I haven't seen a thread about homebrew magic items, so I'll start one. Please comment the item below, and do feel free to show items you've created!
Rune spear with a catch
Whether a long-forgotten artefact from the God-time, an experimentation of the God-learners, or a result of foul Malkioni sorcery, this long spear is adorned with the runes of Air, Movement, and Fire/Sky. (If found in the hands of Orlanthi, the last rune is often hidden under wrappings.)
The wielder can spend 3 magic points as a free action to activate the effects of the runes. When activated this heavy weapon of can be thrown as a javelin, with range of 40 meters and damage of 1d12 plus half of damage bonus, as usual for thrown weapons, and with an additional fire damage as determined on each hit by rolling a 1d6:
• 1: 1d4
• 2: 1d6
• 3: 1d8
• 4: 1d10
• 5: 1d12
• 6: 1d20
After a hit or a miss, on the next strike rank, the spear flies back to the thrower, flipping in mid-air! The thrower can either choose to defend against it, or try to catch it. The chance for catching this spear is equal to DEX*2 plus Manipulation modifier, and can be improved as a skill. Depending on the degree of success, various things can then follow:
• On a critical hit, the catcher can throw the spear again, on the same SR as it was caught!
• On a special success, the spear can be thrown again on the same round on strike rank equal to return rank + user's DEX SR, if possible.
• On a normal success, the spear is ready in the users hands, and can be thrown again on the next round.
• On a failure, the spear hits a ground next to the user and needs to be readied to be used again, the effect ends.
• On a fumble, the spear hits the hand that was used to try to catch it! Apply normal damage and the additional fire damage to that location, the effect ends.
The damage bonus only applies to damage when thrown, but can set things on fire as a torch.
The effect lasts for 15 minutes, unless cancelled early by a a failed or fumbled catch or not trying to catch it.
Treat as a 15-point effect against countermagic and similar spells. If countermagic or (especially) Shield ends the effect, the spear does not fly back to the thrower. If Shield countermagics the effect, it's still going to hit the target and do the normal 1d12+1/2 bonus damage as any other thrown weapon.
--- end of item description ---
I envisioned this thing as something inspired from the Thor's Hammer, transferred to Glorantha. I don't think that it is too powerful, extra range is useful just sometimes, fire damage boost is usually less than that of a Fireblade, and the returning effect & chance for free throws doesn't feel too powerful, as it shouldn't show up too often. That said, I don't think it's too weak either.
What do you think, and what would be a fair price for one of these?