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

Tuesday, April 28, 2026

House Rule: Sharing Potions

 


Something my players have tried (off and on again) is splitting potions—particularly if many in the party are in need of healing. In furtherance of my BXDMG, I thought I'd go ahead and set out how I intend to handle this from now on...

[The parenthetical note "(see below)" in the last line of the first section is a placeholder for the actual layout of the BXDMG; this section will be followed by the Potion Miscibility rules from RS1 Fang, Faith, and Legerdemain.]

Sharing Potions

In general, it takes the full dose of a potion for its properties to take take full effect. This is especially true when other factors are taken into consideration, like age of the potion and settling of its ingredients. The size of the dose is never in question (it is the full phial, with the exception of ointments and salves which have a prescribed number of applications), only the duration of that dose is to be determined (1d6+1 turns, except where indicated by the potion). Two different characters each imbibing half of a potion might have completely different consequences, except for poison potions, which are always deadly, regardless of how little is imbibed.

When PCs choose to share a potion, roll 1d6 on the following table for each PC to determine the effects of the partial dose on that PC.

  1. Potion has full effect for half duration (1d3 turns + 5 minutes).
  2. Potion has half effect/strength for full duration (1d6+1 turns).
  3. Potion has half effect for half duration.
  4. Potion has no effect; if other portion of dose is consumed within 1d6 rounds of the first portion, there is a 50% chance the potion will have full effect for full duration; otherwise, it still has no effect).
  5. Imbiber must save vs. poison or be nauseated (–1 on all "to hit" rolls and saving throws for 1d6+1 turns) unless the potion is neutralized (neutralize poison); the potion has otherwise no effect.
  6. Imbiber must save vs. poison or die at the end of 1d6+1 turns, unless the potion is neutralized (neutralize poison); ; the potion has otherwise no effect.

Partial doses are subject to the effects of Potion Miscibility (see below), regardless of the result on the table above, for the duration indicated for each result.

Partial Applications of Magical Ointments/Salves/Balms

If a PC attempts to use less than a full prescribed portion of an ointment, salve, or balm, it will have no effect; however, the partial application will "start the clock" on the duration of the ointment, salve, or balm. Should the remainder of the prescribed amount be applied before that duration has expired, it will work as intended, but only for the remainder of the original partial application's duration. 

Coming soon—recharging wands, rods, and other items.

Friday, May 30, 2025

New Magic Items: Rings I

Earthwhisperer


Description

This heavy, rough-hewn ring is carved from a single chunk of dark deep-earth schist, with veins of lighter quartz running through a mass of grave iron basalt. When held to the ear, a very faint, almost rhythmic thrumming can be heard from within.

Pedigree

Forged by the reclusive geomancers of Stonerise, this ring was intended to give voice to the earth itself. It was said to have been lost when the mountain heart of their stronghold finally collapsed, burying their secrets. Legends whisper it now rests within the deepest, most stable bedrock of Deepstone, speaking only to those who can truly listen. Its last supposed owner was a dwarven delver named Borin Stonehand, who vanished from historical records centuries ago.

Abilities

Stone's Echo (Constant): Wearer is able to detect the source of even the slightest vibrations, tremors, or sounds originating from within solid earth or stone within 360'.

Earthtongue (Constant): Wearer is able to speak Terran and Primordial.

Speak with Earth (1×/day): Allows the wearer to ask one yes/no question of the immediate surrounding earth (within 30'). The answer manifests as a subtle, guttural rumble felt through the ring, indicating "yes" or "no." This ability cannot be used in areas where the earth is disturbed by active magic or recent, violent geological events.

Meld into Stone (1×/week): As a spell action, the wearer can meld into a solid stone surface large enough to contain their body, as per the spell meld into stone.


Shadoweaver

Description

This ring appears to be woven from strands of pure shadow, forming a delicate yet unnerving band that seems to absorb light. When worn, it occasionally seems to flicker and subtly distort the air around it, making the wearer's hand appear slightly out of focus.

