Wednesday, December 25, 2019

52 Weeks of Magic - Item 49 - Oakheart's Staff

Oakheart's Staff is a clerical weapon which confers a bonus of +1 to hit and to damage. The staff can also cast Shield and Protection from Evil, once per day, each.

The true power of the Staff is it's ability to remove status effects over a radius of 30 feet. Raising the Staff in this way will have the following effects:

1) Unconscious and sleeping characters will be awoken immediately.
2) All people in the area of effect will recover 1 hit point.
3) All manner of bonds, such as ropes and shackles, will fall off.
4) If someone is under the effects of poison, a spell like charm, or a curse, they will be allowed another saving throw.

All four of these effects happen simultaneously and affect friend and foe alike. This power may be used once a day and costs one charge. The staff has 50 charges.

This staff effects the casting of Create Food and Water. It will double the strength of these spells when used in the process of casting. This effect is unlimited and costs no charges.

52 Weeks of Magic - Item 52 - Cloak of the Magi

The Cloak of the Magi is a dangerous defense for a character to wear. This is a leather cloak imbued with the essence of a demon. The demonic power contain within requires that the owner not wear other magical defenses such as rings, bracers or any other device that confers a bonus to AC.

In exchange for this sacrifice, the Cloak acts as AC 4 armor. Second, the demon will ask the wearer to cast a spell at it. The effect casting a spell into the cloak is to create a magic barrier between the wearer and damage. The barrier will have hit points equal to twice the level of the spell cast at the cloak.

Once empowered in this way, the demon can defend the wearer against critical damage. If struck by a natural 20 or maximum damage, the cloak will strike out at the attacker. The victim is entitled to a saving throw vs. magic spell. The attack does 1d6 hp per round and the cloak will attack until the target is killed or makes a saving throw.

If the victim passes the save, the Cloak will turn against it's wearer attacking for 1d6 points of damage unless they make a saving throw. The Cloak will only make one attempt on it's owner's life. Passed or failed, the wearer's saving throw or the death of either the wearer or his or her attacker will depower the cloak until another spell is cast into it.

Note, if the character is struck by an item for damage which has no obvious source, the cloak will trigger it's attack sequence on the wearer unless a saving throw is made. Examples of damage which will trigger an attack are: magic spells cast from beyond visual range, a dart trap, falling debris, etc. Damage that are natural consequences will not trigger an attack. For example, poison ingested, fire, and falling.

Empowering the cloak "charges" the cloak for 24 hours. The barrier against attacks is not an increase in the user's hit points, it is a distinct thing separate from the wearer and the cloak. Casting a new spell into the cloak to recharge it will cause the barrier's hit points to reset to the last spell level used. The cloak always has a AC of 4, whether it is charged or not. If the wearer refuses to remove other protective devices, the AC bonus of the Cloak is nullified.

While magic using characters benefit the most from this cloak, any class can wear it. The cloak will only accept a spell from the wearer, someone else cannot charge the cloak up for the wearer.

52 Weeks of Magic - Item 50 - Flask of Dīs Pater

The Flask of Dīs Pater is an unusual curiosity. It appears to be empty under normal circumstances, but when shaken, it sounds like it is mostly full of a liquid.

The purpose of this item is preservation and rescue. If a character is reduced to one or less hit points, drinking from, or pouring the flask into the beleaguered character cause them to fall into a deep coma. The coma stops all reoccurring damage, such as poison. In the event that the person has less than 1 hit point, it will preserve the body at the edge of death. This property allows a cleric to cast a heal or cure spell on the person, even beyond the point where such a spell would be effective.

In the case of a character having a single hit point, they will recover from the coma in one hour, with one addition hit point.

There are limits to the flask's power. First, the coma only lasts 24 hours per sip or pour. Second, if the magical healing is not enough, the person will die immediately as the spell is cast. Magical healing is the only thing that will restore a character. Two or more clerics working together could cast two or more healing spells simultaneously in increase the odds of keeping the person alive.

The only way to see the liquid is to accidentally dribble it while drinking or pouring into a person with an actual need. It is crystal clear and smells strongly of honey and mint.

52 Weeks of Magic - Item 48 - Bullet of Impedance

Bullets of Impedance are magical sling ammunition. They are usually found in groups of 5 or 6. They are +1 weapon weapon to hit, but impose a magical effect instead of damage.

When a target is struck by the Bullets of Impedance, a maelstrom of wind afflicts them for 1d4+1 rounds unless they save vs. magic. There are 3 effects to this magical force. All attack rolls are at a - 1. Second, any spell current being prepared is lost and any attempts to cast a spell are hampered by the blast of wind. The third effect is actually beneficial to the target, their AC is improved by one against melee attacks and by 2 for missile attacks.

If a spell caster attempts to prepare a spell under these conditions, they will find the task impossible. They will not "lose" the spell as they can't even start the process.

While described as a wind, it is more like ghostly hands pulling and pushing the victim around unpredictably. 

Tuesday, December 24, 2019

52 Weeks of Magic - Item 42 - The Law of Verbena

The herb named Verbena is a cultivated leafy herb from the city of Nace. In nature, Verbena is extremely hard to find and can only be harvested at night. The leaf can be dried for use later or used immediately to staunch bleeding and heal 1d4 points of damage per use. Applying or ingesting the leaf will purify the wound and sanctify the user. Each leaf is sufficient to heal 3 times or three different people.

When used dry, it is typical stored within an earthen vessel and each leaf is handled with a hilt-like device, which acts as both tweeters and handle.

The Law of Verbena comes from one of the side effects of the leaf's use. Typically, the leaf cannot be handled without healing the healer, even with the handle like tool. When healed by the herb, the user is marked with The Law of Verbena. They will glow with a soft light, they will radiate an aura of good and will repel evil 10' for three days after healing. These are the minor effects of Verbena.

The Law of Verbena will curse anyone who injuries the healed during the effects of healing. For this reason, all healing must occur in a temple and the healed and healer must remain within it's confines until the minor effects fade. Should that person be deliberately injured while sanctified, the attacker will suffer a powerful curse. They will lose 1d3 hit points and half of their constitution for 7 days.

This curse was anecdotal know from it's discovery, but not always believed. Under the cruel rule of the Emperor Asinusistic, an elven prisoner was tortured for information. Asinusistic healed the elf to keep the process going. He was immediately struck down the curse.

Over the next seven days, the Capital of 75,000 was stricken with the curse. Many people died outright and the city was thrown into chaos. Asinusistic survived the initial curse, but subsequently died when he was thrown from the palace rooftop. News of his death stopped the Elven incursion and it was another generation before hostilities started anew.

Monday, December 23, 2019

52 Weeks of Magic - Item 47 - The Scryer's Beads

Hermin, the King's sister holds a crystal ball
and is scrying a human court house.
The Scryer's Beads are a magical item used in conjuncture with a crystal ball. The device is rather simple in nature, if a bead is touched to crystal ball, the crystal ball will be able to "lock on" to that bead and allow for scrying by anyone using that particular ball. The beads confer the ability to use the crystal ball to anyone, regardless of magical ability. Typically the beads are found in groups of 12 on a chain. Each bead appears as an attractive trinket to be worn.

Anyone holding the crystal ball can switch from bead to be bead on command.

This item first appeared in The Kobold's Folly, which is a series of maps available on DriveThruRPG.

In that book, the Scryer's Beads were separated from the crystal ball and the kobolds do not have the ability to use the crystal ball effectively. The beads were taken from a horse thief in a small provincial town and are sitting on the bench of the local judge.

The Kobold King's sister, Hermin, is in possession of the crystal ball and frequently scries the court room. Hermin believes she is seeing the high court of a human king. Observations of the rural court house have caused the kobold tribe to believe a great number of strange things about human royalty and legal proceedings, which they seek to emulate. While this may be amusing, the tribe has developed a hatred of horse thieves, and perhaps a taste for them.