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Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Monday, November 9, 2020

On Magic Weapons by Racial Background (more campaign design thoughts)

So, I've been working on tables to randomly generate magic weapons, because cookie-cutter magic is boring and not magical ;)

While working on the tables, it occurred to me that weapons created by dwarves would be enchanted via a different method than those of men, or elves.

  • Dwarven magic weapons would be made of mithral or adamantine, perhaps with precious metals added to the mix. Magic would be centered more on bonuses to damage, with other powers (rock breaking, goblin slaying, or the like) centered on what would be most useful in dwarven culture.
  • Elven magic weapons would be lighter and intricately embellished. Made of steel or specially enchanted ironwood, bonuses to hit would be the focus. Elven weapons often come enchanted with spell-like powers, such as flight, charm, or alter self.
  • Human magic weapons are almost crude compared to those of dwarves and elves. Focused. As the human life span is short compared to their longer-lived brethren, less time is spent in the creation and their abilities are often crude but effective (drain health from the target and give it to the wielder, but wielder no longer heals naturally). Powers usually come with an offsetting curse. Such is the way with those so shortsighted.
These basic assumptions are helping to flesh out the item generation lists, the first of which I hope to share with you tomorrow.

Note: artwork copyright John Buckley, used with permission.

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Friday, August 2, 2019

Magic Item - The Taverner's Ring of Spell Storing

Yesterday I participated in some drama in the community. While I certainly feel my response was justified and needed, it doesnt mean I don't have a price to pay. Damn that Joeski Tax. Wait, where's Joeski? ;)

  1. Some artwork © 2018 Joseph Salvador III, used with permission. All rights reserved. 

The Taverner's Ring of Spell Storing

This silver ring of a serpent eating its own tail holds a maximum of two spells. One is clerical in nature, randomly determined from the levels 1 to 4 spell lists, the other is magic-user in nature, randomly determined from the level 1 to 6 spell lists. Once the spells are determined, they can not be changed.

The ring can be used by all classes, and the magic-user spell contained in the ring can be cast by a user wearing armor.

The spells cast by the ring are gone until recharged. The ring recharges a spell slot (randomly determined if both slots need to be recharged) when a member of the wearer's party dies. Note, the wearer need not cause the death. Henchmen, hirelings and allies do count for the purposes of recharging the ring.

Note, I'll add the OGL to this when I get back to NYC. In the meantime, enjoy ;)


Friday, November 16, 2018

Some Thoughts on Mundane Magic



Yesterday's ridiculous "snow incident" in NYC, where six inches or less of snow brought the city to a standstill, got me thinking of "mundane magic." Follow my thinking for a moment.

Magic in most fantasy RPGs, certainly the OSR ones that draw their direct inspiration from old-school D&D, have magic spell lists that are geared toward adventuring - kills shit, defend against shit, find shit and the like. It makes sense, as there are the spells best suited to keeping adventurers alive.

But what of the mundane spells? The spells that no right-thinking adventurer would keep in his or her spellbook but make daily life easier for the masses. Because magic, if it did exist, would certainly replace bits of technology.

Secure communications? There's a spell for that. Cleaning a mansion? Yep, there's a spell. Butchering? I'm sure. A variation on the web spell for enhanced fishing? Why not? I'm sure there is a spell for quick and safe snow removal in someone's spellbook.

These don't even touch upon magic items that are less about adventuring but more about creature comforts. Magical hair brushes, razors, drinking fountains, lighting, warm baths, snow shovels and the like. Just because it doesn't come up in play doesn't mean it isn't there.

I'm just wondering if it should "be there" a bit more often I guess.

Ah well, back to writing. Yes, thoughts like this come up when I actually try to write. Go figures ;)

Tuesday, April 10, 2018

Tavern Tidbits EXTRA - Minor Magics - Tenkar's Traveling Tavern (James Spahn / System Neutral)

James Spahn posted the following as a comment to last night's Tenkar's Robe of Serving post. I felt this deserved a post of its own :)


Legends also speak of Tenkar's Traveling Tavern, a tiny wooden box carved with intricate dwarven runes, save for a single door wood burnt into one side of the fist-sized cube. Once per month, or on any dwarvish holiday, the owner can speak the command word and cast the cube onto the ground. It will grow into a sprawling tavern that is 30 feet wide, 50 feet long, and stand a full two stories. Inside, a combination of enchantments conjures forth a spectral dwarven innkeeper and trio of human servers. A spectral halfling also appears in one corner of the tavern interior and performs tunes both merry and calming.

