Showing posts sorted by date for query 52 weeks of magic. Sort by relevance Show all posts
Showing posts sorted by date for query 52 weeks of magic. Sort by relevance Show all posts

Sunday, December 22, 2019

52 Weeks of Magic - Item 37 - Splayer's Clothe

The Splayer's Clothe is a magic item used for many purposes. It has a tacky surface that holds things in place on a table. Many people use this item to hold complex parts in place while working on them. It is usually the same size of the table it is used on, perhaps a 48" by 60" oval.The magic of this item allows the user to fold the Clothe up while items are in place. Items resting on the clothe are not disturbed by this folding. The items end up in an extra dimensional space when folded.

While it is meant for taxidermists, tailors, cobblers, and other working people, adventurers can find strange uses for the Splayer's Clothe.

Items in the extra dimensional space are frozen in time. They will not rot, mold, cool, or warm while in the space. Hot or cold food can be wrapped up like this for preservation, as can a body. The only rule for placement is that the shadow of the item to be folded needs to fall entirely on the clothe. A standing person at noon can be folded up, as can someone in a darken room. The user can manipulate the environment to cause shadows to fall entirely on the clothe.

If a person is folded up, they maintain their original orientation when unfolded. People could be standing up, lying down or anything in between when folded, so long as their shadow is entirely on the clothe.

In the case of living creatures, they will be frozen in time, and will require no food, water or air. They cannot unwrap themselves as they can't move or think in this state. It is virtually impossible to wrap one's self up, as this would likely violate the requirement of keeping your shadow on the clothe.

The duration is unlimited. Unfolding a found Splayer's Clothe could be fun or perilous.

Friday, November 1, 2019

52 Weeks of Magic - Item 36 - Ring of the Mile

The Ring of the Mile is a curious item of dubious benefit. The ring allows the character to teleport without error, a distance up to 4 times their walking speed, within a line of sight. The ring will only carry the wearer and whatever they are carrying. If a second person is carried, their entire weight must be on the wearer, which makes the process difficult. 

The character using the ring will vanish in a puff of golden sparks and appear in a cloud of black smoke which quickly dissipates. They are very easy to spot, the difficulty in tracking them are physical obstacles and their speed. 

The ring is activated in a single segment by twisting it. The ring will function once per round for any number of rounds. 

The user will find that the ring will drain their endurance, as if they had run that distance. After 5 uses per day, the character must make a saving throw vs. Paralysis to continue using the ring. The total SAFE distance the ring can transport someone is about a mile or so. If the saving throw is made, the character must roll on the following table for each additional use:  

1-2 Staggered: On one knee.
3-4 Grounded: On both knees.
5 Prone: Face down on the ground. Can only see 60 feet forward, and 120 feet left and right. 
6 Supine: Face up on the ground. Can only see to the left and right.
7 Tears: The character can barely see. There is 50% chance of reversing direction.
8 Eyes shut: The character has lost the ability to see.

None of these effects will prevent the use of the ring, however it will make traveling in a specific direction nearly impossible. Characters will recover from any of these effects in 3 rounds. Many of the status will cause a second character to be separated from the wearer. If the second character takes up the ring, they do not start at zero; they start at the point where the other user was and may become incapacitated on the first use. 

Failing the save will cause the person to flop to the ground for 5 rounds. After this time has passed, any movement (walking, crawling, etc.) will cause the character to roll on the above table for the next four rounds.  

Wednesday, October 30, 2019

52 Weeks of Magic - Item 35 - Lead of Calling

The Lead of Calling is a weak magical device used by country witches and sometimes huntsmen and trackers. The Lead of Calling will allow the user to call back a lost animal within a league of the wielder. The animal will take it's sweet time responding, often as much as 3 hours, but it will come. So long as the wielder's only intent is to collar and return the animal, the animal will behave as if it was charmed.

This Lead only works on domesticated animals, which does not include cats.

If the animal is more than 3 miles away, the Lead will indicate the direction to the animal.

There is a powerful and dangerous side effect to this magic item. If the animal is killed while on the lead, the holder will be struck down as if Mazed. They will be trapped in this maze until the animal is consumed, buried or naturally decays. The maze will continuously replay the animals last moments and the character cannot avoid this. There is no saving throw. The trapped person will also experience everything the animal's body experiences in death, from two perspectives, one of being the animal and one of being the Mazed watcher. They cannot starve, die of thirst or inclement weather in this condition. They may awake with one or more phobias or insanities from this effect.

