Showing posts with label Magic Item. Show all posts
Showing posts with label Magic Item. Show all posts

Sunday, May 7, 2017

Scads of Magic

Imagination!
I've long been a fan of Seventh Sanctum, and tonight I decided to play around with the magic item generator. You get names for items that don't always make sense, but often have in them something you can use ... with a little imagination!

So, here's a scad of magic items in thumbnail sketch form, plus a couple with names I loved that even I wasn't sure how to flesh out with actual gamable abilities.


+1 Banded Mail of Heat Resistance: Stay comfortable in hot weather (summons cold air from elemental air plane), -1 damage per dice of fire damage

Amazon’s Pill: As heroism spell, females only

Barrel of Monkeys: Can summon 3d4 monkeys, once per week
Beggar’s Sandals: Feel no hunger or thirst if one eats/drinks once per week

Celestial Cube: When subjected to magic light, produces a prismatic/rainbow spell of the same or lower level

Coat of Sludge Repulsion: Cannot be engulfed by oozes

Coat of Slyness: Better pick pocketing, hides stolen goods

Earrings of Dancer’s Grace: +1 to AC, +1 to saves involving movement, gain ability to dance (fascinate as bard) once per day

Elemental Gauntlet: Gauntlet can on command turn into one of the following – an elemental earth gauntlet that smashes stone and +1 save vs. acid; a white hot gauntlet of metal that deals +1d6 fire damage and +1 save vs. fire; a gauntlet of ice that deals +1d6 cold damage and +1 save vs. cold; a sphere of swirling air that grants +2 AC vs. missile attacks and +1 save vs. electricity

Elixir of Blood Control: One can cause their own wounds or others to stop bleeding with a glance

Ethereal Brew: When poured out, it causes a whirlwind on the ethereal plane

Evil Drum: Bonus to hit for goblinoids

Flute of Ooze Alteration: Forces oozes to save vs. dancing; bards can cause them to move as they wish within sound

Fork of Time: When banged against metal, it forces all time displaced creatures within 100 ft. to shift into the present; against adamantine or mithral, it shifts the adventurers ahead 1 hour (do not move in space)

Hand Axe of Wind Shield: Can be swung around to create a wall of wind, when thrown, accompanied by a gust of wind

Hauberk of Revealing: Light reflected from this mail dispels illusions and reveals hidden and secret things

Haunted Tower Shield: Once per day can become a portal into the negative zone, releasing a single incorporeal spirit (HD no higher than users) to attack a foe

Helm of Ritual Fish Seduction: Hmmm ... next!

Infernal Sitar: Playing causes people’s shoes to heat up (as heat metal)

Jar of Thought Absorption: One can hold a thought in the jar by putting against the ear and thinking; the thought cannot be accessed by mind reading – mage’s can do this with spells; can put thought back into head in same way – others can try, but may take Int damage

Massive Helm: A large, spherical helm – silly looking, but +3 to AC

Mechanism of Amazon Slaying: I have no idea, but what a great weird name

Pendant of Magma: Allows one to walk across magma and lava with no damage or sinking

Rainstick of Calming: Berserkers and barbarians cannot go nuts in its presence

Ring of Knocking: As knock spell, 3/day

Ruby Draft of Abjuration: Drink liquid to gain abjuration spell – water (1st), wine (2nd), other potion (3rd, and gain abilities of that potion); usable 1/day, spell remains in memory for 1 hour

Salve of Gold: Like fool’s gold spell, enough for ten tiny items

Sapphire Net: Becomes a large web of blue energy that can entrap air elementals and gaseous creatures

Sphere of Ursus: Metal sphere with a copper, silver and gold bear; copper bear summons a black bear, silver brown and gold polar; 1 bear per week, from a ray that fires from the sphere up to 30 feet away; destroying the orb summons a cave bear

Staff of Slime Absorption: Can absorb up to 6 HD of oozes or slimes (1 HD = 5 square feet); when broken or released, they all appear adjacent to staff; can also be ejected as a 30’ cone of acid (damage dice equal to HD absorbed)

Titan’s Wand: Can cast one third level magic-user spell per day, but requires two magic-users to swoosh it

Traveler’s Stick: +5 ft. per round to walking speed, walk twice as long without being fatigued

White Javelin: When it strikes undead, it absorbs their negative energy, up to 6 HD, turning the javelin black – the black javelin then absorbs levels/HD of living creatures until it negates the negative energy, so don’t touch it without a mithral gauntlet

Okay - one more, inspired by watching MST3K's take on Cave Dwellers ...

Helm of the Black Swan: Once per day, a roll of "1" can be turned into a "20", or a roll of "20" can be turned into a "1" within sight of the wearer.


Wednesday, October 12, 2016

Word Up

From "Popeye the Sailor Meets Ali Baba's Forty Thieves" via Wikipedia
Here are a few ideas on incorporating magical (or at least powerful) words into the treasure tables in your game.

All of these words are potential replacements for the venerable treasure map (which itself is a great piece of treasure). If you're playing a game without treasure maps on the treasure list, you might need to reexamine your life choices. Or, you could just add it to the list of magic scrolls.

Fechtbuchs
"Fechtbuch" is a German word for a book that teaches warriors how to fight with word and illustrations. The fechtbuch concept can be used for all classes, of course, and it occurred to me last night that the value of one of these books could be to grant a character an XP bonus, maybe +5% or +10% at the most, while they are earning XP to gain their new level. When the new level is gained, the book is of no more use to them - they've learned everything they're going to learn from it.

The cursed version would do the opposite - a book written by a fool that makes true learning harder than it should be. Imagine trying to deal with a real hippopotamus after reading some nonsense in an old medieval bestiary.

Passwords
A password gained in one room might help one get past a trap or monster in another room, or even another dungeon. "Swordfish" is a classic from the Marx Brothers movie Horse Feathers, and who can forget "open sesame" (or "open sez me" if you're a Popeye fan).



Passwords can be mundane - as in a word spoken to guards to permit passage past them - or they can be magical, as in a word spoken to disarm a magic trap or lock. Perhaps every lock and trap has a mystic password given to it by its creator during the act of creation, and high level thieves have a knowledge of such passwords. While they use their picks and tools, they also whisper these words to the lock, hoping to find the one that opens it.

The "cursed" version of this would be the word that causes bad things to happen, a' la the infamous "bree-yark" in The Keep on the Borderlands.

Secret Words
Secret words are not all that different from passwords, I suppose, but with them the power of the word is definitely magical. Secret words work on living creatures, including non-sentient creatures. The words are tied to a particular type of creature and they have a single effect. The word can be used one or two or three times before it loses its power.

The effects of a secret word should be non-offensive, and could include making the creature friendly, stopping a charging or pursuing creature in its tracks, or undoing a special attack or defense of the monster (such as "turning off" a medusa's petrifying gaze) for a short period of time.

The mystical word "Nee" comes immediately to mind.

True Names
True names are not terribly different from secret words, though they are potentially more powerful. The idea is that every creature from beyond the mortal realm, demons, devils, demodands, angels, elementals, etc., has a secret true name that permits the speaker control over them. The true name should probably be treated as a spell - thus once spoken, it is forgotten. Otherwise, you're giving an adventurer a pet monster to sic on his enemies, and that's a bit more than any adventurer should get. The word, when spoken to its owner, could act as a command, suggestion or geas spell - whatever makes the GM comfortable.

Rincewind by Paul Kidby, found at Wikipedia
The true name can be used in a summoning spell to bring that specific creature to you (rather than pot luck) and put it under control. If you know the true name but don't know the owner, a GM could give a flat 1% chance that the creature you're speaking to is the owner of the true name you have learned. After all, fantasy stories and fairy tales are full of such odd coincidences. Speaking the true name to the wrong creature, however, might be disastrous - the creature will know what you were trying to do and may resent it.

A good example of a true name is Rumpelstiltskin.

