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

Wednesday, January 1, 2020

Strictly (Duke) Springer - Day 001

"Duke" Springer is a child of the future...
 of the children of the 80s. Nice shirt, "Duke" 
Happy New Year!

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

Anyway, what I am doing for my 2020 series? Last year was 52 Weeks of Magic. 2020 brings Strictly (Duke) Springer. This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke". I'm not sure what his first name is, but it has to be better than the one in the quotation marks.

Here are the general rules for this series. "Strictly", means I won't flub rolls one way or another. Second, all commentary on the game itself will be in bold. Third, if Duke dies before all 52 weeks are up, I will simply carry on with a henchman designated as Duke's Heir. If there are no henchmen, I will start over.

Here we go.

Dear Diary,

It's day one of my criminal career. I'm not really good at this. I have an Antelope class starship, starship's guns, a 2 cubic unit status pod, a side arm, a ship's boat called a hopper, 15 fuel units and passion for trouble. I also have 750 secs, which is good because I owe 120,000 secs. for the ship. The interest only payment is 300 secs. A week. It was a better deal than college.

Obviously, I'm at the Spaceport, so I'm going to spend a few hours looking for hirelings... er, employees. My first four hours are wasted, but after that, I manage to hire a few people.

First, I hired on an Pilot/Navigator. I'm a pilot/navigator like her, but unlike her, I can fire the ship's guns. The two of us together can defend the ship. Her weekly pay is 25 secs., but she'll cut me a deal at 15 secs. because the cockpit is equipped with a status unit. She also needed a sign-on bonus of 20 secs., which wasn't too unreasonable. She... she... she...

"Are you looking at a book of baby names?" she asked.
"No, that would be totally demeaning... Emily?" I said.
"My name isn't Em... Ugh. Whatever, 'Duke'. "

With that all settled, I also hired an Engineer I named Ratchet and medic I'll be calling "Doc".

Doc looked sheepish. "I'm really not a doctor, I just have some battlefield experience..."
"Do you want the sign on bonus or what?" I asked. According to the rules, Medics don't get signing bonuses. Oops. 
"You're the boss," he said.

Ok. Having invested some good time with my new associates, I managed to waste most the rest of the day. I did purchase 25 repair units, which are instrumental to my plans. In the 9th hour, I made a 300 secs. interest payment on the ship early, so I don't have much to worry about for a while. The rules don't specify a specific payday except by the last day of week, so I accept early payment within the same week as acceptable. 

We take off and set course for the Ruins of Regari, just an hour away.

At the end of the 10 hour day, we're beat. Here are financials, crew status and assets at the end of day one:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Stasis pod 2 CU in size,
25 Repair units,
and the ship is fully fueled with 6 hypercharges.

Emily, weekly pay 15 secs. Sign-on bonus of 20. Death pay to the family is 200. Let's not die, ok?
Ratchet, weekly pay 15 secs. Sign-on bonus of 15. Death pay is 120.
Doc, weekly pay 10. No bonus which feels weird and death payment to family is 80.

Designated Heir: None, but I know it'll be Emily.

Death payments are meant to be a money drain, but there are light consequences for not paying it. 

I still owe 120,000 secs. in principal on the ship, but paid 300 in interest early, which gives me almost 2 ten day weeks until the next payment. I have 350 secs in my pocket, which is only enough to cover basic expenses for another 29 days. At that point, the crew will walk unless I can use some cunning plus the ship will be up for repo. Cunning is a stat that only Duke has, it allows him to roll a die to trick people into doing things. I have a rating of 4 out of six, so I could theoretically keep the crew without pay so long as my luck holds out. 

Thursday, January 17, 2019

52 Weeks of Magic - 3 of 52 - Emulous Cursed Sword

Emulous is a cursed gladius (short sword) with dangerous powers. This +2 gladius is neutral evil, speaks, has telepathy along with several other magical powers. As implied by it's name, it invokes jealousy through control of the wielder.

Its primary abilities are fairly useful, detecting magic and good or evil at 1" at will.