Pedigree

Woven from the shadow of a forgotten god by a reclusive coven of shadow fey, this ring was designed to grant ultimate stealth and disguise. It is whispered that the coven used it to infiltrate and manipulate mortal kingdoms, their presence never detected. It is now thought to be hidden within the deepest, most lightless part of the Gloomwood, guarded by illusions and misdirection.

Abilities

Shadow Veil (Constant): Wearer is able to Hide in Shadows as a 14th level thief. 

Shadowspeak (Constant): Wearer is able to speak Umbral (the language of Shadow).

Whisper of Deception (1×/day): Allows the wearer to magically influence a creature they can see within range that can hear and understand them, as the spell suggestion. The victim is permitted a save vs. spells to avoid the suggestion.

Flicker (1×/day): As a bonus action, the wearer can teleport into any unoccupied space they can see within 15', provided that both the starting and ending locations are in dim light or darkness. If attempting to teleport into occupied darkness, the attempt fails, but the use for the day remains. The wearer can only make one such attempt in any single round.


Ironheart


Description

This ring is a thick, seamless band of dark, pitted iron, unadorned by any gemstones or filagree. It is unnaturally heavy, feels cold to the touch, and subtle, rhythmic clicks can sometimes be heard emanating from it, like distant gears turning.

Pedigree

Forged in the Titan's Breath Foundry by the enigmatic Golem Lord Xy'lar, this ring (1 of 10 similar rings infused with raw elemental earth and arcane binding magic) was a key component in animating his most powerful constructs. Though Xy'lar's was defeated during the legendary siege of "Sentinel's Fall," and reportedly dozens of attempts have been made to destroy the ring, it is alleged that the ring has reformed over and over again. 

Abilities

Iron Skin (Constant): The wearer's Armor Class improves by –3, but only if they are not wearing any item that improves AC (i.e., they may not be wearing armor, using a shield, or wearing any other magical items that improve Armor Class). They may, however, benefit from additional spell-based protections.

Repair Minor Constructs (3×/day): As a melee action, the wearer can touch any damaged golem with 10 or fewer Hit Dice and restore 1d6 hit points to it.

Will of Iron (1×/day): As a spell action, the wearer can attempt to exert control over golem with 10 or fewer Hit Dice within 30'. The golem must make a successful save vs. spells or be charmed by the wearer for 1 minute. Control will be lost if the golem moves beyond the 30' range of the ability.

Side Effects

Prolonged wearing of this ring causes the wearer's flesh to undergo ferrous induration. Over time, their skin hardens and stiffens into iron, making movement difficult, eventually risking total siderification (an iron-based type of petrification). For each month of considerable wear (average of 8 hours a day or more), the wearer must make a save vs. paralysis. On each failed save, the wearer's Dexterity will decrease by 1 point, their Armor Class will improve by –1 point (this bonus is in addition to any adjustments to AC from a change in Dexterity), their their speed will decrease by 15'(5') to a minimum of 15'(5'), andd their initiative adjustment will decrease by –1 (if using individual initiative). After even a single failed save, they will be forced to always strike last during the combat round. Furthermore, if their Dexterity is reduced to 0 or less, they will become permanent siderified. This condition may be reversed by the 7th level MU spell iron to flesh. This spell will not negate the curse of the ring itself, nor will it negate any side effects the wearer might incur by continuing to wear the ring. 

Thursday, July 14, 2022

Coming Soon... In Alley & Shadow (Dragon Horde Zine, Volume II, Issue 2)

 


This has been in the works for a while, and we're in the final round of edits and tweaks. 

Here's a look at the goodness inside...