52 Weeks of Magic - Item 34 - Aerialist's Skin

Flying is a little more than throwing one's self at the ground and missing.
This week's magic item is the Aerialist's Skin. This item appears as a rolled runner made of some sort of soft parchment. It feels slightly tacky and can be either brightly colored or a natural tone. It can be found at magic academies as much as at traveling circuses. The runner is laid down along a course or under the trapeze in lieu of a net.

The Aerialist's Skin somehow contains a fractional dimension, meaning that it acts like a net or trampoline. It does not need to be suspended like a net, the falling victim's body penetrates into the fractional dimension of the Skin, rather than the cold, hard ground. The Skin's surface is soft, with a lot of give. It will reduce damage from speed or falling by 6d6 or the equivalent of falling from 60 feet. The tackiness of the surface is amplified by speed and impact meaning that a person falling onto it will not roll or bounce off.

The Aerialist's Skin is unlikely to find its way into a dungeon, but it is an interesting "consumer magic device" which the general public will have a small amount of experience with. Wizards use it to learn to fly. Circuses use it as a safety device for high wire acts. Creative thieves and thief acrobats may find a use for it in cat burglary.

The material is flammable, so usually it is wet down before use.

Monday, October 28, 2019

52 Weeks of Magic - Item 33 - Mortar of Pestilence

The Mortar of Pestilence is a massive variation of the Wondrous Decanter. They stand 6 feet wide and 4 feet tall. The Mortar must be mounted on some sort of pivot. They are often found on castle walls as a defense. They can disgorge 100 gallons of water, like 3 bathtubs full, in one second. This will cause 1d6 points of damage on impact and will push the victim back 1d12 feet for an addition 1d6 points of damage. If the surface struck is a slope, the victim will slide further and possibly take more damage. The target area is about 10 feet by 10 feet.

But what about the Pestilence? One of the first attempts to use the Mortar involved oil. A couple of pours of oil worked correctly, but it was found that water was far cheaper. One of the Mortars was not poured and over time, the oil went rancid. The oil was impossible to light and within minutes everyone with in 120 feet was sickened, including the defenders.

Oil will go bad within an hour when put in the Mortar. The sickness is airborne and will require a saving throw vs. Disease in the first round of pouring for everyone within 10 feet of the Mortar or within the target area at the base of the wall. A failed saving will sicken characters to the point that they will suffer -2 penalty on all ability scores and a -2 to attack. Anyone who enters the target area will need to make a save, even hours later. This effect will be washed away by the next rain or by pouring water on it. 

The mortar can be filled by bucket or by Create Water spells. Usually clerics will have to work in shifts to fill the whole vessel by magic. Buckets are easier than magic and nasty materials can be added to the vessel. Oil is most common, but so is sewage. Any organic material placed within the Mortar will rot and spoil within an hour and causes the disease effect. Aside from water, any substance placed in the Mortar will become so foul it will be unrecognizable and often does not operate as it should. For example, poison will not be a poison on decanting, oil and alcohols will not burn and milk... oh god. Milk!

Pouring acid into the Mortar of Pestilence will demagik the device and it will bubble and spatter out of the container over a period of 100 hours. Everything in the area must make a save as if they were splashed by the acid.

52 Weeks of Magic - Item 32 - Wondrous Decanter

The Wondrous Decanter is often found in churches, temples and shrines. It is a utility item for holding liquids. Occasionally, the very rich will own one for home use.

The Wondrous Decanter will be filled with water when found. It can be refilled. It does not have charges. There are three ways of filling it: the normal way, going to the well or the stream and filling it up; the second way is for a cleric to cast Create Water; or using the Decanter as a part of the create Food and Water spell casting. 

In all cases, the Decanter will accept up to 36 gallons of water. When filling from a stream or lake as opposed to magic, the Decanter will fill to the brim with clean water in one round even if the source was muddy or fouled. It is not a perfect filter, the source liquid must be mostly water. It cannot take water out of another substances. If water is not the major component of the source, the Decanter will not fill.

One of the wonders of the Decanter is, it will not spill a drop. It will dispense 1 cup of water every 3 seconds. The stopper will seal itself if left unattended. This item is a +5 item when making saving throws. It may occur to characters to use it like a water bomb. It is often too hard to break to make this effective. If broken, all 36 gallons will gush out from the fragments over a period of a minute.

The last wonder is more for the sagely, the Decanter acts like a Bag of Holding for water. It is no heavier full than empty. The water contained within also has little momentum so that all 36 gallons can't be dispensed by accident.