Words of Power
Words of power take things up yet another level. These words are, in effect, the power word spells (and maybe a few others, such as control weather) in a form that anyone can use. Again, you are allowed one use to a customer, and perhaps that use comes with ramifications, as the keepers of cosmic order do not care to have things disordered by irresponsible adventurers.

Conceptually, I'm thinking of these being like the powerful spell that lodged itself in the head of Terry Pratchett's magic-user Rincewind. Have the word of power displace a spell that a character can normally prepare (even clerics) or a skill or maneuver a non-spellcaster can normally use. A thief, for example, learns the power word kill spell, but while it's in her head she cannot move silently, hide in shadows or pick pockets, making her a very effective murderer, but a lousy thief.

The Greek word "logos", from Wikipedia

Tuesday, January 5, 2016

Six Dandy Daggers

Nothing fancy today, just six magic daggers you might find useful in your game.

Image found HERE

Koroth's Crippling Blade
This +1 dagger, when it strikes on a critical hit, buries itself in the victim's body, assuming the victim is not killed by the blow. The dagger continues to deal 1 point of damage each round, and the victim is considered to be crippled (per the condition). The dagger can only be removed by its owner, after a remove curse or dispel magic is cast, or by making a Bend Bars/Lift Gates task check. If the dagger is pulled out, it deals a final 1d4 points of damage on the way out.

Image found HERE

The Blade of Avarice
This +1 dagger, when balanced on left pointer finger (requires a Balance task check), will point towards the largest mass of gold (be it coins, ore, etc.) within 500 feet.

Image found HERE

Knife of the Mason
This +2 dagger deals double damage against stone, be it ordinary stone or animated stone, such as a stone golem or caryatid column. Against flesh, wood or metal, it deals half damage.

Image found HERE

The Hungry Blade of Inzo-Khan
This +2 dagger can absorb one spell of up to 6th level cast in the presence of the dagger. When it does, the pommel glows first a tepid pink (as bright as a candle), then 10 minutes later a rosy red (as bright as a torch), then an hour after that a brilliant yellow (as bright as a lantern). The spell energy must be discharged from the blade to make the glow stop. The energy can either be channeled into a free spells (already prepared or known) of 1st to 3rd level if the dagger's wielder is an arcane spell caster, or by making a hit with the dagger that beats an opponent's AC by an amount equal to the level of the spell absorbed.  After 12 hours of glowing yellow, the dagger finally leaps from the wielder's hands and dances, attacking the wielder with an attack bonus equal to 5 + the level of the absorbed spell for 10 rounds.

Image found HERE

The Resurrection Blade
When this +1 dagger is used to make a backstab attack against a humanoid, and that humanoid dies, it is immediately animated as a zombie under the control of the holder of the dagger. The dagger can only control one zombie at a time, and the animation lasts for 24 hours.

Image found HERE

The Crusader's Blade
This +2 dagger practically leaps from one's hands in the presence of Chaotic (Evil) creatures, it is so eager to attack them. The holder, if he or she does not wish to attack, must pass a Will saving throw each round to avoid giving into the dagger's wishes. If the dagger does kill a Chaotic (Evil) creature, the creature is immediately resurrected with a Lawful (Good) alignment. Neutrals just stay dead. Lawful (Good) creatures killed by the dagger are not reborn, but the dagger's owner's alignment immediately changes to Chaotic (CE) and the dagger teleports elsewhere. The owner can only be changed back to their original alignment if they are slain by the Crusader's Blade.

Thursday, October 1, 2015

Two Cinematic Hex Crawls

Over the last few days, I managed to watch some D&D-ish movies before work - just dumb luck, they just happened to be on.

The first involved a few PC's and their henchmen taking a dangerous cruise on a quest to break an evil magic-user's polymorph other spell on a prince, who ended up a baboon. The quest eventually takes them to the arctic and a hidden, pleasant land within the arctic. On the way, they fight monsters, counter spells and eventually break the spell. Alas - no treasure, but they'll probably be rewarded by the prince.

The second involved five people, four men and a woman, dragged from modern times into ancient Greece. The men are made galley slaves, while an evil king tries to romance the woman. The men eventually lead a slave revolt, wash up on shore, do a little hex crawling, and are made slaves again. Luckily, one of the guys ends up with an 18/00 strength (or maybe higher), and in this capacity serve a different king, and wind up fighting Hercules himself to get back to their own time period.

The first film was Sinbad and the Eye of the Tiger, the second The Three Stooges Meet Hercules. Scoff if you will, but the second flick is probably close to most D&D campaigns than the first. Oh, we all dream of Lord of the Rings-caliber gaming, but bumbling insanity is often what we get.

Both films were lots of fun - I'd actually never managed to watch the Sinbad flick, despite being a fan of Harryhausen - so here are a few bits and pieces inspired by these movies:

Giant Walrus

From HERE
Size/Type: Huge Animal
Hit Dice: 11
Armor Class: 16
Attack: 1 bite (2d6)
Movement:15 (Swim 60)
Saves: F5 R8 W13
Alignment: Neutral (N)Intelligence: Animal
No. Appearing: 1
XP: 550 (CL 11)

Giant walruses are much like their smaller counterparts, though they are more aggressive.

Minoton

From HERE
Size/Type: Large Construct
Hit Dice: 6
Armor Class: 18
Attack: 1 gore (1d10) or by weapon (2d6)
Movement: 30
Saves: F11 R12 W12
Resistance: Fire, electricity
Alignment: Neutral (N)
Intelligence: Non-
No. Appearing: 1
XP: 600 (CL 7)

Minotons are bronze automatons made by magic-users for brute labor and basic fighting. Most are armed with spears. They are tireless and immune to all mind effects, and only obey the commands of their creator.

Troglodyte

From HERE
Size/Type: Large Giant
Hit Dice: 4
Armor Class: 14
Attack: 1 gore (1d6) and 1 slam (1d4) or by weapon (2d6)
Movement: 30
Saves: F10 R14 W15
Alignment: Neutral (N)Intelligence: Low to Average
No. Appearing: 1d4
XP: 200 (CL 4)

Troglodytes are large, primitive ancestors of human beings. They speak the language of simple primates, and though fearsome are not particularly aggressive. Female humanoids get a +2 reaction bonus with male troglodytes.

Eye of the Tiger

From HERE
Level: Magic-User 3
Range: Personal
Duration: 10 minutes

When this spell is cast, a magic-user's eyes become cat-like (giving them darkvision to a range of 60'). Any feline they look upon within 60' must pass a Will saving throw or the magic-user turns into a vapor and inhabits the cat's body. The magic-user retains her own intellect, and gains the fighting ability of the cat. The magic-user can leave the cat's body at any time, but if they are still inside the cat when it is killed, they die along with it.

Two-Headed Cyclops

From HERE
Size/Type: Huge Giant
Hit Dice: 16
Armor Class: 16
Attack: 2 weapons (3d6) or boulder (100'/3d6)
Movement: 40
Saves: F3 R7 W8; +2 save vs. mind effects
Alignment: Chaotic (CE)Intelligence: Low
No. Appearing: 1
XP: 800 (CL 16)

The two-headed cyclops stands about 50' tall. It is terribly bright, but it really doesn't need to be to get along.

Sleeping Pills

These magic items are akin to potions. They are made in lots of 4, and each pill packs the punch of a potion of sleep. Saves against them are saves against magic, not poison.

Tuesday, August 4, 2015

Magic Keys

From the Graphics Fairy
A few idea for magic keys you can drop into your campaign. All of them work in essentially the same way - a small, simple key of an interesting material that can open doors that are not there in different materials. To work, the holder of the key must close their eyes, hold their breath, stick the key out slowly, and then turn it slowly. The door then opens. The keys have a 1 in 6 chance of working, so they're not a sure thing.

Where do these doors lead? The key opens a door onto one of the following (D10):

1-3) An ornate room with furnishings and decorations dependent on the material in which the door was situated, and attended by like creatures. Thus, a black key opening a room into shadows will open into a room of black marble with gauzy black curtains and thicker, black velvet curtains and dark wood furniture with cushions in shades of grey attended by shadows. The room is safe, and can be stayed in for 1 hour before it fades back into the plan of which it is composed and sends the occupants back from whence they came.

4-7) A long tunnel that leads to a second door which opens back into the material world. This second door will appear in the same material as the first, so a door opened through fire can only lead to a second door situated in fire.

8) A long stair leading deep down into the plane (or a demi-plane) appropriate to the key that opened the door, thus opening a door in stone will lead to the elemental earth plane.

9) The door leads to the key-holder's childhood home, wherever it was (even if it is now a ruin, or just an open field).

10) A tunnel that leads back to the same door, but 1d6 hours later or 1d6 hours earlier. If it leads back in time, all that the characters had done in the world over that time has been undone, though the effects they suffered through remain evident on their minds, bodies and souls.

The material of the key governs what they key will work on, as follows:

Gold --> Natural stone

Amber --> Trees, hedge rows, brambles, thickets

Meteoric Iron --> Shadows and the night air

Copper --> Fire

Smoky glass --> Smoke

Silver --> Water, fog and mist

Green wood --> Spring Breezes

Bone --> Mausoleums and tombstones

Tin --> Laughter and thunderous applause (must "fill the air")

Porcelain --> Weeping and wailing (as above)

Folded paper --> Riotous anger and yelling (as above)

Tarnished brass and tied with a fairy lock --> Hillsides

Dessicated and twisted wood --> Sand dunes

Tuesday, January 28, 2014

Notions on Potions

(Forgive the title)

Potions are one-use magic items that need to make contact with the skin in order to deliver their effect, which is usually based on a magic spell. Simple, right?

By and large, potions show up in treasure hordes in the form of edible concoctions (referred to as potions) and oil. In either case, they are presumably kept in little bottles that hold maybe a fluid ounce of liquid. I wouldn’t be surprised if more than a few referees even come right out and tell their players that they’ve found a potion.

Potions do not have to take the form of little bottles of liquid magic, though. And even when they do, they do not need to be distinctive from other common liquids. Keep your players guessing with a few of these alternate or variant forms for magic potions and oils:

Acid - something must be burned to release the magic

Beer – magical beers work well with rustic folk, like halflings – naturally one can use magical ales, stouts, etc.

Blade – a small blade, it must be run across the palm and draw blood – the mixture of blood and steel releases the magic worked into the blade

Brackish water – just because it’s disgusting, doesn’t mean it isn’t also magical; it will force players to check out those seemingly useless puddles on dungeon floors

Candies

Candle – this could be a delayed release version of a potion, or a potion that affects a group of people (say a potion of invisibility sphere, for example); could also require a person to burn themselves to release the magic or perhaps the candle must be snuffed to release the magic

Cheese – or any dairy – “From enchanted cows …”

Chicken – gruesome, perhaps, but the chicken or other small animal must be snuffed out to release the magic – perhaps appropriate for the temples of evil cultists

Cord – perhaps it must be cut, or maybe it must be tied into a bow to release the magic

Cosmetics – lipstick, rouge, eye shadow – could be embarrassing for rugged adventurers; with lipstick, one person might have to put it on, but another might have to kiss them to release the spell, which then affects them both

Cracker – not the biscuit, but the Christmas favor; several crackers that must be pulled simultaneously by a group could be even better

Dye – the dye must be spilled on an item or one’s skin to release the magic, and the stain remains long after

Eggs – they must be cracked open, releasing a poof of foul-smelling gas that is sniffed to gain the benefit

Elixir – just a variant term for potion

False mustache – the mustache must be applied, and lingers thereafter until shaved off

Firecracker – see the cracker above; especially good for an Asian-themed campaign or dungeon

Flower – pluck a petal to release the magic; this could also work for a multi-charge (but not rechargeable) magic item

Fortune Cookie – the magic is released by cracking the cookie, and if the spell released is a divination, maybe the knowledge to be delivered is on the slip of paper inside

Glass sphere – not unlike the egg above, though perhaps not as disagreeable to the nose; could also just be a stone ball that is struck against something
Grease – a variation on oil, but might have the effect of making a person slippery

Horn – one blast from the horn releases the magic; the horn thereafter is either inert, or it disappears; the same could be done with a trill of a flute or by striking a tuning fork

Image – not a treasure item, but a magical image could be imprinted on a person’s eye and hidden beneath an eye patch – when the patch is risen, the image appears before the person and the magic is released

Lamp oil – like the candle above

Liqueur – Brandy of Invisibility, Scotch of Heroism

Locket – the magic is hidden inside, and released when opened

Match – must be struck to release the magic

Mud – another variation on oil; remember when you twisted your ankle and your coach told you to rub some dirt on it and walk around? Same principal

Needle – a finger must be pricked, and perhaps the magic only works on a particular finger

Nosegays and asphidity bags – one strong sniff is all it takes – maybe the scent ends when the duration of the magic ends, or maybe it lingers

Paint – maybe applied to the body, or maybe to a surface (for a dimension door effect, for example)

Perfume – in this case, not all that different from oils – make the barbarian smell like lilacs if he wants the potion of healing!

Pies – after all, you’ve seen how quickly a Hostess fruit pie can take down a super villain

Pills - the higher the level of spell, the bigger the pill

Plaster – in Elizabethan times (and I think beyond), small plasters in the shapes of stars, crescent moons, etc. were applied to the face as beauty marks; perhaps these must be applied, or perhaps they must be ripped off to release the magic

Powders – inhale them, swallow them or powder your face with them

Riddle – when it is solved, the answer releases the magic

Salve – apply generously; brings to my mind the Three Stooges bit with limburger cheese; also unguents, creams and lotions

Secret – not a treasure item, but a magic-user could write a secret message on a person’s back with magical inks that releases the spell when another person reads it

Soap – you must bathe with the stuff to get the effect; this conjures up granny women and their lye soap to me

Stick – the stick must be snapped in two to release the magic

String – could be for a bow or for a musical instrument – must be strung and then plucked, at which point the magic is released and the sting snaps

Syrup – perhaps it must be mixed with carbonated water and then consumed

Tinctures – an alcoholic extract of some plant or animal, not terribly different from a potion, though maybe the tincture is applied to the eye as a drop

Tobacco – or other potent weeds, of course; must be smoked to release the magic

Tune – a slip of paper with a seemingly harmless tune, singing or whistling or humming it releases the magic; unlike a scroll, anyone could release this magic and it cannot be transferred into a spellbook, but like a scroll it only works once

Tonic – just a variant term for potion

Wafers – and cookies, biscuits, breads, etc.

Wine – many wines were spiced in the old days, and one could imagine such a preparation having arcane applications as well; or perhaps the grapes are enchanted while on the vine

Friday, June 7, 2013

Magical Strings [Magic Items]

Why magical strings? Because the idea popped into my head the other day while I was taking a walk. Enjoy ...

Thread of Fate: This special thread is made from entwining gold and silver thread with hair plucked from the head of a hag. When sewn into clothing using a gold needle, the thread permits the wearer of that garment to once attempt to escape death. When faced with any event that would cause their death (hit point damage, a failed saving throw, etc.), the adventurer can ignore the event – i.e. the attack somehow misses, the saving throw is a success, etc. Once death has been escaped, the thread loses its magic unless the garment is subsequently washed in a potion of restoration.

Thread of Guiding: This magical thread, when its spool is dropped to the ground, traces the path of the person who dropped it, rolling along until it reaches its maximum distance of 300 feet. It can be re-rolled onto its spool while one follows it, but will not magically re-roll itself.

