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

30 August 2023

(Magic Item) Requiem for the Lost

Requiem for the Lost is a backsword with a blade some 16 inches long.  It makes a fine primary weapon for a hobbit or a bandit.  A grandee could carry it hidden under a cloak to be sure but it would not do for him to carry it openly; only the common sorts of people would bear a long knife instead of a proper sword - magic or not.

Requiem is forged from a blade of bluish steel and has a handle of finely-scrimshawed frost giant bone. When found it's scabbard will appear to be in disrepair and its blade dulled but it will radiate of Divination magic.

It was forged by the mad wizard Igfaris some hundred or more years ago for his manservant, Bob Button, who was a burglar and fighting man in his own right.  Igfaris had a fixation on the color blue and a hatred of frost giants.  You would understand if you heard the tale of Sromir's Banquet. 

Count Sromir the frost giant held a banquet to mark the betrothal of his 19th daughter Blarym to the Frost Giant king Krozar, thereby insuring his own place in the royal family. But during the party, Lady Blarym broke the heart of the King Krozar and ran away! 

Sromir, quite drunk and stupid with rage, threw a tantrum the likes of which has not been seen before or since. He threw himself backward upon the floor and so spilled his giant-sized chalice of red wine upon Igfaris!  But it grew far worse.  Sromir was so drunk and so inhospitable that he slammed his giant fists down repeatedly upon the frozen outdoor ballroom floor, sending the party guests up into the air, where they flew in all directions out to several leagues distant, landing in deep snow banks where each would be safe, but quite unable to climb out on his own! To add insult to injury, he rent his codpiece and loosed his bladder in an historic torrent, the odor of which still taints the Yellow Mountain to this very day.

Igfaris returned to his tower and enchanted a blade fit for Bob to exact revenge upon Sromir and to locate the blundering dandies so scattered to the Wilderlands.  But on his way upon his mission, Bob disappeared in the hills somewhere between Longcircle and Talk'o'th'Hill; and Requiem disappeared with him.


Game Stats

Short Sword +1, +2 versus Giant-types. 1d6 base damage.  (Gains +2 to hit Giant-types if your weapons do not normally do so.)

Alignment: Neutral

Int: 7  Ego: 1 (never dominates wielder)

Telepathic communication with Wielder.  

Motivation: to kill Giant-types.

Special Abilities:

Level 1: Minor power.  The owner speaks the name of one lost person and places Requiem on the ground.  In one Turn, it will spin so that its blade points the way to the lost person so named.

Level 3: Hold Portal 3/day

Level 5: Knock Spell 1/day

Level 7: Hold Monster, works only against Giant-types, 1/day

Giant-types are the several kinds of giants including ettin, cyclopes, the titans, ogres, ogre magi and trolls. You may decide to alter or add to this list.

07 May 2023

One-Shot Magic Items Are Good


Stray thought: to each treasure horde your players uncover and each boss monster your players defeat, roll up the treasure normally, and then add an additional random scroll. If you party has no arcane spellcaster, make it a potion instead. 

These are cheap ways to give the players a feeling of being in a magical realm, and may function as a silver bullet in their time of need. 

Also remind them that giving gifts to your followers will encourage loyalty. 

23 February 2023

Magic Swords are a Fighting-Man Class Ability

In the old game, 20% of all magic items are swords. Only Fighting-Men can use swords. 


AND THEY ARE AWESOME.

 

They all talk and they all have personalities.

They all have special powers to be discovered.

They all have cool lore for me to invent later on.

 

It actually take a little bit of time to craft an AWESOME magic sword worthy of the name. So I put together a little list of a few for when they hit the treasure hoards. 

 

At some point if this becomes a really important thing to the players, I may even decide to place them rather than rolling them randomly.

 

Because we're doing race as class, I think that Fighting-Men, Dwarfs, Elfs and Hobbits will all be able to use magic swords. But Dwarfs won't be able to use Claymores and Hobbits will only be able to use Backswords, on account of their smaller sizes.

 

But here are the first three swords that will hit the table as we play.

 

Nightbane

Lawful

Int 9 +1/+2 vs undead, Ego 2

Telepathic with wielder and speaks Lawful

Motivation: kill undead types

Forged by the ancient Dandol people, long departed from this realm.

Minor power: place sword on ground for 1 Turn and it will point in the direction of the nearest potable water

Blade of steel and grip of stone

True name is lost to mortal men. Requires speaking with an Outsider, a specific long-dead sage named Osran Crimson, or a Wish

When the wielder’s HP fall below 11, roll d6. On a 6 the sword takes over.