Tenkar's Traveling Tavern remains in this form for a full 12 hours, after which it returns to its original form of a wooden cube. Up to a dozen patrons may enter the tavern during this twelve hours where they will feast on the finest food, perfectly crafted ale, and find relaxing beds on the second floor. Such a wonderful celebration heals them of 1d6+1 hit points and provides +2 to all saving throws made to resist fear effects for twenty-four hours after leaving the tavern.

If anyone fails to exit the tavern before its 12-hour enchantment ends, they awaken unharmed on the ground where the tavern once stood, but have a terrible hangover. They suffer a -1 penalty to all to-hit rolls and saving throws for the next twenty-four hours and spellcasters must make a saving throw (with a +4 bonus) whenever they attempt to cast a spell to concentrate through their pounding headache. In addition, the dejected individuals find that they no longer have Tenkar's Traveling Tavern in their possession. Instead, the enchanted box is transported within one mile of the nearest dwarf.

Only a single Tenkar's Traveling Tavern exists and it is regarded as a holy artifact to many dwarves. If discovered and returned to dwarven settlements, there will undoubtedly be great rewards. However, should non-dwarves discover Tenkar's Traveling Tavern and attempt to abuse its power they will draw the ire of any bearded folk who discover this transgression.

Tenkar's Traveling Tavern is priceless and would likely fetch over 100,000 gold pieces if the proper buyer were ever discovered. - James Spahn

Monday, April 9, 2018

Tavern Tidbits - Minor Magics - Tenkar's Robe of Serving (Any OSR Ruleset)

I'll be revisiting some of the magic items and creatures I first created five years ago. Some made it into Minor Magiks & Miscellaneous Arcana Volume I, a release from a now-defunct third-party publisher. I figure with five additional years under my belt I can improve on some of this ;)


Tenkar's Robe of Serving

Tenkar's Robe of Serving is similar in many ways to a Robe of Useful Items, but it is geared more towards delivering a fine pub experience on the go. The robe is often found with a bartender's apron of non-magical quality.

The following pockets have a limited number of uses - when the item in question is pulled from the robe, one of the uses is gone. All items are permanent unless consumed or destroyed (or spoiled by time) and cannot be returned to the pocket they came from.

Table and Six Stools, Wooden - three uses
Bench, Wooden (seats four) - two uses
Serving Tray, Pewter - three uses
Wine Glasses, Six - two uses
Lute, low quality - four uses

The following have a limited number of uses per day:

Wine Cask, 1 Gallon - once per day
Beer Barrel, 2 Gallons - once per day (must choose dark or pilsner)
Mugs, Wooden (holds 3 cups of liquid) - six times per day
Candle, Wax - twice per day (it is lit when removed from the robe's pocket)
Pan Fried Bread Chips ("Crisps") - twice per day, six servings (each serving equals one standard ration)

An additional feature of the robe is the ability to make change. Putting a gold coin in one pocket allows one to retrieve 10 silver pieces, or 8 silver pieces and 20 coppers, etc. Note, the original coin disappears when the new coinage appears. One can not change coins in the other direct - 10 silvers cannot be turned into a single gold piece. This feature can be accessed five times per day, maximum 10 gold pieces in value per use.

OGL

link to art - CC0 - https://pixabay.com/en/robe-hooded-anonymous-cape-coat-154808/

Saturday, April 18, 2015

What is the Most Useless Magic Item You Have Come Across in an RPG Campaign?

+Far Away Land RPG (Dirk) posted earlier this week on his blog, inquiring if everything in an RPG needed a purpose. I think the answer to that is no, but it won't stop the players from trying to find one ;)

Still, there are some pretty useless magic items - or at least, items that have a very singular and obscure purpose (these are often found in adventures instead of core rulebooks.)

