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

Wednesday, June 19, 2019

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. 


52 Weeks of Magic - Week 23 - Whispering Wings

The Whispering Wings is a small amulet or brooch, useful to organized societies, such a clerical orders and thieves guilds. Typically it takes the form of a moth or butterfly, but can be any winged insect such as a scarab. The device will deliver a 15 second verbal (25-35 words) message over a distance of two miles. The travel speed is 1 mile per hour, which is why they are not used by the military.

The device is made of stone and is not subject to any weather conditions but wind. If it is too windy to fly, it will crawl.

On arrival, it will unerringly find the recipient, if within it's range. It can detect invisible and hidden creatures and will approach in a manner that will not reveal their position to others.

It's message will be delivered by whispering in the targets ear. This is difficult to hear when in combat and if it is asked to repeat the message, it will jumble the words. This scrambled message will shift the word position, but can't alter the individual words themselves. Users would be wise not to use both negative and positive intents in the same message. 

Once its mission is complete, the amulet will attach itself to the recipient on any visually appealing and convenient area, such as a collar, button hole or string. It has a limit of two uses per day; the recipient can, but doesn't have to send a return message. In order to return the device, some sort of message must be sent.

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, May 26, 2019

52 Weeks of Magic - Week 22 - Drink me and die!

I am so glad I ran ahead a few weeks. I almost didn't make week 22 on time. This one is quick, one off potion. In my campaign, it was found in rack of potions. The rack contained one potion of The Lionheart, two potions of healing, a vial of holy water and two of these unnamed potions.

The potion is in a brown bottle, and is an obviously glowing red liquid. It has blood like consistency and will fizz when shaken or handled roughly. It seems like the cap is ready to blow off.

It contains a substance which will act as the second level stinking cloud spell. Whatever this potion was, it was changed by the ichor of the undead. If a character opens it, the stinking cloud will envelope them immediately, allowing them no saving throw. Other people are entitled to a saving throw.

Most characters will note the red glow and fizziness. They will not open the bottle. There is zero chance that a person could ingest the fluid inside, it vaporizes as soon as the cap comes off. The vial can be thrown for up to 4" like a grenade.

Unlike the spell if the vial strikes a creature directly, the effects will follow them, possibly harming others for 3-5 rounds (not turns as per the spell). Creatures of animal intelligence or higher will flee the area, searching for water to bath in. Unless there is an obvious body of water in the area, the creature will flee directly away from the thrower. Total submersion in water nullifies the effect. Intelligent creatures will drop whatever they are holding and try to strip off helmets, head gear and saturated clothing while running.

Creatures hit by the potion will be smeared with fungus orange stain until they wash with soap and water. Organic, but non-living items which fail a saving throw are permanently stained. Stains, especially on clothing or skin cause a -1 to Charisma and another -1 to reactions until removed. Intelligent creatures will not want to touch the victim, so this shift and penalty cannot start a violent encounter.

If the vial misses a target, it will still burst and envelope an area as per the spell description for third level caster.

Carrying these vials is not especially dangerous, but players should treat them like eggs or hand grenades. There is no way to get "only a drop" out of vial, opening the cap allows the entire contents to vaporize instantly. This is not a joke.

Wiley DM's can roll saving throw for the vial at random times or not inform players that targets flee.

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, May 12, 2019

52 Weeks of Magic - Week 21 - Potion of the Lionhearted

The potion of the Lionhearted appears to be some sort of healing potion. While it can heal humans and demi-humans, this is not how it was designed to be used. If quaffed, it will heal 1d6 points of damage, sustain the drinker for 3 days without food or water and provide a +2 to saves vs. extreme (natural) temperatures. A single flask of the stuff holds 21 doses.

Should someone attempt to imbibe the whole thing, they will find that they cannot do so. The power of this fluid is so much that any creature will avoid taking more than a single sip per day. This should be a clue that this is the wrong usage. Any spell caster will realize this at a single sniff. Paladins and rangers may be able to identify the potion at a glance.