 

Assurance

Neutral

Int 9 +1, Ego 5. +1 sword.

Motivation: Renown only

Telepathic with wielder and speaks Common

Forged by the mad wizard Apius

Minor power: once per week it can reveal the veracity of a rumor

Blade of steel, grip of emerald

True name is revealed when held by an honest man. (the ivory inlay has a monk holding it aloft.)

When the wielder’s HP falls below 14, roll d6. On a 6 the sword takes over.

 

Fortune’s Lantern

Chaotic

Int 7, Ego 2. +1 sword.

Motivation: Renown only

Telepathic with wielder

Forged by the mad wizard Ogast

Minor power: reveal any hidden thief or ninja-types within 60’

Blade of steel, grip of horn

True name inlaid upon the blade in a forgotten language

When the wielder’s HP falls below 9, roll 1d6. On a 6, the sword takes over.

 

21 February 2023

Quick Hits III

There has been no king of Cyfandil for hundreds of years. They say the One True Heir lives among the common people. 


Collecting the shield, scepter and crown of Cyfandil confers reasonable claim to the throne 


Focusing Stone: A large, egg-shaped quartz stone, found in a hot dungeon, guarded by several fiuns, a kind of spellcasting zombie, along with normal zombie bodyguards. 


Once won and kindled on a magical forge inside the same dungeon, boosts the arcane spellcaster’s caster level by one level. Not his character level, just his caster level. 


Additionally it can hold 7 spell levels of spells cast into it, similar to a ring of spell storing. 


Each Focusing Stone is attuned to its maker and will function for no other. 

Quiddity Orb:


Found in halves in two dungeons, far away from each other. Translucent pink sphere. Confers Spell Piercing and Mana Conversion. 


Spell Piercing: saves against caster’s spells are 1 harder. 


Mana Conversion: when a spell is successfully cast, the caster may make a save vs spell. If successful, the vorpal is retained, and the spell can be cast again. 



09 February 2023

Hollow Weapons and Bloodhunter Weapons

A hollow dagger.

Hollow Weapons

Hollow weapons are special weapons which ignore magical wards and banes. Missile weapons impart the hollow quality to their ammunition. There are three known keyworded types.

·  Lifehollow weapons ignore magic spells as well as inborn properties which require a weapon to be magic in order to damage the target.

·  Banehollow weapons ignore magical plusses from armor and similar artificial defenses.

·  Truehollow weapons ignore both types of protection.

Hollow weapons are partially translucent, appearing as if made from smoked glass instead of their normal material. No hollow weapon may have any magic spell cast on it, nor can it have a magical plus to hit or damage. If a character wields such a weapon it is impossible to hide in the dark because it emits a dim pink and blue nimbus at all times, clearly visible in the dark.

Chorizite

Hollow weapons take advantage of the antimagic properties of the mineral Chorizite. Chorizite ore is quite valuable, trading at 100:1 with gold by weight (1,000 GP per pound.)

An alchemist, hedge wizard, magic-user or elf can imbue a potion with the pink, chalky ore and then a blacksmith or weaponsmith can imbue a weapon with hollow qualities. One weapon can be so imbued with 10cn worth of Chorizite valued at 1,000 GP plus 50 GP for the alchemist’s labor and expertise. Each time a weapon is imbued it will gain one property, based on the kind of Chorizite potion the alchemist makes.

Each Chorizite potion takes one day and 50 GP in materials; a finished potion sells for 1,100 GP.

A blacksmith takes one day to imbue a weapon with the potion at a cost of 100 GP.

The entire process takes locating some Chorizite, two days, and 1,200.

Other uses for Chorizite

Chorizite potions can be used to attempt to strip the magic from a magic item. This takes one hour and can be performed by anyone.

Chorizite can be applied to other permanent items such as shields, armor, equipment, etc.; this makes the items immune from enchantments of any kind, including magical enhancement.

Can chorizite be applied to a container or even a room? Perhaps...

 

A vial of bloodhunter oil.




Bloodhunting Weapons

Bloodhunting weapons are infused with Bloodhunter Oil. When a Bloodhunter weapon hits and damage is rolled, reroll all die rolls of 1 or less.