Going the other direction, there are items, such as the Wand of Wonder, that no one in their right mind would ever use in the midst of combat unless all was already lost, as the potential to screw is greater than that of a positive result (I really should do another crowd sourced Wand of Wonder effects post - it has been a number of years since I did that previously.)

Here's an example I wrote a few years back. Maybe not useless, but not all that useful either:
Beer Bear - This appears to be a child's stuffed bear of smallish size.  If one tilts the bear's head back and makes a poring motion with the bear, cold beer (up to the amount of a pint) flows forth.  The type of beer that the bear dispenses depends on the color of the bear.  Black bears dispense stout and brown bears dispense a pilsner.  The bear will dispense beer up to 8 times in a single day. 
Hard to beat the image of one of the PCs going to sleep in a dungeon, holding his Beer Bear tight to him, out of fear another party member may take off with it ;)
So, what is the most useless magic item you have come across in an RPG campaign?

Monday, October 20, 2014

Talking About Magic Items...

Episode 11 of the Brainstorm Podcast released today, and we talk about some unique magic items that we created for our campaigns. Listening to the episode (which I do, because I rarely remember what I said unless I actually listen to it) got me thinking about the fun I've had in the past making up new magic items, both for posting on the blog and in my campaigns.

I've stepped away from it for a bit, but I think I'll get back in the saddle creating new magic weapons, armor and misc items again. Maybe a weekly post.

Tenkar's Wondrous and Whimsical Trinkets and Trifles

Of course, it could be the fever, head congestion and the medication on on giving me these thoughts...


Monday, March 24, 2014

The Top Seven Magic Item Entries for the OSR Superstar Competition - Enjoy!

What follows are the top 7 entries in the OSR Superstar Competition. Tomorrow I hope to list the other 34 entries (or so) that are also moving on to the second part of the competition.

+Gus L - Coward's Heart 

The betrayal, abandonment or mistreatment of one of the Green Circle, the Bone Charmers, is rarely wise for their torments are eternal and exquisitely cruel. Unlike most powers, necromancers need not lose the services of those who receive their greatest punishments, and often the utility of mortal servants is only enhanced by their deaths.

The Coward’s Heart is a filthy bundle of stained rags scribbled with illegible sepia sigils, reeking of camphor, but also an artifact of necromantic revenge. Fabricated from the preserved heart a craven, when a sorcerer stitches the Coward’s Heart into the chest of a corpse it will raise the body as a pusillanimous thrall.

Undead servants created by the Heart are timid creatures, suffering from the same terrors and lack of resolve that afflicted the Heart’s original owner. The very fear and timorousness that drove him during life prevents the donor’s soul from abandoning the heart for the peace of death, and this stubborn attachment to the self makes the Heart a desirable arcane object.

As long as the Heart is intact placing it into a new corpse will create a thrall, allowing the Heart’s owner to quickly recreate a destroyed servant. Unfortunately, thralls created by the Heart are so cowardly that they cannot undertake tasks that would be dangerous to a living person: opening strange doors, testing potential traps, leading others into a new place or engaging in combat. Perhaps because of the limited utility of Heart thralls, Coward’s Hearts are most frequently found in the possession of weak necromancer, or even for sale as a memento mori. On rare occasions a Heart Thrall remains active after the death of its master, and these piteous things skulk and scuttle at the edges of civilization, becoming increasingly afraid of discovery or enslavement.

Heart Thrall: HD 1, AC8[11] ATK 1 flailing (1d2), MV 12, SV 17, AL Chaos CL/XP A/5

Thrall may be destroyed easily by normal weapons, but there is a 5 in 6 chance that normal physical damage will not damage the Heart, allowing it to raise another. Fire and magical attacks will destroy the heart 4 in 6 times along with a Thrall, and if special efforts are made the Heart may be easily crushed or incinerated. Thralls are effectively completely loyal henchmen, capable of carrying a load, holding torches and standing watch while their master sleeps. They have normal undead immunities but may speak, though without a great deal of volition or intelligence, and are usually ordered not to as their frequent timid whining annoys most masters.

+Nathan Irving  - Codex of Dungeons 

The Codex of Dungeons is an unassuming tome, bound in leather with tarnished silver clasps. It feels lighter than it looks, and opens easily, almost willingly.

Each page of the Codex bears the name of a dungeon, a map, and a few jotted notes and sketches.  A few of the dungeons may be familiar to adventurers, but most are unknown. The maps are fairly uniform in size and scale: some display the entirety of a small dungeon; other maps are clearly subsections of larger complexes.

The notes are written in same hand throughout the Codex. Some indicate traps; others show likely guard positions, barriers, or entrances to passages not indicated on the map. A few indicate treasure. The sketches depict a variety of features: doorways, arches, columns, reliefs, and so forth.

The first time the Codex is opened with an intent to study it, it opens to the first page. The book may be closed and opened any number of times thereafter, but it always opens to the same page.  The pages flip stiffly and with great difficulty, and only one at a time. Once a page is flipped, it cannot be reopened again – the dungeon depicted is no longer accessible via the tome.

Tearing a page from the book transports the tearer and anyone around them to the entrance of the dungeon depicted on the page. Adventurers exploring the dungeon will find the map’s directions reasonably (~75%) accurate but incomplete: no more than one or two traps are usually indicated, for instance, even if the dungeon holds many more than that. Inhabitants, treasure, and other features are similar: a dungeon may hold goblins as its primary inhabitants as written, but they are allied with ogres instead of gnolls, and keep a cave bear instead of hyenas.

Burning the torn page returns everyone who was transported to the dungeon back to the point of origin (where the book was when the page was torn out). Corpses and the like typically return as well, unless they were consumed, cremated, or otherwise destroyed. The Codex can be opened and have multiple pages torn out (individually, not as a group), transporting characters to a variety of dungeons and back again (clever characters might use this to their advantage, or find themselves leaving the frying pan for the fire).

The dungeons become progressively more dangerous as the pages are turned, so characters that frequently flip pages will rapidly find themselves over their heads. (assume 1d4+2 dungeons per party level, beginning with dungeons suitable for 1st-level characters, then 2nd-level characters, and so forth). The total number of dungeons listed in the Codex of Dungeons is unknown, but may be beyond number. Many of the more dangerous and fantastic dungeons are rumored to be on different planes of existence altogether.

Finally, there is a danger to the book not revealed by any form of divination magic. Each time the Codex is opened, there is a 5% chance that it reveals the master map. This map can be unfolded to reveal a vast, sprawling dungeon labyrinth that seemingly includes every dungeon portrayed in the Codex.  One minute after the master map is unfolded, however, everyone in the area is transported to the master dungeon, and the Codex and any of its torn pages disappear from their possession.

Simon Hogwood -  Merkil's Marvelous Map

This normal-seeming piece of parchment, when unrolled, will be found to contain a map of the immediately surrounding area, up to 100 feet away (300 feet if used outdoors). All permanent physical features will be shown, but monsters, treasure, and other such items will not be noted.

When looking at the Map, characters automatically find all traps and secret doors and, when outdoors, have the chance of getting lost reduced by 20%.

The map refreshes itself every time it is unrolled, but requires one full combat round to be rolled back up for each time this is done.

The Map is usable by all classes.

+Keith Sloan  AKA Welleran - Bag of Six Demons

This curious bag appears as a small, black linen carpet bag with a simple handle.  Inside its extra-dimensional space dwell six “demons,” elemental powers that are useful in certain situations.  Each may be drawn from the bag and used once, at which point the bag will become useless.  For each type of elemental creature, there is a 15% chance that it is of a major order of power.  The demons are:
Wood – drawing this will cause an area of up to 60’ diameter to sprout entangling roots that will entrap enemies (save versus spells or be trapped for d4 turns).  If a major demon is drawn, it will cause a huge forest to appear (DM discretion as to size, but potentially miles across).
Fire – this will cause a Fireball-like effect of 8d6 power to strike the desired enemy; no matter the area struck, it will not affect the drawer of the demon or any allies within 20’ of him.  A major fire demon will cause a firestorm that will cause 4d6 damage for 3d6 rounds over a 100’ diameter area (save for ½ damage; once again, does not affect the drawer and allies within 20’ of him).
Air – this will cause a wind of over 75 miles per hour to blow in the direction the drawer wishes.  This is strong enough to blow any aerial creature away from the drawer and to prevent most ground movement against the wind.  Additional damage at DM discretion.  A major air demon will cause a powerful tornado that lasts for d6+4 minutes (damage is 16d6 to those caught in it).
Water – this causes a deluge to appear, enough water to fill a 10’ cubic space per round.  The water will flow away from the drawer and will not affect him.  Anything less than giant size will be washed away and possibly drowned (DM discretion).  A major demon will cause either a huge monsoonal storm or a tsunami.
Earth – this will cause a large crack to open at the feet of an enemy, who must save versus magic or fall into it and be lost in the bowels of the earth.  A major demon will result in a large earthquake, which may harm the drawer.
Metal – This will cause a bolt of lightning to blast forth from the caster – treat as a Lightning Bolt spell from a 12th level caster.  A major demon will cause a lightning storm for d6+4 turns over a large area (up to a mile in diameter).  Anyone in the affected area not under cover has a 50% chance of being struck by lightning every other round (6d6 damage, save for ½)

+Joe D - Liber Rubigo Mortem

This feared tome exudes a brown mist that constantly swirls above it.  Standing 20 inches tall, 30 inches across and one half inch thick, it is has two quarter inch sheets of rusted iron as back and front covers, bound by three rusted iron rings.  Within lies a single page.  Any who touch the book with their bare hands end up with rust stained hands.  The rust is foul smelling and of a nasty brown hue, and can never be washed off.  It will forever stain everything a person touches.  However, touching the book with your bare hands is the only way the book can be opened.  Many have paid the price, as the contents of that one page can be very powerful.  Within lie the instruction on how to make one of the most feared golems there is, the Rust Golem.  In addition, there are two spells, detailed below.  Only one who has actually held the book in his hands can cast any of these spells or create the golem, as the rusty covered hands seems to be a material component for all three.

Rusty Grip
Level 3
Area of effect:  1 cubic foot per caster level
Any piece of metal that the magic-user touches turns to rust, just as if it was touched by a Rust Monster. In addition, the mage can, once per day, mix that rust powder with water and drink it, curing himself of 1-8 hp of damage.

Rust Blast
Level 6
Area of effect:  90 degree fan, extending 20 feet in front of the mage
A rust cloud causes all within to save v. breath weapon or choke for 1-6 rounds, unable to take any other action even if they get out of the cloud until the choking fit is over.  In addition, another save is required v. spell, or else the victim loses one hp of constitution permanently.

Rust Golem:  
Cost:  200,000 gp
Time to create: 6 months uninterrupted work
HP 120
AC 0
HD 15
# ATT:  2 fists
DMG:  2-20 each blow, plus Rusty Grip effect upon landing a blow.  Note that this effects Iron Golems, who save at a -6 penalty.
Special Attack:  Rust Blast emanates from its mouth five times per day.  
Special Defense:  Metal objects hitting it turn to rust instantly and have no effect.  No save.  Magic items get a save, as per their wielder's save v spell.  

This foul smelling metal beast is the bane of all mages who build iron golems to protect their possessions.  It stands 12 feet tall, and a constant cloud of foul smelling rust dust emanates from it.  It has no known weaknesses and is immune to all non-magical weapons.  The only spells which seem to affect it are those which douse it fully with water, which slow it by 50 percent.  Otherwise it usually just has to be pummeled to death to kill it.

+Dwayne Gillingham - Torvit’s Amulet of Historic Viewing (this one needs the applicable graphics)

The mage Torvit created an amulet to aide him with his passion for history. The amulet has two ivory rings carved with runes used to set the date that is desired to be viewed. The outer ring is lined up with the pointer clasp that connects the amulet to the necklace and the inner ring is lined up with the gold pointer that the diamond is set into. The inner ring is divided into 16 sections with the 3 months of each season grouped together and the solstice day following each season. 