The Potion of the Lionhearted is used in times of desperation. The potion is supposed to be diluted in holy water and sprinkled on food and drink. If used correctly, once dose will be enough to cover enough food and drink for 100 men. If anyone takes a single bite or sip of food so treated, they will recover 2 hit points, be sustained for 24 hours without other food or drink and will feel refreshed. Other names for this potion are "Siegebreaker", "Ironheart" and "Hope". 

The potion can only be created by a Paladin and a Ranger working together. While it contains a number of unusual ingredients, the hardest items to obtain and process are 500 pounds of fruits, herbs and vegetables collected by a Ranger. These materials are reduced over a flame for 21 days. The Paladin must pray over this concoction and the prayer must include the words: "care", "pardon" and "rest". Obviously, these potions are prepared well in advance of the need and are often stored for emergencies. The potion never spoils or loses effectiveness.

This item is extraordinarily dangerous if consumed directly from the bottle. If more than 7 sips are taken over 21 days, the person will become addicted to it and refuse all other forms of sustenance. When the potion runs out, the victim must save vs. magic every day, for 21 days in a row. If they fail a roll, they will lose one point of Strength and Constitution. If either score goes below three, the character will fall into a coma lasting 7 days. If either of imbiber's scores falls to zero, they die. Should the person survive the experience, they will regain 1 point per ability every 7 days until they are fully restored. Drinking the potion again during this recovery period will restart the addiction. If the person consumes food or drink doused with the potion, the recover of ability scores stops until the effect wears off in a day.

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, May 5, 2019

52 Weeks of Magic - Week 20 - Helm of Aware Airs

This weeks magic item is an unusual helm for arcane spell casters. The Helm of Aware Airs is made of tin, copper and iron. It reduces AC by 1, a magical effect. The helm has no opening at all, so the wearer is physically blinded, deafened, cannot smell or taste anything. It's purpose was to prevent the casting of spells by magic users. It will block spells cast by rangers, magic users, witches, sorcerers and illusionists. If the wearer is unrestrained, they can remove the helm easily. It was obviously meant to be used on someone who was restrained.

It does not prevent the casting of spells by clerics, bards, shamans and paladins. Some deities take considerable exception to people who place these items on their temporal proxies. The consequences of such displeasure is up to the DM in charge.

The helm has several useful side effects. First, the helmet will allow the user to see/sense every living creature within a 100 foot radius, though walls and barriers, even if the targets are hidden or invisible. Living creatures appear as glowing, ghost like shapes which become more indistinct over distance and intervening materials. Someone in the helm will sense barriers and walls a fogginess in front of living beings.

The wearer cannot be surprised by living creatures. This useful feature is mitigated by the fact that the user only has a hazy awareness of non-living objects, barriers or walls. They can sense enough to walk, hands out before them, but they have a -4 to strike or perform any task that requires the senses blocked by the helmet.  Without a living creature to orientate on, the wearer cannot sense walls and barriers. The helm does not impact the users ability to defend themselves from living things at melee ranges, the wear still receives an AC bonus for Dexterity. This does not apply when the attack comes from a non-living creature or a missile weapon.

If a potion is brought to the mouth area of the helmet, the wearer will know if the potion is magical, poisonous, or mundane and know if it is safe or unsafe to drink. The wearer will not know the purpose of the item. Alcohols register in a unique fashion due to the nature of the beverage.

The helm renders the wearer invisible to all undead but does not reveal the presence of undead. Intelligent undead can guess the wearer's presence, but have a hard time tracking the wearer if they stay motionless or move quietly.

The history of the helm is lost. The obviously usage is to force a magic user to wear the helm while restrained. The loss of sight and sound while remaining aware of living threats was probably a happy benefit when forcing confessions from witches and the like. Player characters will probably find other uses for it.

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 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, April 20, 2019

52 Weeks of Magic - Week 18 - The 12 Stone Horses

A rumor is spreading about the 12 stone horses. Up the road and around the left hand bend is a meadow full of stone horses. They were not there last week. The statues are strange, each life-sized stone horse is posed as if running. The 12 horses complete a circle in the middle of the meadow, as if the herd was running around the center. What is particularly strange are the hoof-prints. It's as if the statues thundered in on their own.

