them. I later chipped in with creations of my own, but I must admit most of what I will describe here is still his stuff.
The goal is also to provide ideas for magical items or situations that you, my good reader, might find fitting for your campaign. All the items described use the 3/3.5 D&D rules, but I suppose they could be easily adapted to other settings/set of rules. Feel free to take what I post and modify it as you wish, if it fits your goals, but bear in mind that many of the creations described here are often objects of considerable power, not to be used lightly else the very fabric of meta-reality might be compromised.
I of course encourage you to share your creations, if you like.
Trimia was a weapon-smith and cleric of Moradin that lived with his small but proud clan in the mines under the Storm Horns, not far from Skull Crag. His life was simple, divided between his faith to Moradin and his perseverance in defending his clan from the occasional attack of goblins and trolls. In 1289 DR, while he was away to solve some landmark disputes in Suzail, his clan, which he had loved and served for almost three centuries, was attacked and exterminated by elves of the Underdark. After getting back and realizing what had happened, in a moment of desperation he tighten the grip on his hammer and was about to hit the anvil on which so many times he had prayed to the Soul Forger. In that moment, a ghostly figure of an ancient dwarf appeared by his side to halt his powerful blow. "Stay your wrath, master smith", he said, "Save it for our campaign". The two, along with the other few surviving dwarves, left soon after to avenge the souls of their fallen brethren. Guided by what the dwarves believed was the spirit of Moradin, the small group tracked down and killed the drow troops in a few hours. At the end of the campaign, for his services and zeal, Trimia was rewarded with this double war-hammer of exceptional abilities.
Trimia Death-hammer is a shrieking double war-hammer of impact +5 (1d10 +5 bludgeoning +1d4 +5 piercing, 19-20/x3). The handle of the hammer is in pure adamantium, while the two heads are carved in mithral and crested by tiny black diamond tips for extra damage. Such a design makes Trimia Death-Hammer one of the most lethal weapons in the realms. Every time Trimia hits an enemy, the weapon shrieks upon impact, thus forcing the foe to save on Will (DC 20) or remain deaf for 1d4 rounds. Three times a day, as free action, the hammer can simulate upon impact the effects of the spell Shock (as Wiz 10). Finally, one time a week, Trimia is able to duplicate the effects of the spell Quake as a Cleric 20.