These Decanters come in a variety of shapes, styles, and outward sizes. 

Sunday, October 20, 2019

52 Weeks of Magic - Item 31 - The Strap of Stamina and Strength

The first character to find this magic item will probably use it wrong. It is a toggle on a leather loop or strap. The character will notice that the leather loop will grow or shrink on command. The largest and small sizes are 6 inches and 2 feet. It sort of looks like a lanyard. If worn like a lanyard, the wearer will be immediately healed at a rate of 1 hp or whatever their constitution bonus is. This can happen once per week.

Some may think that it is a key chain, a necklace, a lanyard or other common device. It is obvious not a weapon but does hold power. 

It IS activated by being placed around the neck, but all humans and demi-humans are using it wrong if they wear it.


When placed around a dog's neck, the Strap of Stamina and Strength confers the following abilities: 
  • The dog will be granted maximum hit points for it's type. 
  • They will also grow to the maximum size for it's species or bred. 
  • The animal will gain human like intelligence, to a maximum of seven (3+1d4) 
  • The dog will be able to speak common, although it will speak only when it thinks it is necessary. 
  • The dog will become territorial and defend a specific person or area of it's choosing. This maybe rather nebulous to characters, such as all children, one woman, a house, a forest, a lake, etc. 
Additionally, the dog is able to regenerate 1 hit point per round to full health, once per week. This requires sleep. 

One of the side effects of The Strap of Stamina and Strength is the animal has free will and will not necessarily follow the person putting the device on the dog. For this reason, it cannot be placed on a familiar or animal companion. They will frustrate all efforts to be collared. 

Once an animal is collared with such a device, they will attack anyone who attempts to remove it. The Strap is all but indestructible once placed on the dog. The Strap will magically free a dog if a leash or lead is attached to the collar. The Strap will phase if it becomes stuck on a natural obstruction and remain with the dog. 

52 Weeks of Magic - Item 30 - Elven Firebeads

In my very first post for this series, Magic Lamps, I introduced the idea every day problems caused by magic. A magic lamp or a light spell doesn't throw heat. Back when we all lived in caves, we probably needed light more than heat. However, knowing you can make both is great.

This magic item is very common in the elven lands in the Peninsula of Plenty campaign. The first elves in the land were unwilling to cut down trees and as a consequence, used magic for lighting. This was not helpful when they were hit by particularly cool monsoons. The Peninsula doesn't often receive snow outside of the mountains, so when it started falling right after the cold monsoon season, the elves were in trouble. If they had wanted to collect wood, it was too late to identify the best wood and proper kindling. The first attempt at a colony on the Peninsula retreated across the sea because of the lack of fire.

Thus the need for Firebeads were born. Firebeads look very much like prayer beads. To make them function, the user pulls a bead off the end, cups it in their hands like an ember and blows on it. The bead will warm, then burn like kindling for two hours. The beads have an affinity for earth and ash. They will roll up to 3 feet towards earth and ash, even up hill. A typical set of firebeads will have 52 beads with one large bead or toggle at the end to serve as a handle.
Empire to the left, Elven lands to the right.

In the elven lands, every household and every traveler will have one of these sets. In the human lands, they are highly prized treasures as they have not found a way to reproduce the magic. Creating such an item requires both a magic user and a cleric working in tandem.

Firebeads are interesting in the fact that they are a magical consumer product. They can burn homes down and they can inflict a point of damage, but only in highly contrived scenarios. For the most part, they are totally safe.

While totally common in the elven lands, they are a novel and highly prized commodity in the Empire. Most Elven-Human treaties involve the trade of Firebeads for Verbena, a powerful healing herb. These products are used to seal deals because they cannot be used as a weapon.

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, October 5, 2019

52 Weeks of Magic - Item 28 - The Retort

Since my campaign seems to have died, it's time to get back to 52 Weeks of Magic. This week 40 and The Retort is item 28. Twelve more to catch up.

The Retort is a magical weapon, which initially appears as a leather wrapped handled, with no blade or guard.

The weapon counts as a +5 weapon, but has no bonuses to strike or damage. When the holder is threatened, The Retort will magically appear in the owners hand and ignite into a magical blade 4 feet long. If the user does not have a free hand, the weapon will appear between them and their opponent, waiting to be grasped. The weapon is usable by all classes.

The blade is a cracking field of energy which follows the form of a blade but writhes and twists towards the opponent or opponents. This amorphous form reduces the wielder's AC by 4, making them harder to hit because the energy causes fear. The blade is obviously dangerous. It's light will illuminate a 30 foot area to full daylight.