Emulous has two extraordinary powers, clairaudience and clarvoyance. Since the sword is intelligent and uses telepathy, these two powers are far more dangerous to the wielder than useful. Emulous is able to present these powers, meaning that the sword can force them unbidden on the victim and opportunistically "reveal" information to that person about allies in an effort to drive the wielder to subvert them. The holder of the sword will notice that the effects of these two powers are about a round each, but the sword is able to speak over the images and sounds to work it's evil intentions. It is the king of context shifting.

If the wielder invokes these powers willingly, it is far less likely that Emulous will be able to spin the effects to it's own advantage.

Emulous has an Ego of 11 and intelligence of 17.

Under great duress, Emulous will detect food and water for the wielder and his allies. Only the sword can decide to use this power and food and water are the only objects it can detect. It provides a direction but not a distance. The price of this power is the loss of all other powers including speech and telepathy while retaining the +2 to strike and damage for 24 hours. During this time, Emulous is deaf and dumb to what is happening around it. Its intelligence drops to 3 and ego drops to 2, meaning most healthy people can set the sword aside. Obviously, it is more likely to take this gamble when the wielder is weakened by hunger and thirst.

The sword usually communicates using the common language or telepathy in that language. It rarely uses it's ability to speak neutral evil. It does not like having detection spells cast at it and will hold a caster in disdain if it notices. On the first encounter with the party, the sword will strike up a conversation and offer knowledge of all of it's powers except detect food and water. It will deflect questions of alignment, but will not lie to do so.

While Emulous is evil, it is intelligently so. It will not willingly strike at other player characters during combat with hostile forces. It desires the wielder to take the lead position in the party and will assist in this endeavor. It never requests that the wielder divest him or herself of other magics and will compel the the holder to have defensive magic and good equipment. It is cagey around animals, especially magical animal companions (familiars warhorses, etc.), choosing not to speak aloud in front of them if it can be helped. It views animals as rival intelligences, no matter how low their actual intelligence or paltry their skills are.

Emulous does not view killing animal companions as a particularly good idea as it invokes fear in humanoids and causes them to raise their defenses. Additionally, it does not like to kill children or women unless they are a viable physical threat. It will refuse to strike if it feels justified and will attempt to move to another, more civilized person as soon as possible. Again, while evil, it is not chaotic. It may engineer a heroic and forlorn fight to do in such a vile creature. Of course, it will do so in front of witnesses so that it's fame increases and someone more pliable will take up the sword.

To a degree, it will evaluate equipment and magic items found and try to direct them to the person in the party it feels is the best match, including hirelings and retainers not normally allowed a choice of equipment. It will use oration over out and out demands to do this as only the wielder can be compelled. The sword seeks to dominate the whole party, not just the holder. It desires to be come a legendary sword in the hands of a legendary hero, at nearly any cost.

If granted a quiet moment, it will attempt to eliminate all those who are critical of it's owner or itself, either by revealing information that diminishes them in the eyes of others or more rarely, by murder. It will only engage in murderous ploys once the owner is subverted to its will for a couple of weeks, perhaps months.

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 26
Coming Soon
27Coming Soon28
Coming Soon



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. 

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. 


Sunday, February 10, 2019

52 Weeks of Magic - 8 of 52 - The Equi Phalera

The Equi Phalera is an award given by the Eqiotes order to a man or woman who actions save the lives of those in that group. The endangered Equites would vote to make the award and the device is then constructed by the priesthood. Non-equites can receive the award and become an honorary member. Extreme bravery or very unusual circumstances could elevate a non-equites to that class which includes to the gift of land, money and a horse. These devices are silver, not copper.

The design on the Phalera told the story of how that person received the award. The Phalera is typically made of copper. Silver Phalera can be awarded for extraordinary actions. Gold devices are profoundly rare, usually less than one per life time of the Emperor or Empress and are award by them alone. Due to the uniqueness of the award, it can take weeks or months to receive one.