Yesterday, they found the thief buried in leaves at the edge of the meadow. He is rough shape, he can barely talk. He said his friends had to go, they left him for dead. Scoutie said, "He buried himself to die." There are faint tracks of men and dwarves, and perhaps a halfling at the edge of the forest. But no tracks around where the thief was found. The thief is weak and delirious. He muttered strange things: 

"The fetlock... 'ware their breath."
"Your power is theirs."
"Speed is life. Speed is death."  

He is deeply sleeping, and if the gods are kind, he may recover. But not today. 

The stone horses are magical. Touching the horse's fetlock* will trigger the magic. The stone horse will come alive and breath on the character, then inhale them. As the person is inhaled, the detail of the stone horse will become more lifelike, but it will still have the appearance of stone. There is no means in this dimension or any other to locate the character inhaled. 

The horse will desire to run and will take the person to the destination of their choice, within a range of 12 hours. The horse will move over any terrain at 30 miles per hour for a maximum range of 360 miles. If the player has no destination to go to, the horse will run for 15 rounds and return them to the starting point. In either case, the horse will let out a nicker and exhale the character at the end of the run. 

The stone horses are unnaturally surefooted, they never fall or slip, and can run on any surface such as water or lava. They are effectively weightless. They do not fly or sink while in motion, but will not end their run on an unstable surface. They cannot inflict damage on themselves as a consequence of running. The stone horses can absorb up to 50 points of damage from blunt forces before being destroyed. Sharp weapons do but a single point of damage. Natural forces such as water or fire cannot damage them, but magic will. Magical attacks on these statues must be capable of damaging a stone item. Destruction of the horse disgorges any character inside.

Players within the stone horses are immune to damage, scrying, charm, sleep, etc. as if they were made of stone. People using the horse only has a vague sense of their surroundings and cannot use any of their abilities, natural or magic. 

The stone horse will not fight and will not willing touch anything on their journey. Usually the stone horse is fast enough to avoid most creatures and almost all creatures will avoid them. If someone forces the issue, the victim will take 3d8 points of damage on contact and another 1d6 points of damage from being knocked aside. Leaping onto a running stone horse is possible, but the person doing so will take 1d6 points of damage per round until they die or fall off. This is damage directly to the groin, so they will probably fall off and wish to die, rather than stay on and actually die. 

If hit with a stone to flesh spell, the horse will permanently come to life. If it is carrying a character, that person will appear on the horses back. The horse will behave as a loyal steed for them, for life. If the spell stone to mud is cast on them, the horse will deform but maintain it's shape. It will continue on it's journey at half speed and return to stone as soon as the spell duration expires. The spell passwall is devastating. It will cause the horse to momentarily vanish and the person carried will be disgorged from the space the horse once was, at speed. Worse, the CASTER must save vs. Death. The effect is as if the caster was struck by a heavy boulder dropped from a great height. There will be a splash. Once the spell duration ends the horse will reappear, usually behind the spell caster as if they ran through another dimension. Wish and alter reality can damage the stone horses, but the attacker will find that no equine will allow them to ride afterwards. Using wish or alter reality to benefit the stone horse causes no ill effects. 

The cost of this means of transport is constitution. On arrival at the destination, after the character has been exhaled, they will discover that they have recovered one hit point per hour of running. Additionally, for one round for every hour of running, their constitution has increased by one to a maximum of 18. Unfortunately, this is merely a temporary side effect. 10 rounds after the run, they begin to lose one point of constitution per round for every hour of running, unless they make a saving throw vs. magic. If their constitution falls below zero, they will die. If their constitution falls below their normal ability score, they will recover lose points at a rate of 1 per day. If the character ends up with a score higher than what they started, it will fade away within 24 hours. 

Characters with an enhanced score will gain all of the bonuses a high constitution normally conveys. If a character gains temporary hit points they can only be lost through damage or by the passage of 24 hours. Injuries suffered by the characters from this pool of temporary hit points are free. The damage will be magically transferred to the stone horse and will appear as weathering. This is repaired by the next rider's stamina.  

These horses may be used once per day, however due to the constitution loss most people cannot not do this without magical enhancement or healing. A second rider will be required to wait the 24 hours from the horse's last use. 

*Most people would call a fetlock an ankle, but is more like a knuckle. 

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.