CHARACTER INFORMATION 
  • New Character Class: Spy
  • New Character Class: Varlet 
  • d30 Alias Characteristics 
  • New Magic-user Spells: Spells of Stealth & Subterfuge
  • New Cleric Spells: Spells of Truth & Revelation
  • House Rule: Thieves’ Ability to Find/Disarm Traps
  • House Rule: Setting & Resetting Traps
EQUIPMENT
  • Spy Equipment
  • Chains, Keys, Locks, and Manacles
THE ADVENTURE
  • A Detailed Look at Locks
  • Clandestine Communication: A Guide to Ciphers, Symbols, Codes, and Cants
DM INFORMATION
  • A Basic Guide to Thieves’ Guilds
  • d30 Thieves’ Guild Names
  • d30 Thieves’ Guild Events
  • Assassins’ Fees
  • Spy Missions 
  • Crime & Punishment
  • Building Better Bandit Encounters 48
  • d30 Bandit Lair Locations
NEW ADVENTURE
  • The Tomb of 13 Thieves: An adventure for 5–7 characters of 3rd–5th level
MAGIC ITEMS
  • Designed for Deception
NEW PETTY GODS
  • Patrons of Trickery & Treachery

Sunday, October 4, 2020

New Magic Items

The players in my biweekly group just finished up a tomb that took most of the late summer to complete. I thought I'd share all the new magic items that came to them during their delving. Here you go!



Axe of Focus
The wooden haft of this +1 axe is covered in Dwarvish lettering inlaid with gold. It reads, “In the battle, it is you alone I see.” Once per day, the wielder may choose as the axe’s sworn enemy any creature in the wielder’s line of sight. Any successful attack against that creature does an additional 1d6 damage. Even if that creature dies, the axe may not be given another sworn enemy until the next dawn. If a new sworn enemy is given to the axe, it loses its advantages over any previous sworn enemy.

Bow of Magic Missiles
Once every three rounds, this +1 short bow is able to shoot a magic missile that strikes it target automatically for 1d4+1 damage.

Bracelet of Success
When wearing this ring, all failed “to hit” rolls and saving throws have a 1-in-6 chance of succeeding, regardless of the original roll. Additionally, once per week, a single roll of the player’s choosing succeeds. This use must be announced by the player before the roll is made. Alternately, the player may relinquish that guaranteed success for a 50% chance to succeed (after the fact) on a roll that failed.

Cap of Solitude
This calotte of blue fabric adorned with with pearls provides user a +1 AC bonus, as well as the following abilities: invisibility (as ring; usable at will); silence (15' radius; centered on wearer; usable at will but requires complete concentration to maintain); and hold portal (as MU spell; 1×/day).

Crown of Chills
The surface of this 1" wide band of light-blue steel has a frosty appearance, and the item itself is cool to the touch. Three times per day, it provide the ability of an icy gaze; any creature within the wearer’s line of sight must save vs. spells or be frozen in place for 1d4+1 rounds. This may be used as a free action against a melee opponent. Additionally, once per day, it provides the ability of icy breath. This is a cone of cold that is 10' long and 5' wide at it's terminus. All caught in its path take 4d4 cold damage (a save vs. breath havles this damage).

Daydream
The distinguishing physical feature of this stunning, steely white sword is its guard, which features a pair angel wings, inlaid with silver. The sword is neutral, has in Intelligence of 6, and communicates with simple urges (it desires to cause dream). On a successful “to hit” roll, the target must save vs. spells or be in a daydream daze for 1 round (unable to act). Additionally, once per day, the sword is able to emit a dreamwave. All living, sentient creatures within a 10' radius must save vs. paralysis or fall into a daydream state for 1d4 rounds. While in this state, they imagine themselves as the wielder and are unable to perform any other actions until the state ends. The sword also allows the owner the ability to dream travel (as the 6th level magic-user spell) for up to 8 hours.

Gloves of Repulsion
These gloves of pebbly brown leather are brutally ugly, with poorly cut swatches and uneven stitching. The gloves are cursed, lowering the owner’s Charisma by 3 while in their possession. They cannot be given away (due to curse) but they can be removed (though the Charisma penalty remains). However, while worn, they provide the wearer a –3 AC bonus. Removing the curse also removes the AC bonus, and would render them no more than an ugly pair of gloves.

Mirror Mace
+1 mace; each successful strike creates a mirror image of the user. Mirror images created in this manner persist for 1 turn or until struck by an attack (whichever comes first). Additionally once per day, the mace can create 1d4+1 mirror images that persist for 6 turns or until struck.

Putrid Pendant
Usable 3x/day. Gives off a revolting, stomach-twisting stench. Living creatures within 10' of the wearer must save vs. poison or be sickened for 5 rounds (–2 on attack and save rolls). Creatures that successfully save cannot be affected by the same item for 24 hours.

Ring of Clarity
This silver band inlaid with diamond chips provides the wearer immunity to all nature of confusion effects of (including poisons, magic, psionics, etc.).

Ring of Intimidation
3x times per day, allows the wearer to weaken an opponent’s resolve in combat through intimidation (no saving throw allowed). This may only be used used against a melee opponent with whom the character is engaged, and who can see the character. The opponent becomes shaken for 3 rounds, suffering a –2 penalty on attack rolls and saving throws. An opponent can only be intimidated once per encounter.

Soulstealing Gem
Once per day, this chunk of black quartz allows the user to trap a target creature’s soul (and material presence) in the gem for a duration of 1 hour. The target must be with a range of 30', and they are permitted a save vs. spells to avoid the effect. On a failed save, the creature and everything they are holding/carrying are “sucked” into the gem. After 1 hour, the gem will “spit back out” the creature and its belongings. This item does not work on green (psionic) tigers.

Wight’s Finger
Appears as a shriveled black finger strung from a black leather string. On each successful melee attack, the wearer drains 1 additional hit point from the target and replaces one lost hit point of their own. Additionally, once per day, the the finger allows the wearer to drain 1d6+1 hit from a target to replace lost hit points of their own. This is automatic against willing targets. A successful “to hit” roll is required for unwilling targets. A failed “to hit” roll does not discharge this ability for the day.

Thursday, April 30, 2020

Just a few things to have some new material on the blog for comment spammers to add links to their online betting sites and proofreading software..

Phantomlight
This 2-handed +1 sword does 1d10+1 on successful “to hit” roll). At the will of the wielder, the sword shines with light (as the MU spell, must be holding to use) until the sword is unhanded or the wielder dismisses the effect. Once per day, the sword may cast phantasmal force (as the MU spell). This requires holding the sword and maintaining complete concentration (no movement or actions may be otherwise taken or the effect is dismissed).

Barkskin Oil
When rubbed into the skin, this oil toughens the skin for 12 hours, providing a –2 AC bonus for the duration. A standard vial contains enough for a dwarf or larger to use once, and for a halfling or gnome to use twice.

Dagger of Devastation
This humble looking +1 dagger features leather wrapped handle and a small striking rune (similar to an asterisk) on the butt of the hilt. Once per week, is can be used to improve attack and damage rolls for 1 turn. All attacks made while this effect is active benefit from +1d6 "to hit" (rolled with, and added to, the result of the normal d20 “to hit” roll), with an additional 1d6 damage being done on each successful “to hit” roll. While this effect is active, it overrides the +1 benefits of the dagger (i.e., the effect is not cumulative with the +1 bonuses).

Tuesday, September 24, 2019

A few new magic items...

Just a few things to have some new material on the blog for comment spammers to add links to their online betting sites and proofreading software..

Visor of the Bat
(Usable by any allowed to wear armor.)
The visor of this simple bascinet helmet features no holes, but is engraved with the face of a bat, its mouth wide open (as if it is screeching). Normally, this helmet acts as a +1 helmet, but when the visor is closed, the helmet emits a soft, high-pitched ringing sound and the helmet provides the wearer the ability of echolocation. Without the use of traditional vision, the wearer is able to "see" in the darkness (using radar-sense provided by the closed helmet) to a distance of 30'. Because the echolocation requires the ringing sound to be effective, the helmet does not work in areas of magical silence.

Dancing Melee Band
(Usable by anyone allowed to use a single-handed melee weapon.)
Inscribed around the circumference of this flat silver band are a series of dancing figures each holding a variety of single-handed melee weapon (e.g., a sword, an axe, a dagger, etc.). During melee combat, the wearer moves so gracefully, they appear to be dancing. While engaged, this provides them a –1 bonus to AC (even against ranged attacks made into the melee), and a +1 bonus on all melee "to hit" rolls. If the wearer is not engaged, the ring provides no benefits.

Armor of Buoyancy
(Permitted to any allowed to wear plate armor.)
The surface of this icy-blue steel +1 plate armor features delicate scrollwork engraving reminiscent of curing ocean waves. Though it normally has the same weight and encumbrance as standard steel plate, it is buoyant in volumes of water or similar liquids (but not in viscous substances like lava, mud, or quicksand). The maximum swimming speed of any character wearing this armor is 30'(10').

Thursday, July 6, 2017

Some Collected New Magic Items

Those who are circled in with me on G+ know that, for a few weeks I have been posting a new magic item every day to my "New Magic Items" collection. At some point (several months to a year from now) I plan to collect them and publish them. However, every once in a while I will collect the recent creations and post them here (at the blog). So to get you caught up, here they are in reverse chronological order (most recent first).



Spectral Tonic

This potion is usable by anyone.

Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.

Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.



Spectral Brew

This potion is usable by anyone.

Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities. 



Ghostly Accord

This item may only be used by those characters permitted the same items as magic-users.

This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.



Club of Cruelty

This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.

This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.



Hydra's Arrow

This item is usable by any character permitted to use a bow as s weapon.

The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.



Climber's Armor

This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.

This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check). 



Shadow Shield

This item may be used by any character permitted to use a shield.

This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).

The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).

Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.

Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty. 



Prismatic Necklace

This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).

This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).

Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:

Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.

Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.

Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.

Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.

Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.

Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.

Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.

If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.



Medicine Spoon

This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.

When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.

Holy water will not be transformed, nor will water that has not been purified.



Wand of Spell Stealing

This item may only be used by characters able to use those items as magic-users.

This item is carved from ebony, with a core of red dragon bone.

It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.

To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.

Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.



Ringwood Rings

Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.

These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:

Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination

Apple: +2 on reaction rolls

Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week

Basswood: +1 Charisma; charm person 3×/week

Beech: commune 1×/week; heals 1d3 hp per day

Birch: dispel evil 1×/day; slows aging by 25%

Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week

Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day

Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day

Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty

Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day

Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week

Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex

Ivy: +1 to Strength; –3 AC vs. elementals

Lilac: phantasmal force 1×/day; automatically disbelieve illusions

Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range

Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)

Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)

Walnut: teleportation 1×/day; commune 1×/week

WIllow: cure disease 1×/day; resurrects as 2 levels higher



Mystic's Mala

This item is usable only by psionic characters.

A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.



Morphstriker

This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.

This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.



Fiendish Mantle

Alignment and class restrictions for use of this item are at the discretion of the DM.

This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).

The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.

When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.



Fiery Chakram

This item may not be used by those prohibited from using bladed weapons.

This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.



Periapt of Ethereal Sight

Any character of any class or alignment may use this item.

This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.



Stole of Radiance

This item is usable only by lawful clerics.

This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:

The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.

The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)

The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).

At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.



Kadabra Cloak

This item may only be used by characters able to use those magic-items normally reserved for magic-users.

This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.



Resurrection Ankh

Any character of any class or alignment may use this item.

This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.








Wednesday, February 24, 2016

Pinterest-inspired Magic Items I

I've probably never mentioned it before, and truth be told I don't use it all that much, but I do have a Pinterest account. I pretty much use it for gaming inspiration. My favorite of my boards is my "D&D Treasure Inspiration". Here are just a few of the things from the board, with my thoughts on the magic abilities of each. (BTW, I'm labeling this post "Pinterest-inspired Magic Items I" because I am assuming I'll get around to II, III, IV, etc.)



Cup of Perdika
This silver-gilt cup is crafted in the form of a partridge—an animal associated deception, not using its knowledge, and the need to learn new things. Each day, the first time the cup is filled with water and the water is imbibed, the user gains a random ability for a 6 turn duration, as outlined below (roll 1d6 to determine the ability gained for the day):
1+1 temporary point of Intelligence
2+1 temporary point of Wisdom
3ventriloquism (as magic-user spell)
4thieves abilities as 1st level thief
(or, if a thief, then as 1 level higher)
5detection of lies (within hearing range;
does not give knowledge of truth,
only indicates when speaker is lying)
6invisibility (may turn on/off at will throughout duration



Philosopher’s Coin
This large lead coin features a dot-within-a-circle on one side (the alchemical symbol for both the sun and the metal gold) and the other side features an alchemical diagram. When the coin is placed in a bag with other non-gold coins and “shaken,” it will transform the those coins (even pieces of platinum) into gold. The transformation will only affect up to 20 coins per day, and the transformation lasts for only 1d6 hours, at which time the transformed coins revert to their original metal.



Skeleton Pearl
This item appears as a pearl carved in the shape of a skull. When thrown on the ground, a smoke cloud shoots up, a skeleton (armed with shield and sword) steps out from the smoke, and the skeleton attacks the nearest living creature. The skeleton remains until killed. The pearl is consumed by the transformation.



Thorny Gauntlets
These spiked and taloned metal gauntlets strike as +1 magic weapons, and each do 1d6+1 damage on successful “to hit” rolls. Additionally, they may be used to clear brush (or similar overgrowths), allowing the user to move at regular speed under such conditions.


Monday, June 25, 2012

Scrutinizing the Scroll Part III: Investigating Ink


I had not originally intended to followup my previous two posts (Scrutinizing the Scroll:" Papyrus, Parchment and Vellum and Scrutinizing the Scroll Part II: Comprehending the Quill) with a third post about pigments and dyes. That being said, I also had no intention of following the original Scrutinizing the Scroll post with an additional post on writing utensils. However, based on speculation on other blogs, as well as the potential for application to game play, it was inevitable. I'm just sorry it took this long to get to it.

IT STARTS WITH SCIENCE
That may be blasphemous to certain clerics or to those wizardly sorts that think of magic as an art but, when it comes to color, it starts with the science of light. Without getting into a whole discussion of the basic difference between additive color (e.g., TVs, PDAs and computer monitors) and subtractive color (e.g., physically written and printed matter), know that this discussion will be limited to the realm of subtractive color as we are restricting ourselves to a consideration of the written scroll and its game world implications and applications.

PIGMENTS & DYES
In subtractive color, certain wavelengths are "removed" from (the total spectrum of visible) light. This is done through the use of pigments and dyes that filter out certain wavelengths to reflect the remaining wavelengths back from the substrate, and allowing those wavelengths back into the eye. So a pigment or dye that appears blue, actually filters out all of the other colors, allowing only the blue wavelengths to enter the eye. (NOTE: fluorescent, phosphorescent, and other forms of luminescent materials actually emit light.) Pigments and dyes are quite similar in the way they react with light (especially in terms of their color properties), but are vastly different in the way they react with the substrate to which they are applied. Simply put, the difference between pigments and dyes as color substances is this: pigments are insoluble and dyes are soluble.