The device gives the wearer a benefit +1 to all actions on horseback, including attacks. It also gives the user an excellent ability to ride and care for horses as if they were the most skilled equestrian. After a year of using this benefit, the wearer will actually obtain horsemanship skills to this level through practice, regardless of the possession of the device. If the wearer's mount is required to make a saving throw, it is done so at a +2. In the event that the mount is not entitled to saving throw, this device will allow one. This benefit may separate the mount and rider's die rolls, to the benefit of the horse.

If the wearer dies, the symbol's magic is broken and the loop securing it shatters. It will slowly tarnish as pictured above. These tokens are unique and valuable for reasons of honor, especially in the broken form. If recovered and returned to an officer of the Empire, a reward of 100 gps will be given. If given away by a recipient, the Phalera will lose all powers within a year and a day. If stolen intact from a recipient, they will tarnish and lose power immediately. Additionally, if the thief attempts to mount any sort of equine, it will refuse. The mount will then flee. This includes warhorses and other magical equines. This curse is permanent short of a wish. It may be ended by return of the Phalera to the proper authorities or owner AND remove curse is cast on the thief.

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 26
Coming Soon
27Coming Soon28
Coming Soon



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. 

Friday, April 19, 2019

52 Weeks of Magic - 16 of 52 - Defender's Boss

The Defender's Boss is an unusual magic item. When found, it is approximately 4 inches around. It has an image of a lion painted on it and has a loop on the back as if it belongs on a chain or necklace. If worn in this fashion, it will improve the wear's AC by 1. If the wearer is a fighting type (ranger, paladin, cleric, etc.) who can normally use a shield, the Defender's Boss can be willed to grow to a maximum of 4 feet in size and it will act as a +1 shield. This is in addition the previous benefit of 1, for a total of two.

If the boss is used correctly and placed in the center of a shield, it will fuse to it and that shield will now be +3 and always magical. The shield will have the same ability to grow or shirnk as a the boss does.

If the shield is destroyed either by magic or a massive force, the Boss in entitled to it's own saving throw and if it succeeds, it will pop off the destroyed shield and be ready for use again in one day. If a smith or armorer attempts to remove it, it will respond to their desires and come off in their hands. No tools required nor will it lose it's powers.  

If this device is used by an assassin class character, it will not confer the bonus to AC for mere possession nor will it operate as a normal shield. When an assassin attempts to use it as a shield, it will grow to a full five feet in diameter forcing them to hold it with both hands or drop it. If held in this fashion, it will provide cover AND a +2 to AC. While recalcitrant to use by assassins, it will shrink or grow on command. 

If the boss is rammed into an opening smaller than it's diameter when fully deployed, the shield will squirm so that the boss is facing the character. If the shield is destroyed trying to expand, the boss will fall off the holder's hands. It does not want to be lost. Doing this will cause the item to lose it's magic for 7 days. 

If the lion symbol is painted over, any damage to the shield or boss will cause the paint to blow off, reveling the lion. 

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 26
Coming Soon
27Coming Soon28
Coming Soon



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. 

52 Weeks of Magic - 17 of 52 - Missile Mirror


The Missile Mirror is a handy defensive item for spell casters, although any character can benefit a little from it.

The mirror is about 4" in diameter and has a rune of a satyr in a sun on the back. The front is concave and silvered. Used as is, the reflected image is distorted. It is intended that the user "black" the silvered surface over a candle, place it on a tabletop and fill it with water. This produces a crystal clear reflection. The device reveals some of it's magic by repulsing the candle black on command. The black residue forms a small pellet and can be dumped out. It can be used to make paints, inks, dyes or cosmetics. The pellet will have a value of one copper, so it is not a good source of money but will replace a candle or few.

Possession of the Missile Mirror will improve the owner's AC by 1. Anyone can benefit from this. Holding the Mirror out towards missile fire will improve a spell caster's AC by 3 (total). Additionally, spell casters will have a 40% magic resistance to magical missiles AND if successful at foiling such an attack, it has a 20% chance of reflecting the spell back on the caster.