Making Bloodhunter Oil

This special infusion is made from the bodies of magical predators such as Bulettes or Hell Hounds, or the bodies of demons, and is therefore both rare and expensive. An alchemist, Hedge Wizard, Elf or Magic-User can make up to six doses at a time, which takes a week. One application of Bloodhunter Oil costs 2,000 GP. An alchemist can make it from seven pounds of appropriate flesh. This oil can be applied by a blacksmith or weaponsmith. A bow so enchanted confers this property to its arrows but a sling cannot be so enchanted.

Creatures without blood or some analog are not affected by this quality. Thing such as golems, zombies and gargoyles, for instance, are immune.

Bloodhunter Oil can be applied to hollow weapons and vice-versa.

 

 


16 December 2022

Ars Magica

Let’s talk about how I do magic in my game. It’s almost straight up the same as the folkstyle D&D you are familiar with. But there are some small differences, small wrinkles, which will make some large difference. 


Initially, a lot of the details I share here will seem like surface fluff. They are important because each detail augers into the game world. That which is window dressing in a board or video game is available here in TTRPGs to be manipulated and leveraged by clever players and NPCs. So pay attention. 


Ready?



Arcane Magic:


Elfs and Men who are Magic-Users do the same kind of magic. We call it arcane magic. 


Through ritual and study, they learn to call dweomers, which are a kind of vorpal being from a dimension orthogonal to our own. Once it is called, a dweomer dwells within its master’s neural pathways, much as a worm might dwell within an apple for a time. While it does, it shall vibrate at a neural frequency unique to its kind. This vibration is unpleasant for the master and requires long discipline to endure. No wonder then that a starting magic-user can only hold one in his head at a time, and only a meager one at that. 


As a wizard gains experience, he will be able to contain greater and more numerous dweomers, each of which vibrates at different native frequency. 


When its master chooses, he will command the dweomer to depart using specific gestures, the utterance of the dweomer’s True Name, and in some cases, a material focus designed to coax it. When it departs to its own realm, it creates a substantial effect in ours. In the layman’s vulgar tongue, this is called casting a spell. 


If a caster (of any type) takes even a single hit point of damage while casting out his spell, the spell will be ruined and dissipate without effect. Merely jostling or attempting to distract the caster will not spoil the spell. 


On coaxing and banishing dweomers:


In the morning or after a long rest, the arcane caster studies his spell book. It is the process of studying, and not any native knowledge the caster possesses, that makes it possible to call the proper dweomer. Therefore the spellbook is the caster’s prime possession. 


To cast a spell, the arcane caster must be able to speak clearly and have at least one hand free to gesture. In the case of spells that have material components, be must be able to reach them. 


A Man may not wear any kind of armor or bear a shield while he casts a spell (but can do so at other times,) for armor interferes with the movements necessary to call his spells. An Elf does not suffer this disability and may cast while holding one item as well as while wearing armor. 



Men who fight in the Elven Manner are called Foresters:


Can a Man learn to cast as an Elf does? He can. He must choose this path at character creation. He will get a bonus starting language, Elven, and he will be presumed to be from quite nearby Elven lands. The man is able to cast like an elf does and fight like a man does. He will benefit from the Elf saving throw progression and also the Fighting-Man’s to hit rolls. However, the Man does not gain longevity, immunity from touch attacks, the Elf’s detection abilities, or darkvision. He also adopts the Elf’s unfavorable XP advancement chart and is level capped at 10. He does not gain the fighting-man’s class abilities. 


Equipment: 


The chief item necessary for spellcasting is the spellbook. A spellbook takes up one item slot. It contains exactly 39 pages. It can hold up to 13 inscribed spells. All spells so inscribed must be of the same spell level. Therefore if an arcane caster can use more than one spell level, he must carry a book for each level. 



A spellbook costs 100 GP per spell level it holds. Therefore a level two spellbook costs 200 GP. No lesser expense will do. A new character’s first spellbook was given to him by his master during his training. 


The arcane caster must also carry his spell’s material components and foci in a spell component container. This container takes up one additional item slot.


Learning new arcane spells: 


Magic is weird and secret, and laymen consider it a tool of the Devil. Therefore wizards have to be very guarded about their spells. It is very unlikely that someone else will give you, or even sell you, a spell free and clear. There are always strings attached. And if another wizard learns that you’ve given away a spell at a price below normal, you may find yourself at the wrong end of a feeblemind spell. 


So how do you learn more of them?


The first way is when you gain a level, you may add a spell from the conventional list to your spellbook of any level you can cast. 


The next way is to attempt to transcribe a scroll spell into your spellbook. Doing so takes one week but no money. At the end of the week, make an INT check against 1d20. If you pass, you get the spell. If not, you can’t ever learn to call that dweomer (but can research something similar.)


The next way is to capture spellbooks. This also requires A week of study per spell and an INT check, just like a scroll, but the spell is not erased from the book. 


The final common way to get new spells is to research them. It costs 100 GP per spell level and one week to research a new spell. This could be one on the conventional list or one you and your Referee make up together. 


The research requires a permanent laboratory in which to host the books, components and experimental equipment. Wizards can share a laboratory. Each time you research a spell, you will collect some books and equipment too. 


At the end of the week, make an INT check to see if you can learn this new spell. If not, you have to pay the time and money again. 


Using and writing scrolls:



A spell scroll is a way to store a spell for later use. It binds a dweomer in a different way. An arcane caster first learns a spell, then transfers that spell knowledge onto a specially-cured paper using exotic inks. That spell is erased from his mind and encoded into the message in the paper.


It costs 100 GP per spell level to create such a scroll. So a third-level spell costs 300 GP to make. Regardless of the spell’s level, it takes one solid week of work to create it as well. 


Only an arcane caster can use arcane scrolls. To do so, he only need read the words aloud. There are no gestures or components necessary, and the caster can do it as long as he can clearly see the words and diagrams of the spell, so within 1 scale inch in good light. 


However, each scribe will use his own magical notation unique to his neural pathways. If a caster should discover a spell scroll from another hand, he must first cast Read Magic upon it to unlock its secrets for him. 


When the scroll is used, the writing is consumed and evaporates. An empty scroll will disintegrate into ash.


Any number of spell scrolls up to 13 total spell levels will fit into a scroll case, a hard water-resistant tube meant for such things. Up to two scroll cases take up one item slot. 


Potions: 


A potion is a small drink that contains a magic spell or effect. Any character with normal-type internal organs can use a potion. Drinking a potion in combat is a miscellaneous action that takes effect at the end of the Round. 



Potions are moderately breakable and your Ref may call for you to make a Save if you fall far, get burned, or have some other mishap - failure meaning a potion you are carrying is somehow spoilt. Up to four potions fit in an item slot. 


Upon attaining 5th level, Spellcasters of both kinds can brew potions. Healing potions are especially popular. If you wish to brew a potion that doesn’t have an analogous spell, work with your Referee to come up with a way to make it. That might require research. It takes one day to brew a potion and costs 100 GP per spell level expenses in brewing it.


Permanent magic items:


Armor, cloaks, and especially swords, are some of the best kinds of treasures there are. Any class of character can create permanent magic items upon attaining 9th experience level, but only kinds of items that class can use. Creating a magic item takes a permanent laboratory and forge, and one week per “plus” or special ability it has. It also costs 2000 GP at minimum; depending on the item, it can be more valuable than the castle that houses it. 



When a cleric makes an item, he can choose to Align it with a cosmic alignment matching his own - essentially making it a “holy” or “infernal” item. (Intelligent weapons always match the alignment of their maker.)


Clerical magic: 



Not every priest or layman can call forth miracles from above. A man must be called by God into service, and then agree to serve God. A village priest or a devout soldier does not perform the miracles and wonders of the cleric. A true cleric can perform divine magic. These miracles are often called spells by laymen, just as arcane spells are. 


Clerical magic only works when it is dramatically appropriate. A cleric can’t just go popping off spells to impress girls. He can’t even heal someone in town who has a good chance to recover; his magic is reserved for times when wonders and miracles are truly necessary. 


In order to use this magic, the cleric must act within his alignment to the best of his ability. If he strays from God’s moral and civilization’s ethical code either on purpose or without contrition, he will not be able to use magic. 


Rituals, Prayers and Commands:


In terms of game mechanics, there are three categories of clerical spells, called rituals, prayers, and commands.


A ritual takes ten uninterrupted minutes to set up and then it’s effects are permanent. 


A prayer begins when the cleric casts the spell and then persists as long as the cleric continues to pray (to concentrate.) While maintaining the prayer he may take no other action except moving and turning undead. 


A command begins when the cleric casts the spell and has a set duration. He need not take any other action to maintain the spell. 


Equipment: 


A cleric has a spellbook and components too, after a fashion. Every morning, the cleric must confess to God his sins and read the Scripture for a total of at least one hour. Then when he calls for God’s miracles, he must present his holy symbol: a cross or other holy device. This can be fashioned into a necklace or etched into a shield, among other display methods. His Bible takes up one item slot and his holy symbol none, but remember that clerics are almost always armored when on campaign. 


A cleric knows how to ask for any spells he wants at the start of a day. God will grant them as asked under most circumstances. 


A cleric can spontaneously cast his healing spells. (Or in the case of the anticleric, harming spells.) He chooses to “forget” one spell he has saved that day of the right spell level and then can perform the healing ritual in its place. 


Divine scrolls:


Divine scrolls work like arcane scrolls except for a couple of small differences. First, divine scrolls are written in common and need no Read Magic. Second, the magic only works for the same people and under the same circumstances conventional divine magic functions. If a layman or enemy reads the scroll, or if a cleric reads one at the wrong time, nothing happens. 


For those beings who are apprised of divine magic, if they attempt to use the scroll maliciously, they may be harmed in some way by God. 








14 December 2022

Magic Item: Sovereign’s Orb




The Sovereign’s Orb is a symbol of Godly power. A cross above a globe, it represents ‘Christ’s dominion over the world’, as the Cleric is God’s representative on Earth.


It is a blue metal sphere 12” in diameter, engirdled with platinum set with diamonds and emeralds. 


It is capped by a wooden cross about 3” tall traced by the finest platinum wire. This ornament is taken from the One True Cross and would be on its own a relic of exquisite power. 


If a layman should touch the Orb, it will discharge electricity which will arc between all non-lawful figures within 1 scale inch, dealing 1d6 hits to each such figure (save vs breath for half.)


Should a neutral or Chaotic Cleric handle the Orb, it will discharge electricity as above but also burn that figure for 1D6 acid damage each Round, no save. 


Any earnest Lawful supplicant may hold this artifact, but only a few can activate power. Only Lawful clerics of 5th level or higher may successfully equip this item. 


The Orb is a divine casting focus. It casts continuous Protection from Evil on the bearer and grants a +2 to Saves. Spells cast while equipped are -2 to Save and have double range or double effect, DMO. It functions as a holy symbol +2 to Turn undead. 


Because it is so large, the man so equipped cannot equip a weapon or shield in addition, but may use it in one hand while stationary by resting that hand upon it. 


When combined with the Crown and Scepter, it raises the bearer’s Charisma to 18 and immunizes him from hold, charm and curse type spells. 


There is an opposite Orb, the Orb of Perdition, which has similar benefits for the Chaotic Anti-Cleric. It is distinguished only by a slight difference in the cut of the emeralds, noticeable only by a Cleric or Dwarf. 

01 December 2022

The Wavestone and The Woadstone

The Wavestone is in a swamp or beachy dungeon or shrine. It is a necklace and takes up the necklace spot. 


If worn by an arcane spellcaster, once per day, that character can forget a spell he has memorized and instead cast a different spell that he has in his spell books. No matter what, it will only work once per day. If you are a human Magic-User, it also grants a +1 to saves and to dexterity.



The Woadstone Relic is also a necklace. It will be in a deep forest or swamp dungeon or temple. It has a continuous effect. It grants the wearer +1 to armor class, +1 to saving throws, and +1 to damage in melee combat. Additionally, if the wearer is a Druid or elf, it grants a +1 to strength and constitution. 



28 November 2022

Wearing Magic Items

There’s a second kind of inventory management using slots, and that’s wearing magical gear. 


Magic isn’t always logical. It’s magic. That’s one of its charms. For all the boons it can grant, there are strange challenges as well. 


For instance, you can’t wear more than one magic ring on your hand. If you do, the rings interfere with each other and neither works. Same with more than one necklace, gauntlets and bracers, belts and girdles. Some sages and wizards believe that this is because the Vorpals bound within are haughty and capricious and will refuse to coax if they share duty with another. 



Here are the numerical limits on magic gear per person. Pay attention. Some of these are obvious but some aren’t. 


  • One helmet, headband, hat or crown per head. This replaces the mundane helmet. 
  • One set of eyeglasses or goggles, but only if the figure has at least binocular vision. 
  • One necklace per neck or one brooch per chest. 
  • One ring per hand.
  • One pair of gauntlets or pair of bracers but not both.
  • One belt, sash or girdle.
  • One pair of boots or slippers.
  • One shield.
  • One suit of armor or magic clothing.