Wednesday, December 25, 2019

52 Weeks of Magic - Item 43 - The Spot of the Teapot

I have used the oldest map I have of the Peninsula as a nod
to all the hours spent on creating this campaign. 
We are at the end of 52 Weeks of Magic. Due to the holiday, the posting of these items has been intermittent and out of order. I intended these two posts to occur on Christmas, which I managed to do, but they are not properly numbered because I believed that it would take me until December 31st to finish catching up with the series.

These two items are linked by a story from my campaign on the Peninsula of Plenty and real life events capturing the spirit of Magic and the Holidays. These stories will be a part of The Bountiful Pot of Perseverance post, which will be out later this morning.

The Spot of the Teapot is an unusual magic item. It has multiple parts that do many things. The Teapot has a basket, which when filled with bark, leaves or grasses will produce 8 gallons of savory and warming tea per day. Drinking the tea will fortify the drinker against cold for 8 hours.

The second half of this magic item is the fire ring which protects the teapot from the coals of the fire. This ring will cause any sized fire to warm the teapot and the area around it for 24 hours, after which more fuel must be added. This area is variable, but large enough to hold about 10-12 people.

52 Weeks of Magic - Item 51 - Amulet of Fortuna

The Amulet of Fortuna is a simple device that provides special luck to the wearer. If the wearer fails a saving, they are immediately entitled to a second saving throw.

The magic of this devices is peculiar. It will only allow a single successful reroll per day. However, if the reroll fails to bring luck to the wearer, it will afford another save to a completely different event later in that same day. This can happen over and over until the wearer gains a bit of luck.

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.