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

Saturday, October 19, 2019

52 Weeks of Magic - Item 29 - The Witch's Staff

A witch's staff is empowered by contact with owner. It is a personal magic weapon, which cannot be wielded by anyone other than the mage, while the owner lives. If the owner passes, the staff will attempt to reach their next closest family member. Failing that, it may pass into the hands of a dear friend.

The staff has several benefits. First, it improves the wizards night vision, so they may see and read more easily at night. It is more like low light vision than infra or ultravision. There must be some source of light, even if it is starlight. Second, it confers a bonus of one to the mage's Dex bonus, allowing a +1 even if they do not possess an ability score high enough for a Dex bonus. If the mage isn't entitled to use their Dex bonus, they lose this bonus, too. The witch's staff is a +1 weapon that will inflict 1d4+1 in melee or release a dart of energy up to 20 feet for 1d3 points of damage. The dart of energy is a once per round effect, they do not gain more darts per level, nor can the darts be fired as fast a mage could throw a physical dart. The mage may not swing and fire a dart in the same round. 1d4+1 and 1d3 are not typos. This is the cost of having a staff that does multiple things. If the mage is reduced to 4 hit points or less, the staff will heal them for one hit point a day, in addition to any natural healing. If the mage is tied up and is in contact with the staff, the staff will cause ALL knots within 10 to 60 feet (1d6x10) to unravel, freeing the mage and possibly others. It will do this at the time of the mage's choosing. It can and will unravel the knots on clothing, shoes, armor, nets, etc. and this function is all or nothing. It is not selective.

There are dangers to creating or owning a staff like this. If someone grabs the staff from the mage's hands, it will sting them for 1d4+1 points of damage and they will let go. The mage may swing at them in the same round. If the staff is left someplace and someone touches it, it will sting for 1d2 point damage. If the person persists in their efforts to pick up the staff, it will "bite" them for 2d4+2 points of damage. The wound will actually look like an animal bite, even though the staff has no teeth or mouth-like structure. This is normally fatal to average people and the law may take the staff owner to task over this. A person who is bit by the staff and survives will not willing enter line of sight of the staff ever again. The staff will not bite or sting animals, family members or dear friends.

The wielder of such an item cannot be multi-classed or duo classed, EVER. The witch's staff will not accept them and will not reveal any powers to such a person.

Domesticated animals, even hostile ones, cannot be harmed by the staff even if swung at them. If detected for, the staff has an alignment of true neutral. This has no bearing on the mage's alignment or their ability to use it. It's a tool.

Owning a witch's staff will reduce the wielder's hit points by one per level. A third level mage will have a max hit points of 9, plus a Constitution bonus, if any. If the staff is lost, destroyed, etc. the hp loss is permanent. Replacing the staff with second staff will drain an additional 1 hp per level from the mage. A third will do the same, leaving the mage with but 1 hp per level. Taking up a fourth staff will transform the mage into a green slime, even if they had a Constitution bonus or some other magical means of boosting their hp over 1d4 per level. They cannot be resurrected or reincarnated, as they aren't dead. Nothing short of a wish will allow them to recover. If wished back into their normal form, they will be unable to wield a Witch's Staff.

This weapon was designed for old school D&D and AD&D campaigns, but should be usable in other systems. The terms "witch" and "mage" has been used throughout so that users could be an actual witch, an illusionist or a magic user. It is not appropriate for druids and clerics.

This magic item steals heavily from R. A. MacAvoy's Damiano Series of books.

Saturday, August 10, 2019

A hit, a palpable hit.

I am off hunting swordsmen, so of course I can only find heralds. This morning, I decided to ensorcell my baby blue kakore runestaff. It was a good choice.

>incant 719
You trace an intricate sign that contorts in the air while
forcefully invoking Dark Catalyst…
Your spell is ready.
You gesture at a putrefied Citadel herald.
CS: +325 – TD: +280 + CvA: +17 + d100: +48 == +110
Warding failed!
… and hits for 11 points of damage!
A putrefied Citadel herald is suddenly engulfed in flames of pure
essence!
… 25 points of damage!
Flames incinerate right leg to the bone. Not a pleasant sight.
It is knocked to the ground!
… 15 points of damage!
The Citadel herald’s left arm trembles with the cold.
… 20 points of damage!
Heavy shock to left leg. Gonna limp for awhile.
… 25 points of damage!
Strong blow to chest!
You feel 5 mana surge into you!