Cat’s Cradle: This is a magical string with an amethyst gleam that can be turned into a cat’s cradle by one deft with his hands (Reflex save). While held before a person, it can catch any spell thrown at the person (force effects included, but not energy or physical effects like fire or stones). The magical energies in the thread can then be flung back at the caster (and only the caster) the next round. If these energies are not so thrown within 3 rounds, they ignite the string, which deals 1d4 points of the damage to the holder of the cat’s cradle per spell level.
Obviously, while holding a cat’s cradle, one cannot wield a weapon or shield. Monks can still attack, but since they may only use their legs they suffer a -2 penalty to attack.

Memory Thread: Memory thread is a saffron colored bit of string. When tied to one’s finger, it permits them to remember one thing perfectly without fail. Magic-users can use memory string to remember a single spell of up to 2nd level, essentially gaining an extra spell slot. If the string is removed or destroyed, the memory is lost (though one could still conceivably remember it in the normal, non-magical way).

Spool of Recording: This is a spool of mahogany, well worn, without any thread. When held before a person and the command word (“Victrola”) is uttered, it causes anything said before it by a single person to take the form of a silver thread which is pulled from their mouth and reeled onto the spool. The sound of what the person said is converted into the silver string, so no sound is heard. Spells uttered in this way are disrupted.

If this string is pulled through the eye of a crystal needle, the sound can be replayed. This can only be done once. If the sound is a spell, there is a chance it will go off, based on the level of the spell, with a target chosen by the holder of the spool.

Level 0 to 1 90%
Level 2 80%
Level 3 70%
Level 4 60%
Level 5 50%
Level 6 40%
Level 7 30%
Level 8 20%
Level 9 10%

A string can also be destroyed with fire if the spool’s owner does not wish to hear it.

String Snapper: A string snapper is a magical amulet of bronze embossed with the image of scissors. By rubbing the amulet and then snapping her fingers, the owner can cause all strings within 30 feet to potentially snap. This includes the strings of instruments (though not magical instruments), bowstrings (though not of magical bows) and other taught strings. The strings in question receive a saving throw to resist the effect. Each time the amulet is used, there is a 1 in 6 chance that it dissipates into yellow smoke that smells of sulfur.

Kazoo of Power: This silver kazoo, when blown, produces no noise but causes all strings on bows or musical instruments to begin vibrating. This vibration renders an item useless for its owner, and also sets up a throbbing harmonic that causes 1 point of sonic damage per round to anyone within 10 feet of the item (cumulative). Magical items receive a saving throw to resist the effect of the kazoo of power.

Quantum Lens: A quantum lens looks like a monocle with a silvery sheen. When placed over the eye, it allows one to glimpse quantum strings that crisscross through reality. The lens also allows one to pluck these strings (or at least attempt to) to cause changes in the environment around them. The attempt requires on to make a special task check that is a Will save modified by intelligence (if one is a magic-user, sorcerer or bard) or otherwise made as if one had a knack at screwing with reality (also modified by intelligence). Different quantum effects carry with them different penalties to the task check. In any event, only one such event can be produced per day without attracting the attention of an astral deva, who will attempt to seize the quantum lens from the character with extreme prejudice.

 - Call lightning (-2)
 - Control weather (-8)
 - Control winds (-6)
 - Earthquake (-10)
 - Firestorm (-10)
 - Fog cloud
 - Gust of wind
 - Ice storm (-4)
 - Planeshift (-6)

 - Reverse gravity (-10)
 - Sleet storm (-2)
 - Whirlwind (-10)

Silver Scissors: This is a pair of scissors made from alchemical silver and engraved with various glyphs and words of power. Silver scissors can be used to cut astral threads, those threads that connect a person on one plane with his material self on another after he has traveled through the astral plane. Astral creatures can also be affected by the scissors, the cutting of the thread forcing them back into he astral plane for 24 hours.
Finding a thread is the hard part, of course. Threads usually connect to a creature’s back, and random attacks at a person’s back can be made with the scissors as though attacking Armor Class 22. If one can discern astral threads in some manner, they may attack them as though attacking Armor Class 12. Damage need not be rolled – a successful attack with the scissors cuts the thread.

Monday, September 10, 2012

Boxes and Chains [Magic Items]

A couple magic items that popped into my head this weekend ...

Bento's Beneficient Box
Bento's Beneficient Box appears as a simple wooden box, about 6 inches long, 4 inches wide and 3 inches tall. Each time it is opened, it is filled with one meal's worth of food, the exact contents being random.

1 - Human meal - Tard tack and salt pork
2 - Dwarf meal - Thick gruel that tastes of dark, bitter ale, salty crackers
3 -Elf meal - Thin wafers (taste of vanilla and daisies) and a light salad
4 - Halfling meal - Meat pie and honey cakes
5 - Gnome meal - Mushroom stew and nutty cheese balls
6 - Orc mean - Grubs (still alive) soaked in bacon grease, something akin to pork rinds

The food is healthful and free of disease, but those who partake of it must pass a Fortitude saving throw (save vs. poison) or suffer the following side effects:

Human meal - +1 bonus to saving throws, inability to run away from a challenge for 24 hours

Dwarf meals - Knack for noticing stonework, become irascible and ill-tempered for 24 hours

Elf meals - Knack for noticing secret doors, become intolerably arrogant and snobby for 24 hours

Halfling meals - Knack for moving silently, become obsessed with food (consume double rations) for 24 hours

Gnome meals - Ability to speak with burrowing mammals, become an annoying practical joker and punnster for 24 hours

Orc meals - Knack for survival, become incredibly reckless and stubborn for 24 hours


Daisy's Devious Chain
This item appears as a simple daisy chain that has been magically preserved. It is impossible to unravel the chain, and saves vs. damage as an adamantine item. The wearer of the daisy chain (helmets must be removed) gains magic resistance 5%, can discern creatures that have changed shape or that are capable of changing shape (such as lycanthropes or doppelgangers) and leaves no tracks in the wilderness. If the wearer of the daisy chain engages in battle with animals (not magical beasts), plant monsters or fey, the daisy chain animates and attacks the wearer. If fighting animals, the daisy chain becomes a constrictor snake; if fighting plants it becomes three assassin vines, and if fighting fey it becomes animated chains (per medium animated object). In all cases, the monster gains a free attack due to surprise (unless this has happened before, of course) and attacks with a +2 bonus to hit in the first round of combat. After the monster has been defeated, or after it has killed its wearer, it turns back into a daisy chain.

Thursday, July 19, 2012

Codpiece of Power [Magic Item]


When attached to one's armor, the codpiece of power actually just sits there, doing nothing. No powers at all. The magic is in the satisfaction of kicking someone's ass while the codpiece of power stares at them with that smug look on its face.

That, or it permits the wearer to invoke the power of a potion of heroism once per day when facing a foe tougher than they are, or when outnumbered at least 3 to one.

Or maybe it can attack a foe per the lion shield (or shield of the lion, or whatever it's called)

Or once per day, when you rub it, it answers one question for you, per the augury spell.

Any other ideas what this puppy might do?

The image above, and the images in the past post, are by Wendelin Boeheim

Saturday, June 30, 2012

Perukes of Power [Blood & Treasure]

Don't know why ... don't ask ...

Cadogan of Holding: This wig is grandiose and ridiculous, being woven from two different colors of hair and being quite tall. The wearer can reach into the wig and pull out various items she has stored there, per a bag of holding (I).

Concubine's Wig: This Egyptian-style wig of perfumed black hair allows female wearers to cast charm person three times per day and charm monster once per day. Charmed men must make additional saves each hour or be overcome by their passions. The wig just makes men look weird.

Diadem Wig: This wig of tightly curled blond hair gives the wearer the ability to cast command three times per day, and improves their charisma by 2 points while worn.

Lousey Wig: This wig of chestnut hair is crawling with nits and lice. Once per day, by shaking it vigorously, the wearer can summon an insect plague, which rises from the wig itself.

Periwig of the Rake: This wig is highly valued by duelists. Examples are either stark white and tied in ponytails, or composed of a heap of black curls. The wig grants the wearer a +2 bonus when using special maneuvers, grants non-duelists the ability to riposte as a 1st level duelist and grants duelists a +2 bonus to hit and damage when riposting.

Wig of Decay: This full, curled whig of auburn hair is cursed, making the wearer break out in open sores and effectively reducing their charisma to 3. While it is worn, the wearer also suffers a -2 penalty to saving throws vs. disease.

Wig of Glowering: This white, powdered magistrate's wig allows the wearer to cause fear (as the spell), once per day, by scowling.

Wig of Insect Repulsion: These powdered wigs, when fluffed or shifted vigorously, produce a 15-ft. radius cloud of white powder that forces vermin to pass a Will save to enter the cloud, and even then forces them to save vs. poison (Fort) each round they are in the cloud or suffer 1d4 points of damage. The cloud persists for 1d4+2 rounds and can be created once per day.

Wig of Medusa: This wig has long, red locks that hang down to the hips. They can be animated by the wig wearer, making three grapple attacks using the wearer's attack bonus.

Wig of Sneezing: This powdered wig can, once per day, create a cloud of powder equivalent to powder of sneezing.

(Welcome to those from the Sneeze Fetish Forum! You've got to love the way the internet connects everyone to everyone eventually)

Sorry folks - no magical merkins for now ...

Monday, May 14, 2012

How to Enchant An Item [Blood & Treasure]

Here's a draft for the whole "creating magic items" bit for Blood & Treasure. Still thinking about this, so feel free to make suggestions and such (unless you think it sucks, in which case keep it to yourself as I have a fragile ego and artistic temperament).

The overall idea is that games are always talking about all the cool ingredients that can be used in making magic items, but this one is going to codify it (in a very vague way, of course). It's also going to attempt to use the system for making these items as a impetus for adventure - i.e. you need a medusa's tooth for an item, you have to slay it yourself. The other idea is to make sure that magic items are not being created willy nilly and all the time without using several tons of required gold pieces or XP costs to achieve it.

THE BASICS
The game has two systems for "what level do I have to be?" to make magic items, one based on 3rd edition, where as full spellcasters advance in levels they learn to make different types of magic items, and the other drawn from older versions of the game, that require one to be 9th level to make anything. Treasure Keepers can do as they like.

The overall cost to make an item is equal to have the gp value of the item - which can be divided up by the creator between hiring master craftsmen and alchemists, making the item to be enchanted, etc.

The item to be enchanted must be made by a master craftsman under the watchful eye of the magic item’s creator using the best possible materials

Magic weapons, armor, rings and rods must be forged from meteoric iron, mithral or adamantine or, for rings and rods, precious metals

Leather goods must be made from expensive animal hides

Cloth goods must be made from expensive fabrics (silk, velvet, cloth-of-gold, cloth-of-silver, wool from the exceptionally fine sheep, the hair of virgins, etc.)

Wooden goods (wands, staves, etc.) must be carved from rare and expensive woods

Scrolls must be scribed on vellum prepared by a master or chiseled in an expensive stone (malachite, porphyry) using an adamantine chisel

Potions must be brewed in vats made of precious metals with the assistance of an alchemist

MAGICAL ELEMENTS
All magic items are tied to an "equivalent spell" determined by the Treasure Keeper - i.e. what spell is sorta kinda (or exactly) like the magic item being made here. For each level of that spell, the item requires a "magical element".

Roll d8 for potions and scrolls, d10 for all other magic items.

MAGICAL ELEMENT (Roll d10)
1-2 Herb (must be harvested from a special place or at a special time)
3-4 Mineral (discovered in a dungeon)
5-8 Monster (slain by the magic-user and his comrades)
9 Place
10 Time

HERBS (may be ground, used to make essential oils, smoked, burned as incense or ingested as a tea)
Angelica: Good and lawful spells, abjurations, summoning
Anise: Abjurations and divinations (esp. clairvoyance)
Basil: Strength, fire, evocations, necromancy, command/domination
Bamboo: Dispel magic
Caraway: Air spells, charm spells, movement
Cinnamon: Holy spells, mind-effects, communication spells, healing spells
Cloves: Negative energy protection, silence, dispel magic, charm person, astral projection, ethereal jaunt and other travel spells (teleport, dimension door)
Coriander: Abjurations
Foxglove: Poison, cause wound spells
Frankincense: ???
Galangal: Luck spells, blessings, remove curse
Garlic: Exorcism, protection from undead, healing, weather spells
Ginger: Fire spells, curses, evocations, spells of travel or movement
Ginseng: Restoration
Hellebore: Exorcism
Henbane: Poison, death spells
Holly: Resistance to electricity, magic circles, protection from evil
Horehound: Plant spells, tree spells, hallow
Lavender: Bless, healing, memory spells, sleep, bull’s strength, bear’s endurance, illusions
Lovage: Eagle’s splendor, charm spells
Mace: Transmutations
Mandrake: Evocations, summoning, visions
Marigold: Illusions
Marjoram: Animal spells, necromancy
Mistletoe: Love, druidic spells
Mugwort: Astral and ethereal travel
Mustard: Enchantments, dispel magic
Myrrh: ???
Myrtle: ???
Nutmeg: Dream, nightmare, divination
Onion: Contact other plane, commune
Oregano: Calm emotions, good hope, abjurations
Parsley: Haste
Peppermint: Animals, energy spells (including protection and resistance), healing, necromancy
Pomegranate: Communication with the dead, necromancy
Poppyseed: Sleep, dream, nightmare, confusion, insanity, binding spells, curses
Rosemary: Fear (including resistance to), exorcism, legend lore, alarm, glyphs and other spells that protect items, fox’s cunning, owl’s wisdom, water spells
Saffron: Sun and light spells, divinations, true seeing, detect invisibility, wind spells
Sage: Healing, longevity, protection from scrying
Savory: Animal spells, fey spells
Star Anise: Lawful spells, mark of justice, detect lie, hallow, aid, bless, prayer
Tarragon: Dragon spells, rage, remove fear
Thyme: Fey spells, divinations, necromancy
Turmeric: War and weapon spells, exorcisms, hold spells, mage armor, shield
Wormwood: Illusion

MINERALS
Agate: Plant spells, physical ability boosts, cure spells, abjurations
Amber: Sun and light spells, detect spells
Amethyst: Mind and emotion spells, clairaudience and other hearing spells, AC-enhancing spells, remove curse, break enchantment
Aventurine: Earth spells, open doors, knock, passwall, remove curse
Bloodstone: Remove fear, enhance physical abilities, heroism, mage’s transformation
Carnelian: Abjurations, fire spells, spells of movement (fly, jump, haste)
Chrysoberyl: Spell turning, reflective spells, locate object, spells of awareness
Copper: Remove fear, neutralize or delay poisons, communication spells
Emerald: Charms and enchantments, exorcism, enhance mental abilities and vision
Fluorite: Chaos spells, cure disease
Garnet: Abjurations, heal
Gold: Spells of purification, positive energy spells
Hematite: Mental and psychic spells, time spells
Jade: Water spells, wisdom spells, healing
Jasper: Abjurations, cure disease
Lapis Lazuli: Psychic spells, remove fear, divinations
Malachite: Plant spells, bear’s endurance, transmutations
Moonstone: Confusion, insanity, wish, neutralize poison, sleep, illusions
Obsidian: Protection from energy, detect evil, true seeing
Onyx: Lawful spells, spells of command and control, abjurations, wall spells
Opal: Emotion spells, memory spells, astral projection, ethereal jaunt, dream, nightmare
Platinum: Anti-transmutation
Quartz: Aid, bless, prayer and other such spells, evocations, cold spells
Rhodochrosite: Fire spells, legend lore, calm emotions
Rose Quartz: Atonement, heal, cure disease, resistance to fire and other energies
Ruby: Command spells, growth spells, haste, resistance to fire and other energies
Sapphire: Wind spells, water spells, planar travel, abjurations, creation spells
Silver: Energy spells, sleep, insanity, magic circles and other protections
Sunstone: Sun, light and fire spells, blessings,strength
Tiger Eye: Animal spells, true seeing, divinations, travel spells
Topaz: Blessings, evocations, mineral detection
Tourmaline: Heal spells, mental spells, plant spells
Turquoise: Earth spells

MONSTER
Requires eye, hair, feather, skin, gland, organ, claw, tooth, etc. of a monster (aberration, dragon, fey, giant, magical beast, monstrous humanoid, outsider, undead) or legendary personage (at least 12th level) associated with the spell or power being woven into the item. Monster must have twice the Hit Dice of the equivalent spell to be used.

PLACE
Ruined temple
Ancient palace
Place associated with birth or death of particular god or demigod
Place associated with magical or historic event
Stone circle sanctified by a 15th or higher level druid
Elemental plane or other plane of existence
Atop highest mountain
Fabled or mythic island
Active volcano
Cloud giant’s castle
Storm giant’s undersea palace
Waters of a magic pool or fountain
Bottom of deepest chasm
Within the pounding surf
Waters of a holy river

TIME
Specific phase of the Moon
Specific solstice or equinox
Specific position of stars
Anniversary of magical or historic event
During a storm, earthquake or other cataclysm (natural)
During a meteor shower

Example: Flaming Longword
The Treasure Keeper rules that fireball is the important spell for a flaming longsword. Fireball is a 3rd level spell, so there will be three rolls on the table above. The TK rolls and gets mineral, monster and time. He decides the “mineral” will be carnelian (3,000 gp worth, powdered), the “monster” a salamander’s blood and the “time” during a meteor shower. The magic user must also provide a sword made of meteoric iron, mithral or adamantine. The magic-user will have to use divinations to discover when and where a meteor shower is to occur, and of course he’ll have to liberate a carnelian from a dungeon and slay a salamander. The services of an alchemist are needed to prepare the carnelian powder. While the flaming sword is forged by a master smith (during the meteor shower and under the open sky, of course), the magic-user mingles in the carnelian powder and salamander blood and casts the fireball spell.

Example: Cape of the Mountebank
The magic-user must provide around 5,000 gp worth of materials for this cape, which must be woven of silk or another expensive material, probably with gold or silver thread embroidered in it. It is associated with the dimension door spell, a 4th level spell of movement and travel. Rolling the dice, the TK decides he needs an herb, two minerals and a place. He decides the place will be the tomb of an infamous illusionist – the enchantment, though not the manufacture of the cloak, must occur there. The “herb” is ginger, which must be brewed into an ale and consumed by the magic-user while creating the item. The “minerals” are sapphire and tiger’s eye, which must be powdered and mixed into a dye for the cloak. The cloak will have silver threads embroidered into it to form symbols of power.

Sunday, February 19, 2012

The Abacus of St. John the Enumerator

I was inspired reading Grognardia today, and decided to make up a relic.

St. John the Enumerator was a blessed clark and keeper of accounts for the holy church of Nomo. After extended service, in which he kept the church's accounts afloat even through the years of Pontiff Palaithian the Decadent. For his ability to keep the church in the black, he was named a saint and his abacus was declared a relic of the church.

If only they knew how John kept the church afloat, the deals he made and the price he and others had to pay.

The Abacus of St. John the Enumerator
The abacus is a simple instrument made of oak, copper shafts and glass beads. In the moonlight, a careful observer can make out tiny motes of dancing light within the beads. Within each bead is locked the soul of a young priest of the church, an innocent true believer murdered by John's own hand and interred in the ossuaries in the catacombs beneath Nomo's streets, never to be discovered.

The abacus has ten rows divided into two sections. The larger section held five beads on each row, the smaller section held two beads. All of the beads are no longer remaining on the abacus.

The abacus projects a protection from evil, 10' radius effect that, unfortunately, in ineffective of any evil creature summoned by or connected with the abacus. It also creates a sanctuary effect in whatever building it is placed in, an effect which is also ineffective against evil creatures summoned by or connected with the abacus. Because of these effects, the abacus is believed to be a holy relic rather than an unholy one.


By touching a bead in the larger section and focusing on a person, their current whereabouts appear in the toucher's mind, per a crystal ball. If the person harbors ill feelings toward the person they are viewing, one of the following effects occurs, even if the user of the abacus does not knowingly will it to occur. The toucher of the abacus must make their own saving throw or one of the following effects occurs:

1. Lose one level or hit dice
2. Lose 1d4 points of charisma; in essence, they are disfigured
3. Lose 1d4 points of wisdom; in essence, they are driven slightly mad
4. Lose 1d4 points of constitution; in essence, they begin wasting away
5. The remains of the victim whose soul is encased in the bead is animated as a spectre and seeks the toucher out to destroy them.
6. They are affected by the bead's curse instead of the toucher's target

If any of these effects kill the person, a pit fiend appears in a cloud of sulfur and blue fire and collects their body and soul.

Lust: The target is struck as though by a suggestion spell with no saving throw. They feel the same lust towards the toucher of the abacus and must go to them that night to consummate their feelings. Once the act is consummated, this lust turns to repulsion.

Jealousy: The target's ability score most tied to the object of jealousy is lowered by 1d4 points and those points are transferred to the toucher of the abacus. The feelings of jealousy are now transferred to the target in relation to the toucher.

Hate: The target is struck with mummy rot. As they slowly rot and die, the toucher is himself struck by a discoloration of the skin, which first turns yellowish, then mottled black and purple and finally a deathly white. When the person finally dies, the toucher returns to normal, but loses the ability to love or be loved.

The beads can also be used in another way. Touching a bead, it can be used to cast a cleric spell of a level equal to the row number minus one. In other words, beads in row one can be used to cast 0-level orisons, while beads in row 10 can be used to cast 9th level spells. When this is done, the bead turns to dust and the soul is released from it with a terrible shriek. The soul then returns to its remains in the catacombs and animates them as a spectre to hunt down the user of the bead. Spells cast from these beads impose a -5 penalty to saving throws made against them.

A lawful cleric using the abacus cannot remain lawful. With the first use, they become neutral, and with the second chaotic. A third use consigns their soul to Mammon, the arch-devil patron who helped John keep the church afloat all those years.

Thursday, December 15, 2011

Six Magical Bracelets for Your Viewing Pleasure

Just got an art book by Steve Prescott delivered yesterday (Aggregate - buy it, won't you) and was inspired by the chick on the cover.

Bangles of Bakram: These two bangles are carved from wood and each bears a small hole in it. The bangles were originally worn as earrings by Bakram, a highly skilled and deadly monk who weighed in the neighborhood of 350 pounds. If worn as earrings again, these items grant the wearer the abilities of a monk 5 levels, or, if you have no levels as a monk, a 5th level monk. Most folk make the mistake of wearing them as bracelets. When put on the wrists, the bangles grant the same ability, but also grant the wearer Bakram’s weight. Ballooning to 350 pounds, the person suffers a -2 penalty to their constitution score and is treated as though they are carrying their extra weight as added encumbrance.

Armlets of Devolution: These armlets, when placed around the biceps, hold tight and cannot be removed. The armlets act as rings of protection +1. Each week, the wearer must pass a saving throw or their body and mind “devolves”. Elves devolve initially into half-elves and then humans. Other demi-humans devolve into humans (of the same general height as their original race). Once human, or if they began as humans, they devolve first into a Neanderthal and then into an albino ape. Once the person has been changed into an albino ape, the armlets release from them. Changing back requires a wish.

Bracelet of Missile Deflection: These thick bracelets of gold, when clasped around the wrists, grant a +2 bonus to Armor Class against missile attacks. Moreover, when the wearer is attacked by magic missiles, they can make a saving throw to not only avoid the attack, but to deflect those missiles back at their caster.

Bracelet of Reaching: This single bracelet is made of bronze and engraved with a triangle pattern. It is normally kept off of one’s wrist, for when it is put on a person’s hand disappears and can be projected, by the wearer, from any similarly sized hole in their view. This could be the top of a vase, another bracelet, a large key ring, a mouse hole, etc. The bracelet can be pushed up to the shoulder if the wearer wishes, with their projected hand (which is part of their body and can be damaged normally) extending to the same length.

Bracers of Magnetism: These iron bracelets are set with large hematites. When clanged together, they can pull any small iron or steel item to the bracelets. If the item is held, the holder can make a strength check to hold onto their item; the bracelets pull with a strength of 25. If a sharp item is pulled to the wearer, they must pass a saving throw to avoid being hit and damaged by that item as though it was wielded by a person with a strength of 25.

Dragon Bracers: These bracers are made from the hide of a blue dragon. Once per day, the wearer can cause the bracers to cover their body with the equivalent of leather armor and granting them immunity to lightning attacks. The armor lasts for 10 rounds, but if struck with lightning immediately retract.


Thursday, October 13, 2011

Three (or Six) Dual Helms [Magic Items]

Dual helms are constructed in pairs and are connected to one another through subtle strings of being that float through the ether.

Gemini Helms
When little used, Gemini helms allow the two wearers to swap abilities. One category of ability can be swapped at a time for up to 1 hour in a 24 hour period. These categories are as follows: fighting ability (i.e. attack bonus), strength, intelligence, wisdom, constitution, dexterity, charisma, hit points (damage stays with the person damaged, though, so a person who normally has but 20 hit points and swaps it with his comrades 50 hit points will die when the switch it over if he's taken more than 19 points of damage), saving throws (all categories, if applicable), prepared/memorized spells and spell casting ability and special abilities (i.e. a thief could swap his special thief abilities for a ranger's special ranger abilities).

Each time a pair of people use the helms, there is a cumulative 1% chance of a feedback, up to a maximum chance of 12%. If a feedback occurs, consult the following table:

ROLL D10
1-6. Memory Swap: Particular memories swamp between the people - perhaps memories of their parents.

7-9. Personality Swap: This could also count as an alignment swap.

10. Combination: The pair average all of their ability scores and lose half of their class levels (-1), gaining half of their comrade's class levels +1. In other words, a 6th level fighter and 8th level combined would turn into two 4th/5th level fighter/thieves.

Puppet Helms
Each of these helms acts as a helm of telepathy. It also gives its wearer the ability to impose his will on the wearer of the other puppet helm. When this battle of wills occurs, both players should roll 1d20. Whichever rolls the furthest under their charisma score wins the battle and can force their companion to do or say one thing that takes no more than 1 turn (10 minutes). The winner of this contest of wills suffers 1d3 points of charisma damage, the charisma damage disappearing after 8 hours of sleep.

Helms of Summoning
The wearer of one of these helms can remove it, strike it with a small platinum rod and say "Come Hither!" and their comrade appears beneath the helm (and no, not if you're holding it over the edge of a cliff or under water - don't be a pain in the ass). The other helm appears on the summoner's head when his comrade appears. These helms can be used once per day, but with each use there is a cumulative 1% chance that the summoned comrade will actually be their double from another reality. This chance re-sets at the next full moon. If an alternate comrade appears, use the following table to determine what shows up:

ROLL D6
1. Zombie: Retains a feral intellect, thoroughly chaotic. Fights with as many Hit Dice as the person had levels, but loses any special abilities. Those who lose more than half their hit points to the zombie's attacks must pass a saving throw or become a zombie themselves. Remove disease cures them, but only inflicts 1d6 points of damage per caster level to the summoned zombie.

2. Demonic: Has the abilities of the person summoned (or the reverse, if they were a cleric or paladin), but with a demonic cast and a chaotic alignment. The summoned demon is immune to fire and mind reading and has bat wings that give it a flight speed of 12.

3. Hulk: Summoned person is much larger than normal, with double the strength (or strength bonus, to keep it simple) and an intellect of 1d4+2. Might start calling the summoner "George" and develop a strange fascination with small, furry mammals.

4. Reverse Gender: Summoned person is of the opposite gender. All abilities stay the same, but personality might be slightly altered.

5. Evil Twin: Appears to be the person summoned, but is secretly chaotic and smart enough to realize the situation and use it to their advantage. If the summoned person was chaotic, the evil twin will attempt to kill and replace his or her double. If male, will eventually grow a goatee.

6. Lycanthrope: Summoned person is a lycanthrope (Ref's choice).

Tuesday, June 28, 2011

Magic Belts - American-Style

1. Bible Belt: This wide leather girdle is studded with large (4”-diameter) medallions depicting in relief the faces of seven saints, spaced evenly around the belt. Around the waist of a neutral character, it provides a constant protection from evil effect, but also utters constant corrections for sinful behavior. Around the waist of a chaotic character, the belt constricts for 1d4 damage per round until removed, all while the faces issue forth howls of rage (potentially attracting wandering monsters). Around the waist of a lawful character, the belt acts as it does around the waist of a neutral, plus the faces chant (per the spell) during combat.

2. Sun Belt: The sun belt is a wide belt of polished brass. The surface of the belt writhes with the red whorls of the Sun’s surface. It grants the wearer immunity to fire and throws up around them a zone of withering heat (5’ radius) that inflicts 1d4 points of damage to plant and cold creatures and makes others uncomfortable (-1 penalty to hit and to AC). During combat, the surface of the belt roils and there is a 1 in 6 chance each round that it emits a solar flare in a 10-ft diameter arc in a random direction: 1 = Front; 2 = Back; 3 = Left; 4 = Right. The flare inflicts 3d6 points of damage to all creatures touched by the flare (saving throw negates). After the belt flares, it goes dormant for 1d6 hours, during which none of its powers are operative.

3. Rust Belt: This belt consists of multiple disks of rusted iron connected by a rusted chain. The character wearing the belt gains the attack form of a rust monster, a power they cannot turn off. In addition, the belt puts out the sub-harmonic vibrations that serve as a mating call to rust monsters, increasing the likelihood of encountering them when underground.

4. Corn Belt: This belt consists of hundreds of colorful, dried kernels of corn attached like beads to a leather belt. The wearer of the Corn Belt becomes as strong as an ox (i.e. hill giant strength), but also as dumb as an ox (intelligence reduced to 3).

5. Borsht Belt: This seemingly innocent leather belt turns its wearer into a Borsht Belt comedian. They have a tendency to complain loudly about things, but their over-the-top humor forces humans, demi-humans and humanoids hearing it to pass a saving throw or focus their attention on the comedian until he’s done with his set.

6. Frost Belt: This belt is composed of interlocking hexagons of silver. When worn, the wearer emits a cone of cold (10-ft long by 5-ft wide at base) each time they open their mouth. Potential damage from the cone of cold accrues at the rate of 1d4 points of damage per turn so long as the person keeps their mouth closed, to a maximum of 10d4 points of damage. As soon as they open it, the cone of cold bursts from their mouth, whether they want it to or not, and the potential damage resets to 0.

Monday, June 13, 2011

Hat Tricks - 9 Magic Chapeaus

Because you demanded it (not really) - a collection of magic hats for your game ...

1. Swallow-Tail Cap: This long cap of silk has two 3-ft long tails - each conical in shape. The right cone is colored a deep maroon while the other is a happy beige. Embroidery around the seems to writhe and dance if one stares at it for a few moments (save or suffer from minor headache and the feeling of spiders running up and down your spine). The wearer of the cap can use it, by concentrating, to jump between dimensions. Alone, he can use the equivalent of the dimension door spell a number of times per day equal to his charisma bonus (minimum once per day). With one person holding onto the cap, he can teleport once per day. With two people holding onto the tails of the cap, he can plane shift once per day.

2. Feathered Cap: This tricorne of weathered blue-black velvet is elegant despite its age, but lacking a feather. When a feather is inserted into the cap, it gives the wearer powers corresponding to the bird. An ostrich feather might increase one's running speed and kicking damage, a cockatrice feather might grant them the ability to turn people to stone with their bite, and a roc feather - well, that would probably just give them lots of shade and a stiff neck.