On a successful to hit roll, a living target must make a save vs. death. If successful, they take no damage. If failed, the target's hit points are reduced to one hit point and they are rendered unconscious for 1d6 turns. No matter how many times struck, the weapon will always leave one hit point. The Retort is not exactly cursed, but holding it will cause the wielder to deal with all threats with The Retort and not switch to another weapon. This obviously prevents the user from issuing a final blow to kill a target. 

If the target cannot be rendered unconscious (such as undead or a golem), they will be encased in a field of energy matching The Retort's blade and take 1d4 points damage for the next 3 rounds. Each hit will increase the duration of the field of energy by one round. While this field has some of the aspects of a flame, it is magical damage, not fire. 

The Retort allows the user to see invisible or astral creatures and will leap to the user's hand when confronted with such threats. Against otherworldly creatures such as demons or creatures summoned, the weapon will leap to the users hand and radiate a circle of protection for 10 feet. The wielder can lash out at these creatures with the blade so long as they are within 6 feet of the circle of protection. It is a one-way barrier to physical attacks, not magic or missiles.

If the wielder strikes themselves on purpose, they will be surrounded by a corona of flame which will will heal them to full hit points immediately. The owner must be under some sort of threat, such as eminent combat to use this power. People who have healed themselves in this fashion will feel numb and cold and the wound will burn with flames like The Retort's blade.

Once the immediate threat is ended, The Retort will try to extinguish itself. If the user wishes, they can force the blade to stay lit. The user will lose half their current hit points and will be unable to sleep, meditate, pray or study spells. The blade will remain lit for 24 hours, during which time, the holder cannot be healed by any means, except a wish. Wishing for healing will also extinguish the blade for a week, rendering it useless for that time.

If the wielder dies or is reduced to 0 hit points while the blade is lit, they cannot be revived, reincarnated or resurrected until they are physically separated from The Retort. If the weapon is taken up by another person, it will refuse to operate for the previous user. If the weapon is thrown away, it may return the prior owner. To prevent this from happening, the former user must save vs. magic.

Saturday, August 10, 2019

Analytics Rots the Soul

Stepping behind
my own curtain
According to Google, I have about 2000 page views a month. My target is a modest 3000 views a month. These are not thousands of individual people, several thousand times that someone comes to the site to read something. Fair enough, I think is a good measure.

But what are they reading?

According to the stats, my readers aren't reading much about me. My top 5 posts, in order are:

Google Docs Templates for D&D
Book Review - A Brief Study of TSR Book Design
The 3 Toadstools and #tenmonstersetting
Module Review - BSOLO Ghost of Lion Castle
Zero to Hero: Uncommon Commoners - Update - We are live!

The first is about  Benjamin Connell’s 3.5 Character Sheet, which I love for my D&D campaigns. The second is a review of Kevin Crawford's history of D&D books, the typography, style and page layouts. This was extraordinary helpful for my self-published books. The 3 Toadstool post was about Shane Ward's excellent campaign icebreaker experiment, Chris Hall's expansion. The ideas totally invigorated my creativity to produce new content for my campaign and my books. Ghost of Lion Castle was a solo adventure by TSR, which was a favorite of mine on rainy days. The final post is all about my first book.

So what?

3000 page views a month is not much of a goal. But to get there, I have understand my audience. If my goal was to convert every reader to a book purchaser, I am a total failure.

But was that ever my goal? I've been doing this since 2012 but didn't write my first book until 2018. That book was born out of the frustration of dealing with an accident at work, not any desire to... you know... make money or gain fame.

I've posted links to my books and thrown up some ads to make the website pay for itself, which is working. I have DriveThruRPG hosting files to mostly free titles I have written (I hate file hosting myself) which is also working. But going forward, I mean to be a part of the gaming community. My purpose isn't to make money or gain fame, but to transmit great ideas to the larger community.

In the month of August, I am bring out two new titles, which are totally tangential to the These Old Games. I mean to update and bring back 52 Weeks of Magic, which is a highly enjoyable activity even though it doesn't generate webhits. But most of all, I mean to write about all the things that are happening in this community.

At some point, I became a service provider, a place to read about all of the wonderful ideas from across the web.  Its time to fully embrace that.

Wish me luck!

Saturday, August 3, 2019

Weeks of Updates!

Lately, updates have fallen by the wayside. This has happened for a couple of reasons. I have taken on some new responsibilities at work, I've begun working overnights in a group home in addition to filling in for a teacher out for training this week.