Foiling magical missile attacks uses one charge. Reflecting magical missile attacks uses two charges. The Missile Mirror has 16 charges. The rays of the sun are a visual indicator of these charges and will pit and dent when a charge is used. If all of the charges are used up, the Missile Mirror will still provide a -1 to AC for simply having it and will still be a useful mirror.

The Missile Mirror can be recharged by a silversmith of great ability. By repairing the pits and dents on the rays, they are restoring a charge. While the mirror can be damaged by abuse, an attempt at recharging it will never damage it. Failure to restore a charge causes the smith's patch to bubble and hiss before being absorbed into the mirror's structure. The materials needed to repair each ray is 20 silver pieces or a like-sized slug, bar or ingot. The makeup of such repair materials doesn't matter, only the size or volume counts. Some people use spoons.

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 26
Coming Soon
27Coming Soon28
Coming Soon



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. 

Friday, January 11, 2019

52 Weeks of Magic - 2 of 52 - The Rat Bag

The first magical item created by the sacerdos of Tabletop was "The Rations Bag". The sailors call them "Rat Bags", a name that all clerics hate universally. (See World Building Vignette #1.)

The Rat Bag is an oilcloth belt pouch with a tie down at the knee, much like a holster. In fact, the exterior of the bag has a large flat sheath for a knife or small dagger.  Typical closed dimensions are 12" x 2" x 5", however many different sizes are available based on the size of the recipient. The bag tri-folds, and when opened completely is 12" x 15" x 2". It has three small pockets, two are the size of a deck of cards and the third is approximately the size of a thumb. One pocket is empty for personal goods, the second contains a piece of hardtack and the third holds a spool of fishing line and three hooks. Two loops hold a flask of water and a vial of oil, wine or brandy. The flask is 8 oz. and the vial holds about 1/2 of an ounce.

The magical properties of the Ration Bag are not evident on inspection. Three times a day, the bag will produce one piece of hardtack wrapped in an edible paper-like seaweed, refill the flask with water and the vial with water, wine, brandy or oil. The vial will produce one of these fluids at the request of the holder, at the time of pouring. No item placed within the bag will rot or rust, including the knife or dagger.

Hooks, knives, daggers, and line are not replaced by the magic of this device. They are merely preserved against rust and rot. Sailors have obviously noticed that the device may be used to supplement the ship's stores and it is common to decant liquids into a common pool for emergencies. The hardtack is not often pooled in this fashion as it is not packaged against spoilage or rot.

These bags are produced in pairs for each sailor under the tribune's command and the sailors are required to have them when shipboard. One bag will always have a knife and the other a small dagger. Stealing the bag or it's contents from a sailor is a capital offence as they are so important for the safety of the ship's crew.

Items within the bag are not magical in nature. For example the flask can be replaced with another, as can the vial. However, there must be a flask or vial present to refill. Each ship has it's own design for vials, daggers, knives and flasks but sometimes the sailors swap them for personalized items. They do keep the original items. As a consequence, many sailors have a small, flat box which holds the replaced items as a memento of past ship assignments.

These items are treated as service badges to particular voyages and are passed to next of kin. While not technically illegal, it is taboo to sell these items. In times of hardship the tribune or various religious institutions will pay sailors for the privilege public of display of these trophies. Payment is in wine and grain, in one year allotments. At the end of the year, the items are returned to the sailor or his next of kin. This is an important governmental control on the economy. Generally, next of kin do not receive this privilege, however, exceptions have been made usually based on the outcome of a particular voyage or on the basis of food scarcity in town.

3.5 Craft Item Requirements:
Price: 1,000 gp (per pair)
Caster Level: 7th
Aura: Conjuration
Activation: Open bag, except the vial which requires a verbal command of Oil, Brandy or Wine in any language.
Weight: 2 lbs each
Spells: Create Food and Water, Mending or Make Whole, Dimension Door.
By tradition, the interior of the pockets are lined with either frog skin or fish scales, however inclusion is not mandatory.

If you are interested, I have a small book called Zero to Hero: Uncommon Commoners which includes sailors as a class. Priced at pay what you want, every download no matter the price, supports me as an author.