Depending where on the rune block the two pointers are resting is what date in the month and decade the users will be viewing. With practice the user can dial in a specific day in a month up to 160 years back in time. 

The amulet is activated by pressing in the diamond after setting the two rings to the desired date. After activating the user will see the world in ghostly images for intelligence feet from where they are standing. The images will be of what occurred in that area at the time selected and play forward in normal time. If the user moves so does his perspective of the ghostly world. Use of the amulet in intoxicating for every hour viewed a save vs spell (-1/hr viewed) must be made to turn off the device. It is rumored that Torvit himself was lost to over use of the device dying of dehydration. 

The amulet has many practical applications, solving murders, spying on meetings that have already occurred and making sure your wife is not cheating on you. *This device allows players to gather historical information on the Game Masters campaign world, giving the game master a way to showcase the hours of work he has put into his campaign.

Fred Bednarski  - Umarlak (Mourning Cap) -Amanita Spectra Mortis

Umarlak, known as the Mourning Cap by common folk, or Amanita Spectra Mortis by magisters, is a magic infused mushroom, that grows on bodies of those, who died recently. It bears a pale purple and gray cap, often with a pattern that resembles wailing faces.

It is used mostly by witches and druids, seconded by necromancers and even magi. Small colonies of it can be found nearby their lairs, as once harvested, the mushroom dries (turns useless) in D6 days. But even common folk where known to posses it, as a token showing their grieving.

Umarlak has magical qualities, and is often used as a magic ingridient, but a fresh and raw Grieving Cap can be used to see into a dead person's mind, before their demise, or even to disguise oneself as an undead.

Undead Disguise: When eaten (used as a potion), Umarlak makes the person look and smell like an freshly risen zombie. This makes undead creatures see the person as one of their own and not turn hostile. Other creatures will treat the person like undead (akin to zombie).
The transformation process is almost instantaneous and somehow painful - failed saving throw vs Poison gives penalty of -1 to all the rolls for the duration of the effect. The transformation lasts for 3d6 minutes, but more mushrooms can be eaten at the same time to extend that time. Each mushroom requires it's own saving throw and each failure gives a cumulative -1 to rolls for the duration.

Dead Mind Trance: When burned, Umarlak produces a high volume of thick gray and purple smoke. This smoke will induce a trance in anyone who inhales it long enough (1 turn per hit die). You can try to resist going into trance by rolling saving throw vs Magic. The trance lasts d6 turns. Those affected, will just stare into nothingness, their pupils turned white. They will not respond to any stimuli, even harmful ones.

Once in the trance, anyone who inhaled the smoke from the same mushroom will find themselves transported together to a “memory world”. This world will consist of d6 hours before the death of a person's on whose body this Umarlak has grown on (host). The world will seem very much real, albeit dream-like. You can explore it, talk to its inhabitants and even die (dying in the memory world requires saving vs. Magic or dying in real world). This world is somehow limited by the memories of the place that the Umarlak's host had: doors can lead to nothingness, people can have only know only a sentence or two, you can even stumble upon invisible walls. The trance always ends at the exact time of host's death, and those in trance will wake up in the real world, where only moments have passed. They will remember everything (keeping the experience points gained while in trance) and even show wounds suffered while in the memory world.

Cultivating Umarlaks: Once harvested, Umarlak dries and looses it's qualities in d6 days (it can still be sold as a magic ingredient to a right buyer). The most common way of keeping once harvested Umarlak's qualities is to plant it on a new host to grow a new one.

One should cut the mushroom into small pieces and turn it into a paste (usually mixed with water and ash) using mortal and pestle. This paste should be applied to a recently dead body of a intelligent creature and left in a dark and damp place overnight. The following morning a full grown mushroom will appear somewhere on the host's body, pulsating slightly as it drains the body's fluids. Leaving it on can produce more mushrooms over the course of weeks. Those mushrooms will now host the memories of this creature.

Tuesday, February 11, 2014

Talking About Magic Items - How Do You Handle Charged Magic Items?

Do you tell the player the number of charges when they find the magic item?

How do you determine the number of charges?

Can a totally spent charged item be recharged?

How do you handle recharging charged magic items?

Inquiring minds want to know, as new charged items are popping up in the OSR Superstar Competition ;)

Thursday, July 25, 2013

Working on the "Magic Mayhem Monday" Post for the DCC RPG

I'm not sure exactly what this "Cage O'Skin" will have as it's magical powers / enchantments, but whatever they are, I'm sure they'll be suitable unnerving ;)

Actually, the question might be "What does the Cage O'Skin hold on the inside?" Is it an egg? A spirit? Magic essence?

Heck, not even sure what I'm going to call it for "Magic Mayhem Monday", the totally unofficial "post your DCC and / or OSR magic item event.

A few of the fine folks from the DCC G+ Community page are on board, and as suggested by one of the fine commentaries on this blog, we're using the items found within the following piece of DCC RPG art for inspiration.

Want to join in? Just post your own "Magic Mayhem Monday" magic item ;)


Sunday, September 16, 2012

Tenkar's Minor Magical Tidbits - Falagier's Bow - Friend or Foe

Falagier's Bow - Falagier's Bow is a military composite long bow. It imparts neither a bonus to hit not a bonus to damage, however, if the wielder has a Strength Bonus to Damage, he may add that to the bow's damage upon a successful hit.

The true magic of Falagier's Bow, also known as "Friend or Foe", becomes obvious when it is used to fire into melee combat - it will never strike a "friend" or someone on the wielder's side in combat. It will  strike a foe or no one.

Falagier  himself was a mercenary sniper, and a highly effective one at that. He used his bow to wreck havoc upon many an adversaries' troops, until finally succumbing to an assassin's blade (he still helped strike down nearly a dozen enemy troops in his last encounter prior to being permanently removed from  his occupation). Upon death, his bow was saved as a trophy by his assassin before being lost generations later.

Monday, September 10, 2012

Tenkar's Minor Magical Tidbits - Daily Destiny Spear (OSR)

It's late, I know. Better late than never ;)

Daily Destiny Spear - The Destiny Spear is a warrior's spear with a fine steel tip. It's blade and shaft are engraved with runes of an unknown origin and is nearly unbreakable. It special powers will become apparent after first use.

The first time wielded on any day, the GM (or if he prefers to not keep the result secret, the player) rolls 1D4 to determine the spear's bonus for the rest of that that (midnight to midnight).

on a roll of 1, the spear has a penalty of 1- to hit and damage for the rest of that day

on a roll of 2, the spear has neither a bonus or a penalty for the rest of the day

on a roll of 3, the spear has a bonus of +1 to hit and damage for the rest of the day

on a roll of 4, the spear has a bonus of +2 to hit and damage for the rest of the day

The spear may be thrown, and always returns to the owner's hand at the end of the round it was thrown in, hit or miss.

Once wielded for the day, the character will find it impossible to use any other weapon until the next day. He can drop it, leave it behind, lock it behind a door - the moment that he states his intention to attack, the spear will appear in his hand, and the weapon in his hand (if any) will exchange places with the spear. This may be a problem if the character left the spear a considerable distance away, or tries to dispose of it in a well or otherwise. If the spear hasn't been used yet in the day, it can be safely disposed of. It is the owner's destiny to wield the spear, but that destiny resets on a daily basis.


Sunday, September 2, 2012

Tenkar's Minor Magical Tidbits - St. Betran's Holy Chalice (DCC RPG)


Saint Betran's Holy Chalice

This chalice is a lawful holy relic. In the hands of a Lawful Cleric, it adds +2 to Lay on Hands spell check attempts IF the the target is Lawful. It adds +1 to the check if the target is Neutral. It has no effect if the target is Chaotic. It’s most special ability is obvious when it it used by a Lawful non-cleric.