3. Scarlet Capotain: This scarlet capotain (i.e. pilgrim's hat) with a gold buckle makes you look like whomever you are facing, assuming you are facing a human, demi-human or humanoid of roughly the same size. In addition to gaining the person's appearance, you gain some aspect of their knowledge (i.e. a random skill, class ability, spell or memory), retaining it for 1 hour afterward.

4. Inky Baladava: This black baladava, when wrapped around the face, causes one's skin to take on an inky appearance, giving them a +15% (or +3) chance to hide in shadows. Each turn spent this way drains the person of 1 point of constitution. These lost points of constitution can be restored only by eating, with one day's worth of rations or food required to restore one point of constitution. The lost constitution corresponds to lost body weight (i.e. losing 50% of one's constitution would correspond to losing 50% of one's body weight). A person who loses all their constitution rises as a ghoul.

5. Master's Hat: This top hat of felted beaver fur with a red satin lining gives the wearer the ability to speak with animals. Three times per day, the wearer can control one of the following animals - elephant, lion, gorilla, black bear or dog. Once per day, he or she can polymorph a person into one of the aforementioned animals.

6. Bodacious Bowler: This bowler, when set atop the head, casts an illusion over the wearer, making them look like everything they have ever wanted to be. In return, the person loses their voice as long as they wear the hat.

7. Porkpie of Pratfalls: While wearing this little hat, a person enjoys a +4 bonus to saving throws made against taking damage from falls.

8. Sugegasa of Fujin: This wide, conical straw hat creates cool, refreshing breezes for the person who wears it - essentially, allowing them to ignore heat up to 130-degrees Fahrenheit. If the wearer grasps the hat with both hands and whistles, the hat will lift off, giving them the ability to fly clumsily (as the spell) for 1 hour per day.

9. Hat of Many Surprises: This hat changes shape once per turn. The person wearing it does not realize this and will not be made to believe it, even if presented with a mirror, assuming instead that it takes the shape of their favorite style of hat. When removed, the hat assumes that form and keeps it until worn by someone else. Aside from this quirk, the hat grants the wearer a protection from evil effect. Roll on the following table to determine the hat's current shape. The Referee should make these rolls and everybody but the wearer of the hat should be informed of the result.

1 - Horned helm (i.e. viking helmet) - wearer goes berserk in combat
2 - Bicorne - bonus on finding direction using the stars and immune to sea sickness
3 - Phrygian cap - freedom of movement
4 - Busby - +2 damage on charge
5 - Propeller beanie - intelligence cut in half
6 - Stovepipe hat - cannot lie, can discern lies, +2 damage from back attacks
7 - Bascinet - +1 to Armor Class, double normal range of surprise
8 - Scottish bonnet - must save or begin dancing in the presence of drawn swords
9 - Wool cap - head stays warm in cold weather
10 - Dunce cap - struck with confusion whenever asked a question
11 - Wizard's hat - cast spells as 1st level magic-user (roll known spell randomly)
12 - Jingasa - language changes to Japanese
13 - Bearskin - immune to fear
14 - Beret - personality becomes acerbic, strong desire for a cigarette
15 - Cowboy hat - +1 bonus to missile attacks
16 - Cordobes - +1 bonus to attack with sword
17 - Custodian helmet (i.e. British constable's hat) - can summon a gang of club-armed bobbies as a horn of valhalla summons barbarians
18 - Deerstalker - find secret doors as an elf, notice stonework as a dwarf
19 - Fedora - darkvision 60 ft
20 - Fez - dude, you get to wear a fez - what more do you want?
21 - Ghutrah - immune to the effects of heat and flame
22 - Montera (matador hat) - +1 dodge bonus to AC, +1 to hit and damage bulls, stench kows and gorgons
23 - Mortarboard - cast legend lore once during the turn
24 - Panama hat -
25 - Pith helmet - can cast locate object once during the turn
26 - Santa hat - can command gnomes and elves (per a rod of rulership)
27 - Sombrero - cast sleep once during the turn, but must also save vs. sleep as well
28 - Toque (i.e. chef's hat) - immune to poison
29 - Trucker hat - +1 to hit and damage with unarmed attacks
30 - Turban - can charm snakes

Friday, May 20, 2011

Mystic Minerals

If there was a number other than million that started with "m" I would have been clever and used it here, but here are nine magic mineral things. Use them - I command it!

1. A copper-colored crystal, about 4 inches long, that vibrates in the presence of earth elemental creatures. The vibrations begin when you are within 100' x the Hit Dice of the creature and intensify as you get closer. When you are within 1' x the Hit Dice of the creature the crystal explodes, sending shards in a 10' radius and inflicting 1d4 points of damage per person minus their armor bonus.

2. A small, bluish gemstone - maybe 1 inch in diameter. When affixed to the skin of a person's head, it exudes a soft glow in a 10 foot radius and increases the subject's intelligence by 1 point (no maximum). Unfortunately, it also permanently robs them of 1d3 points of constitution. One might stud their head with these strange gems, gaining even godlike intelligence at the cost of their health and possibly life. Once affixed, it cannot be removed without boring into the person's skull. Keep in mind - raising your character's intelligence to godlike levels is probably useless if there's no reward for having a godlike intelligence score - see Gods, Demigods & Heroes or Legends and Lore for more.

3. This leather bag of gravel looks, at first blush, to be completely useless. However, it releases a slow stream of gravel as the bearer walks - essentially leaving a trail to allow them to find their way out of whatever nonsense they have walked into. Of course, it also leaves a trail for others to follow. The gravel never runs out completely.

4. This tiny jewel is bright green in color and seems to give off an electric charge when touched. If stuck in one's nose, it gives them the olfactory senses of a wolf. If placed in the ear, it gives one of the auditory abilities of an elf. If placed in the eye, it hurts. If swallowed, it takes about one week to move through the digestive system. The jewel is actually an alien artifact that was miniaturized when it passed into our dimension. If the jewel is ever in the presence of an enlargement spell, it returns to its full, normal size as a geodesic domed vessel 40 feet in diameter carrying a crew of 30 misshapen avian quadrupeds that look vaguely like a cross between buzzards and orangutans. The creatures, called bangisps, are captained by a suave gentleman called Ufixya who fights as a 7th level fighter.

| Bangisp: HD 2; AC 6 [13]; Atk 1 slam (1d4+1) or 1 weapon; Move 12; Save 16; CL/XP 3/60; Special: Sixth sense - allows them to re-roll all saving throws and improves their armor class by +2 (already included). Soldiers wear plasteel suits (treat as chainmail, but heavy as leather) and carry electro-rods that can deliver 2 dice shocks in melee combat or 1 dice shocks in ranged combat with a max range of 20 feet.

5. This piece of masonry looks like a dull red brick. When tapped forcefully against the floor, it quickly multiplies into a brick wall up to 30 feet long and high. The wall lasts for 1 hour (no more, no less) and is in all respects a normal brick wall (consider it about half as strong as a wall of stone).

6. This large medallion appears to be made of a silvery metal as strong as steel. It is stamped with a symbol consisting of four interlocking circles. When worn as a pectoral, it gives one the fighting abilities of six men (i.e. level 6 fighting-man), but only while rescuing a maiden.

7. This small hammer is highly prized by the dwarves. Lost for several millennia, it has the ability to create a vein of metal (user's choice) when tapped against stone. The vein runs for 1 mile and must be refined to be of any use. The vein creates as triple strength earthquake on either end when created.

8. This gray cloak, when thrown over the head of a crouching person, not only makes them look like a boulder, but is also as strong as stone.

9. This pebble looks like a tiny river stone. When tossed into a room, it creates a bubble of force that shoves people and objects in the room violently against the walls (1d6 points of damage) - probably only enough to destroy fragile materials and objects. If a person holding the pebble is knocked around a bit, or falls to the ground, there is a 3 in 6 chance the pebble "goes off" inadvertantly.
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