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 26
Coming Soon
27Coming Soon28
Coming Soon



Saturday, February 9, 2019

52 Weeks of Magic - 7 of 52 - The Symbol of Sol Invictus.

The Symbol of Sol Invictus appears as a simple brass device, perhaps an ornate hairpin or some sort of clasp for a cloak. The device is actually much more than it seems. To be functional, the Symbol may be accompanied with a loop of metal, a leather strap or some other means of use. This secondary item is non-magical and does not effect the power of the device in any way.

In the early history of the Peninsula of Plenty, worship of the sun or Sol as a god was very common. Sol was not personified as in other religions but was viewed as an all-powerful beneficial force for good and order. In the third century of the Empire, the title "Incivtus" was bestowed upon the Emperor after his victory over a particularly vicious series raids by the Northern Tribes. The Emperor had been truly "unconquered" on the field of battle, but he resisted the title to defer to the gods he worshiped. It became common for people to add the honorific to heroic, beneficial, lawful and good deities, including Sol.


Priests of any sect may use this object as long as they meet the alignment requirements and the deity of the priest is not strongly opposed to healing or sunlight. For example, a lawful evil god of darkness will oppose using a Symbol of Sol Invictus while a lawful evil god of power and war will not have a problem with it. The priest in question may start referring to their god with the post-title "Invictus". The Symbol of Sol Invictus is merely inoperable for people of certain alignments, it will not harm them to handle the object.

An unadorned Symbol has three magic powers. First, it will heal 1d6 hit points once per day in the hands of a good or lawful person. It will heal any creature of any alignment, except undead. The recipient of this healing will be struck by a beam of light, which means the device's power is line of sight. To trigger this effect the holder must think of good or beneficial thoughts of or for the recipient.

The second power is to smite Undead. They will suffer 1d6+2 points of damage from this "healing" beam. In the case of undead the beneficial thought is a desire for final peace, freedom or resolution.

Once either effect is triggered, the symbol will glow with the strength of a torch until the next sun set. This effect could last hours depending on when the power is used. It may be covered, not extinguished.

The symbol can be used to heal one person and smite one undead creature once per day. The Symbol has no charges, only the daily limits on each power. The glow is either active or not based on the usage of the other powers.

All of these of these symbols have 3 rough, bar shaped impressions on the rim. If a diamond worth more than 10 GP is placed in any of these slots, the device becomes much more powerful. Placing the gem only requires contact, it does not require a jeweler or skill. The gem will assume the shape of a bar. For each diamond added, the Symbol will heal and smite one more time per day for a maximum of four times each. Additionally, the brightness of the symbol will increase from the hazy fire of a torch. One diamond will flood an area 20 feet in radius with light. Two will cause the symbol to glow with a rich yellow light for 40 feet. 3 diamonds cause it shine as full daylight out to 120 feet.

An odd side effect of this Symbol's power is, if the holder attempts to heal someone who does not need healing or attempts to smite a non-undead creature, it will still glow. This glow will attract injured people of lawful or good alignments for a radius of 1 league, if any. As soon as the injured person moves into the line of sight of the Symbol, they will be healed instantly. The beam of this power will reveal the recipient and they will be compelled to thank the holder, so long as there is no dire threat preventing it. The device desires to be used for good and order, but will not compel a person to risk themselves or others to pay thanks to it's holder.

While the device's primary purpose is healing humans and demi humans, it can be used on any creature such as animals, natural or supernatural. The glow of the device never attracts such beings.

Navigation
Week Item Week Item Week Item Week Item
1 2 3Emulous Cursed Sword 4
5 6 7The Symbol of Sol Invictus 8
9 10 11Aemilla Carna 12
13 14 15Shape of Memory 16
17 18 19Staff of Eyes 20
21 22 23Whispering Wings 24
25 26
Coming Soon
27Coming Soon 28
Coming Soon



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. 