How does he know he lost anything?
His tent looks like his room.
My son has been working a camp in Wyoming county and managed to lose a whole backpack of critical supplies for his work week. Between stints at work, I've been ferrying camping supplies to him at random because he doesn't know what he lost until he needs it.

I am bone tired.

Let me give you the updates for the past couple of weeks.

In the middle of July, I put the 52 Weeks of Magic of series on hiatus. That will be back at the end of August. I have also decommissioned three other blogs and imported their data to These Old Games. I am still in the process of vetting data from that process, some posts will be completely deleted while others will be adapted for here.

To this end, should now see some new tabs above: Short Stories and Hardware. "Short Stories" is exactly as labeled, some fictional and some from real life. "Hardware" is comprised of a series of links to computer support issues that I have run across while maintaining old hardware, usually for this site.

On July 15th, I launched The Compass Rose Minisetting title on DriveThruRPG. On July 28th, I launched a similar title called Kobold's Folly. Based on the feedback I have received, I separated the maps from the books, causing me to relaunch Compass Rose to match the style of Kobold's Folly. These are ruleset agnostic titles and are merely maps and descriptions for quick plug and play into your campaign. Sort of like a travel guide for DMs.

Zero to Hero and the Character Sheet continue to do well on Drive Thru. Thank you for downloading them.

Compass Rose follows the lives of the von Landskeep family and I have always intended to expand this title and align it to D&D and AD&D. Look for that in late August. I intended Kobold's Folly to be a one shot with no expansion, but King Minwan and his sister Hermin are so interesting, it may receive the same treatment as Compass Rose. When? Not sure. Maybe September.

The final update was to the Tek Tab, with new data for July being added.

Upcoming changes to website are based off of my experience from this round of updates. Right now, the Gemstone IV tab, Maps tab and Pregenerated characters are all static pages. It is more logical to break them down by subject and recreate them as individual post. The tab feature can pull up a chronological list of posts by subject. This makes far more sense, as my web stats do not include static pages.

One last item is, it has recently come to my attention that I will be going to Disney in November.

Thank you for being so patience with all of these updates and changes as I get everything in order to present more content to all of you. I couldn't and wouldn't do it without you.

Monday, July 15, 2019

Updates - Compass Rose Inn, Website, Etc.

Happy Monday!

A few months ago, I purchased Inkwell Idea's Worldographer which is an excellent way to visualize your campaign ideas. This weekend, I released a new title called The Compass Rose Minisetting. This product introduces the Compass Rose Inn in visual form and brings to life long time NPCs from my home campaign. It is listed at PWYW with a suggested price of $1.99. It has been selling briskly since it's Sunday evening release.

This mapset is rules agnostic, there are zero references to rulesets. It can be plugged into any campaign setting or ruleset.

In August, a companion to this piece will be released. It will feature characters for D&D and AD&D, will contain more history, magic items and obviously, more maps. It will be offered at a $4.99 price point as a separate product.

In order to launch this product on time, I have placed 52 Weeks of Magic on a 3 week hiatus. Some of the magic items that would have appeared here will be included with this updated version of The Compass Rose Inn.

Additionally, These Old Games will be reworked during this time to incorporate posts from my 3 other blogs as they are being decommissioned at the end of this year. I simply cannot write, work, attend school, have a family and continue to update 4 different blogs.

I hope you enjoy these new features, as much I do producing them.

Phil

Sunday, June 30, 2019

52 Weeks of Magic - Week 27 - The Arclight Bag

The Arclight Bag is a magical quiver that imparts magic to otherwise mundane arrows and bolts. The effects are based on the action of the user.

If the user is targeting a foe, firing an arrow from this quiver will cause the struck target and the firer to light up as if they were under the effect of Faerie Fire spell. Additionally, the firer is protected by a shield spell. Only the target of the arrow is entitled to a saving throw. The shooter must hit the target for the effect to start. If he or she misses, no one receives any magical effects. Any number of arrows can be empowered in this way, but striking a single target numerous times provides no additional bonuses.

The quiver will also imbue one arrow per hour with the ability to glow while in flight and "explode" like a flare when fired upwards. The flare will like the area like a Light spell for up to 3 rounds. The firer will also be surrounded with the effects of the Faerie Fire spell. This is a rescue option. In this case, the arrow is completely transformed into light at the apex of it's flight.

This usage cannot cause damage to an enemy. If this is attempted in doors, the "explosion" will light the room for 3 rounds. It does not get brighter for being inside. It cannot be used to blind characters or creatures, unless the Light spell would also cause this effect.