In the hands of a Lawful non-cleric, it allows that character to attempt to Lay on Hands once per day. The spell check is adjusted by the character’s Personality modifier and a +2 from the chalice itself. There is no adjustment for the character’s level. Whether the spell check succeeds or fails, no further checks may be made until the next day. A natural roll of 1 requires the PC to roll on the disapproval table and he must comply with the results if he desires to use the chalice again.

St. Betran’s Holy Chalice first appeared amongst the Dwarven Clans, often as a reward to a great hero that furthered the goals of the Patron St. Betran. No more than one has ever been awarded to a specific clan, and over the years a few have been lost to the outer world, either by clan extinction, individual foolishness or theft. All dwarves recognise a St. Betran’s Chalice on sight and will assume the possessor to be a thief if they are not themselves a dwarf.

(If you wanted to use the chalice in an OSR styled game, change it's power to Cure Light Wounds once per day / Cure Disease once per week - usable only by good characters, healing power does not effect creatures of evil alignment).


Sunday, June 17, 2012

ACK or Die Session 6 Recap - Sprinkling in Some New Magic

The Party Fought Some Mud Elementals
Last night my player's wrapped up the 1-Sheet Maidens of Moordoth "Plus" - the plus being the Matt Jackson Tiles that we used for last week's Hangouts on Air.  Which meant the adventure took a turn in a different direct then initially laid out.  In turn, this led one of my players to turn a small plot hole into something large enough to march an invading army through.  At least I have a week to figure out how to fill the hole ;)

No deaths, although creatures with high AC turn combat into a stagnant slugfest of sorts.  This in and of itself isn't a huge issue, as a long combat in ACKS is somewhere around two rounds of combat in 4e (or so I've been told).

Last night was the first night we were short a player (heal up Charles) and it was interesting to see the idea of tactical retreat entering players' minds when the Gladiator was on auto pilot.

I was able to place a few of the new magical items I've been working on into the game as loot.  I even put in the Beer Bear, which a few of my players had read about on my blog.  I'm looking forward to them "stretching" the items as far as they can take them.  Which is a main reason why I really like non-standard magic items: I get to watch the players surprise me even more than usual :)


Friday, June 15, 2012

Thaumaturgy Tidbits at the Tavern - Have a Beer Bear on Me ;)

This Bear Would Probably
Dispense Dark & Tan ;)
I figure if I'm going to brainstorm, I might as well post as the process works it's way out.

As I said earlier, most magic items found in RPGs (and similarly written about in RPGs) have to do with magic weapons and magic armor.  It certainly makes sense from a gaming POV, as many, if not most, RPGs revolve around combat. Therefore, you give the players what they need to get better at combat. When we think "Christmas Tree" effect, we think of weapons, armor, stat buffers and saving throw adjusters.  Do any of these really help the Wizard as he goes about his daily business in his tower or about town?

So what we really need are magic items that are useful, even if they aren't directly useful for combat.  Some of them might be indirectly useful for combat, and many players will certainly find a way to push these "non-combat" magic items into uses that the GM will never see coming.

Additionally, if we are looking to design / create / invent / pull out of collective butt holes magic items that don't directly fall into the "Christmas Tree" effect, we can, for the most part, design them without stats or numerical values. That's important, because if the idea behind the item can transcend game systems, it's chance of being used in someone's game just increased exponentially.

Some items will have more of a direct use in the average adventure than others, but inventive players will find a use for pretty much everything as some point.

Now, I have an idea for magic items based upon classic children's toys.  As such, I'm going to go with the idea that they are the inventions of a single Mage.  Maybe his son passed at an early age, and in the child's memory he uses children's toys to accomplish different tasks.  Well, magically enhanced children's toys.  Still need a name for the mage though.

Here's a quick example:

Beer Bear - This appears to be a child's stuffed bear of smallish size.  If one tilts the bear's head back and makes a poring motion with the bear, cold beer (up to the amount of a pint) flows forth.  The type of beer that the bear dispenses depends on the color of the bear.  Black bears dispense stout and brown bears dispense a pilsner.  The bear will dispense beer up to 8 times in a single day.

Hard to beat the image of one of the PCs going to sleep in a dungeon, holding his Beer Bear tight to him, of fear another party member may take off with it ;)


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