Sunday, May 5, 2019

52 Weeks of Magic - Week 19 - Staff of Eyes

The Staff of Eyes grants the user infravision and ultravision when held like a torch. Additionally, the user's eyes will glow like a cat's eyes while using the staff in this fashion. The device emits no light. This effect takes some time to get used to so the wielder will be at a -2 to hit the first 3 times they experience this effect. Since the effect requires no charges, the wielder will probably do this long before going into combat. Once the user becomes used to the device, they will crave this type of vision. To stop using the effect, the wielder must save vs. magic to stop. One attempt per day can be made, usually first thing in the morning.

The wielder is able to cast a light spell at the cost of one charge, however the staff will not allow this spell to target creatures eyes. For two charges, the user can cause a flare-like missile to shoot from the staff into the sky. The effect lasts three rounds and is as bright as daylight.

The flare does no damage if it hits something or if fired inside of building, cave, etc. If fired indoors, the light bounces around in a very nonsensical way and the swaying shadows and light causes all people within the area of effect to suffer a -2 to hit with melee weapons and a -4 for missile weapons. This even affects the wielder.

The staff also has a defensive nature, it will absorb spells targeting the casters eyes, such as blindness, light, dark, power word blind, etc. This consumption of spells restores charges to the staff at a rate of one per level of the spell cast. If the staff absorbs more charges that it normally holds, the orb and the caster's eyes appear to burst into flames for one hour per charge over 50. This is uncomfortable, but not damaging to the holder.

It is not possible for the person holding the staff to recharge it by casting spells at themselves. Any attempt to do so will give the user a bad feeling and if the caster persists, the effect of the spell cast will be permanent until "remove curse" is cast on them.

This staff is rather light weight but can be used as a weapon. It is +1 and will do 1d4 +1 if held one handed and 1d6+1 if swung two handed.

The orb at the top of the staff will take on the color of the holder's eyes. The staff normally holds 50 charges. As the charges are used, the orb and the wielder's eyes become milky white which is only a cosmetic effect, it does not impact the user. The staff remains a +1 weapons without any charges, but all other effects end immediately. Once all of the charges have been used, it cannot be recharged by absorbing magic spells.

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. 

Saturday, January 26, 2019

52 Weeks of Magic - 4 of 52 - The Cloak of Peaceful Repose

Last week, we saw an evil weapon. This week, a more pleasant items is available.

The Cloak of Peaceful Repose will cast Feign Death on the wearer under two conditions:

1) the wearer is rendered unconscious by any mechanism except natural or magical sleep,
2) the wearer invokes the command, "Pardon" or "mihi pace".

In the case of being rendered unconscious, this cloak operates differently. The spell lasts 24 hours and the wearer is given the illusion that they've been laid out in a loving fashion. Scavengers will not interpret the wearer as food and intelligent creatures will be loathe to disturb the body. If invoked by the command words, the spell lasts but a single hour. In both cases, the wearer will have one hit point restored.

If the character is moved to a location that would cause actual death, The Cloak of Peaceful Repose sacrifices itself to rouse the wearer. The wearer will be granted all of the hit points they would naturally regain in 24 hours and they will rouse before they are buried, burned, etc. The cloak will disintegrate into a glowing white dust cloud, which will seem miraculous. The risk of death must be eminent, such as being placed in grave or set on on pyre mound.

Being buried at sea or in water provokes a violent response. The wearer will wake immediately and break for the surface with no hesitation. If the wearer loses a hit point to drowning damage, the cloak sacrifices itself by encasing the person in a glowing sphere which pushes them to the surface in a single round while also restoring a number of hit points equal to 48 hours of healing. Any weights, rope or chain wrapped around the character will fall off, undamaged. In this case, the cloak loses all magic but is not destroyed completely. The cloak changes to the color of wet slate and will remain so permanently. It will it will not accept dyes and is not affected by any normal bleaching agents or processes. It is subject to all other forms of damage.

The cloak has 20 charges if invoked by the keywords but functions any number of times unbidden. Obviously, if the cloak turns to dust, it is gone.

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 26
Coming Soon
27Coming Soon28
Coming Soon



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.