The arrows from the quiver do not have a bonus to hit, but the effects of Faerie Fire can modify an attack roll.

While this is described as a quiver, other objects could have this effect. For example, a Roman shield is meant to hold a handful of darts and could be a source of the Arclight effect, as could a brace of knives or a case for bolts.


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
The Arclight Bag



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, June 23, 2019

Boxed Set Reviews

I have two weeks off and ran ahead one week for 52 Weeks of Magic, I figured I would get some cleaning done. To that end, I have some box sets gathering dust. Time to do some reviews.


I'll be running a poll on MeWe to see which item goes first.

Wednesday, June 19, 2019

52 Weeks of Magic - Week 26 - Shield of Force

Today was the last day of school. I am on break until July 8th. In anticipation of actually having a break, I have run ahead by one week. I have also decided that the Token of Infi offered last week is only a gimmick and doesn't exactly count towards my goal of 52 items in a year. You will notice that the navigation links are labeled 25 and 25b.

On to the magic!

The Shield of Force is a six side shield. It appears magical and imparts an bonus of 1 to AC. As soon as the shield is used in combat, the wielder will become aware of a pair of secondary powers. Tapping the bottom of the shield on the ground will leave a glowing mark upon the ground, a line five feet wide. This line marks the boundary of a protection from evil and shield spell. This effect will last up to five combat rounds.

The shield may create up to 6 of these barriers per day. If a creature not subject to the effects of protection from evil attempts to cross the barrier, the barrier will lash out at them for 1d6+1 points of damage, like being hit in the face by a large tree limb. When this happens, the barrier's duration will be shortened by one round for every blocked creature. Multiple creatures can rush the barrier in one round.

If the wielder creates 3 of these barriers side by side, the barrier will be a hemisphere. All six will completely cover the wielder with a sphere of protection. When these two functions are used, the barrier is shorter and curved. It extends underground.

This protection will not stop environmental effects such as smoke, fire or water, but can provide a bonus to saving throws vs magic based on the effects of the shield spell.


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. 


52 Weeks of Magic - Week 25 - Device of Defense


Sorry for the poor image. I collect paper and this stuff is a shiney, plastic like material with a texture. It feels great to draw on but doesn't scan or photograph well. I just I don't know what it is or how it should be used.

The Device of Defense has similar properties. When found appears to be a shield, it even comes in a bag. The bag has runes on it that imply that the device is for defense. The loops to hold the shield are just wrong. They are 3/4 of the way up the backside and far too large for a forearm, there is a cross strap that seems to do nothing. The whole shield is nearly 4 and 1/2 feet tall by 2 and a half feet wide. The curve on it covers a full 180 degrees. It looks like someone created a shield from an drawing and never really worked out how one should use it.

When used as a shield, it reduces the wearers armor class by 2. Unfortunately, it is so ungainly that it also causes a -2 to attack. There is no way around this penalty, short of reworking the shield strap which could damage this magic item.

The Device of Defense is actually a protective item that is worn on the back, like a cape. When activated, the user is empowered with the ability to jump and feather fall at will, as the spell.

Unlike the spell, the device ensures the user will land correctly and safely. The effect makes the user so agile and unpredictable, that they receive a -1 to AC. The user can execute charges from a standstill, which provides a bonus to hit along with the liabilities. The user can stop and start the feather fall effect at will, too. This means they could jump straight up 30 feet and float gracefully down at any point of their fall. Usually, this does not allow for a steady platform to attack from and significant penalties would occur.


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, June 9, 2019

52 Weeks of Magic - By Infi, half a year

Believe it or not, this week marks half a year. In honor of this milestone, I'm taking the day off. By the Infinite, I feel I deserve it. Hard work should be appreciated and rewarded.

Wait... that gives me an idea...

The Token of Infi is a magical item created by a cleric whom believes in luck and the random nature of people and events. To create the token, they must witness the recipient perform a difficult feat. Having observed a successful use of a singular ability, they can meditate on it and then create a small token which provides a bonus of 1 when performing a similar action. The task is linked to a single die roll, usually a non-combat action. The token has a life time of a year and a day and crumbles to dust when the bonus is invoked. A character may only have one token at a time and the bonus and cannot be transferred to another.

The token is similar to The Shape of Memory created by magic users:

"The creation process takes all day as the {cleric} makes choices about creation, but is not an all day process. The item has some worth, say a few coppers, but no one would call it art."

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, 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.