Necrotic energy from your kakore runestaff overflows into you!
You feel energized!
Your kakore runestaff flares with a burst of flame!
… 15 points of damage!
Burst of flames chars neck a crispy black.
You hear a sound like a weeping child as a white glow separates itself
from the Citadel herald’s body as it rises, disappearing into the heavens.
A putrefied Citadel herald writhes on the ground then spits, “This
cannot be defeat…” before lying motionless.
The very powerful look leaves a putrefied Citadel herald.
The white light leaves a putrefied Citadel herald.
The dim aura fades from around a putrefied Citadel herald.
A white glow rushes away from a putrefied Citadel herald.
A putrefied Citadel herald seems slightly different.
A putrefied Citadel herald seems hesitant.
Cast Roundtime 3 Seconds.

I tagged him with DC which triggered a flare from my kakore staff and then an ensorcellment flare. I wish someone had been there to applaud.

Tips and Tricks - Enhansive Items in Gemstone IV

There is a quick trick to figuring out if an item has a temporary enhancive bonus. Take it to the Adeventurer’s Guild and attempt to recharge it. Not only does this detect an enhancive you might not know about, he will tell you if it is full or not.

Sunday, June 2, 2019

52 Weeks of Magic - Week 24 - Monk's Bane

This weapon is a dragonfly shaped dart made from wire and glass. When thrown at a target, it will strike once a round, every round until the target either strikes the dart with a weapon or makes a save vs. magic. No to hit roll is required as the dart can be avoided and neutralized with a saving throw. 

The dart strikes for 1 point of damage per round, but also foils one attack per round by the target. If the target strikes the dart without a weapon or tries to catch or deflect it, they suffer 3 points of damage, lose all attacks for that round, and the dart will still attack next round. This is why the dart is called Monk's Bane.

Any handheld object counts as a weapon, including gauntlets, sticks, brooms, shields, etc. 

If thrown at a magic user and the MU passes their saving throw, the dart will return to the thrower and explode for 1d6 points of damage. There is no saving throw. Illusionists who make a saving throw will take control of the dart. Again, there is no saving throw. All other character types that make a save cause the dart to return to the original thrower, where it will go inert for a day. Note: Characters have two opportunities to negate the dart; First the saving throw and second, an attempt to strike. 

Since the Bane is attempting to strike the target's face, the target suffers no penalty for striking it and can even use a shield to bat it down. However, other people suffer a -4 when striking at a dart pursuing someone else. Missile weapons are right out for this purpose (unless the archer is evil or doesn't care). 

Monk's Bane is usually found in groups of three, sometimes 6. Several of these darts can target one individual, but only the first will attempt to strike them. The rest will circle. If one is defeated, another will take its place in the next round. Most characters will need to make multiple attacks or multiple saves to escape. However magic users and illusionists require only one and this one save will either cause all of them to return home and explode or all fall under the control of the illusionist. 

When an illusionist takes control of the darts, the darts will land in his or her hand. The darts can only be thrown as fast as the character has attacks. Monk's Bane have the normal range of a dart, but once in flight can chase someone for miles. 

When a magic user repels these darts with saving throw, the darts will scream after their former owner and newest target with a vengeance and will usually strike by the end of the round, but can strike like a bolt from the blue after many days. It is a rather ignominious way to die. 

Magic users and illusionists generally understand the problems presented with these magic items and will use them with care.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 


Sunday, March 24, 2019

52 Weeks of Magic - 13 of 52 - Gnollish Rattlebone

The Gnollish Rattlebone is a +1 neolithic, magical mace. Constructed of wood, bone and slate, the Rattlebone makes an unnerving clattering sound when swung, as if the whole thing will come apart. Much of the magic in this mace is needed to merely hold the thing together. It weighs 10 to 15 lbs. and most non-gnoll characters will need to swing it 2 handed. It does 1d8+1 damage.

The item has additional properties. In the hands of anyone, swinging or shaking the mace will remove the fear caused by undead in a radius of 25". If held by a cleric, it improves their ability to turn undead by one level. In the hands of a gnoll, it will turn undead as if the wielder was a 3rd level cleric.

Navigation:
Week 1 of 52 - Magic Lamps
Week 2 of 52 - The Rat Bag
Week 3 of 52 - Emulous Cursed Sword
Week 4 of 52 - The Cloak of Peaceful Repose
Week 5 of 52  - The Cowl of Death
Week 6 of 52 - Scimitar of Smiting
Week 7 of 52 - The Symbol of Sol Invictus
Week 8 of 52 - The Equi Phalera
Week 9 of 52 - Libertatem
Week 10 of 52 - Sorrow
Week 11 of 52 - Aemilla Carna
Week 12 of 52 - The Obice Cardeam
Week 13 of 52 - The Gnollish Rattlebone

Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments.