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Showing posts with label magic mayhem monday. Show all posts
Showing posts with label magic mayhem monday. Show all posts

Monday, August 12, 2013

Magic Mayhem Monday - Holly Hobb's Pipe of Perfect Peace (DCC RPG Magic Item - OSR Conversion Notes in Comments)


Holly Hobb is one of the earliest adventuring halflings of historical record. Holly, who preferred to be called by his last name Hobb, as Holly was unsuitable for an adventuring halfling, enjoyed peace and quite whenever it could be found and even when it couldn't. He would often stop to smoke his pipe in the darkest and deepest dungeons and crypts, in the firm believe that a calm mind led to calm success. Not every creature agreed with him.

Thus it was that he searched out The Blue Wizard, and convinced him to craft a pipe of wonder. The price Holly paid is not recorded in history, but it is believed that a piece of his soul was used to enchant the pipe that bears his name.

In the hands of a non-halfling, Holly Hobb's Pipe of Perfect Peace appears to be an ever ready magical pipe. The tobacco is always fresh and properly packed. Smoking the pipe relaxes the mind. After 5 minutes of smoking the pipe, the PC heals 1d4 Hit Points or 1 point of Spellburn. He must also make a Stamina Save of 12 or better or fall into a magical slumber for 2d10 rounds from which he will not awake until the duration is up. The pipe can be used for healing once per day.

In the hands of a halfling, Holly Hobb's Pipe of Perfect Peace shows it's true powers. In addition to the above healing properties (a halfling only needs to roll a Stamina Save of 5 or better to avoid falling asleep) the halfling can use the pipe to cast Choking Cloud and Sleep each once per day as if he were a Wizard of the same level. Int does not effect the spell check but Luck does. On a failure, the spell is lost for the day as usual. On a roll of a natural 1, the halfling mistakenly inhales too much smoke and takes 1d4 damage and is unable to act for 1d3 rounds as he recovers from the smoke inhalation.


Sunday, August 11, 2013

Trying to Decide My Magic Mayhem Monday Entry For Tomorrow

I'm having fun designing magic items based on the art in the DCC RPG rulebook.

I have a few possibilities to use for tomorrow's item.





Hmm, 3 out of 4 are staffs or wands this time around. Go figure.

If you have a favorite, let me know. One of these will get stated out for the DCC RPG sometime tomorrow.

Monday, July 29, 2013

Magic Mayhem Monday - Zaznaraz's Cage of Flesh and Bone (DCC RPG Magic Item)

Zaznaraz's Cage of Flesh and Bone - This 12" tall, 10" wide and 10" deep cage is made of human bone wrapped and held together by human skin and tendons.

Inside this small cage is a dimly glowing white orb. If the orb is removed from the cage, it will dim and turn to a white powder in less than an hour, effectively destroyed. Creating a new orb requires sacrifice of living beings and permanent attribute loss by the wizard involved. The details, if required, should be fleshed out by the Judge.

Zaznaraz's Cage of Flesh and Bone is a prized possession of any wizard which might come across it, as it can be used to enhance spellburn.

When a Wizard spellburns, he may use Zaznaraz's Cage of Flesh and Bone to add the effect. When the cage is first found, roll 1d3+1. These are the attribute points that the orb within the cage holds. The wizard can burn these in addition his own (the wizard must spellburn at least 1 point to enhance the spellburn with the orb), and the regenerates 1 point of spellburn per day.

If the wizard rolls a natural one on his spellburn attempt, in addition to the usual corruption check, he must make a Luck Roll. Failure on the luck roll means that 1 point of the wizards own spellburn is transferred to the orb permanently (determine the attribute that suffers the permanent loss randomly). When this happens, increase the orb's own attribute point total by one permanently.
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