PIGMENTS
For a pigment (as insoluble matter) to be applied to paper, it must be accompanied by a binding agent that will both: A) hold the pigment into a form that can be held/applied, and B) allow the pigment to be held to the writing substrate. Some binders are naturally darker than others (e.g., walnut oil compared to linseed oil), and each has particular way of reacting to temperature—and that's what it all comes down to. Dependent upon the binder being used (and, on occasion, the pigment), the key considerations of clarity, finish, smoothness of application, and so on usually come down to the temperature. How quickly does the oil/fat heat? And to what temperature should it be heated in order to remove the most impurities, most readily incorporate the pigment, best sustain or achieve the desired color, and produce the consistency desired for application? And then there's drying time.

Regardless of the method of application (brush, finger, stick, et al.), because the pigment is insoluble, it must "rest" on the surface of the substrate (paper, papyrus, et al.) Though the oils from the binder may bleed into the substrate and have affinity with it (see "Dyes" below), and some particles of the pigment may stain the substrate, as a whole the pigment does not.

DYES
Dyes, because they are soluble (unlike pigments), are normally applied in an aqueous solution which may or may not include a mordant (from the Latin "mordere", meaning "to bite) to give it fastness (usually included in dyes used to dye fabrics so the dye doesn't "wash out" from the fibers.) Also because they are soluble, dyes are able to form a bond with the surfaces to which they are applied (having affinity). Whereas the binder acts a "holding agent" for pigments, the aqueous solution acts as a "carrier", bringing it to the surface in a form that will allow the dye to form its bond.

SOURCES OF PIGMENTS AND DYES
Pigments and dyes come from both organic sources (vegetable and animal matter) or inorganic sources (minerals).
Example Plant Sources: roots, berries, bark, leaves, wood, fungi, lichen
Example Animal Sources: insects, cephalopods
Example Mineral (Inorganic) Sources: clay, iron oxide, lapus lazuli (an ultramarine semi-precious stone)

INK
For the purpose of this discussion, we will use the term "ink" in a broader way than the restricted definition many have for ink (as something you use to write with) vs. paint (which is not something used to write with.) In this discussion, ink is simply a viscous substance (liquid or paste) that holds/carries pigments or dyes and is used to apply coloring/marking to a surface.

Regardless of formula, an ink commonly comes down to four components: 1) colorants (pigments and dyes), 2) vehicles (binders/suspenders), 3) additives (to control flow and thickness), and 4) carrier substances (to keep the pigment/dye even distributed in the fluid matrix). Additionally, the additives and/or carrier substances may perform the duty of inhibiting the growth of infectious agents (like mold).

Additionally, inks generally fall into four classes: 1) aqueous, 2) liquid, 3) paste, and 4) powder. While the viscosity of an ink will determine whether a quill can be used of if a brush or some other writing utensil (e.g., a stylus) is required, powdered "inks" are much more contemporary and are most commonly found in thermographic printing (you know.. those cheap "raised letter" business cards... yup... that's a powder that's "melted" onto the paper.) Powders, however, may be used as an addition to a written sheet to aid in drying.

GAMING CONSIDERATIONS

MATERIAL SOURCES
Dyes can often be removed from plant and animal sources by boiling (or capturing/extracting in the case of insect or cephalopod secretions) and pigments are simply ground into a fine powder (putting that stereotypical mortar and pestle to good use). Colors can often be changed, enhanced, and/or synthesized through other means (e.g., interaction with other substances or through exposure to certain temperatures).

USE OF PIGMENTS VS. DYES
While pigments are usually much more color-fast (hold their color longer without fading), they can often be more expensive for a couple of reasons: 1) their source (e.g., semi-precious and precious stones and metals) and 2) the quantity of pigment required compared to dyes (which are much easer to "thin" with the use of a carrier.) The strength of a dye can also affect the strength of a scroll's desire effect. For example, a scroll written with a "watered-down" ink may produce a much weaker effect than a scroll written with a deep, rich, "uncut" source ink.

ULTRAVIOLET SPECTRUM
What of those pigments and dyes that absorb and re-emit light in the ultraviolet spectrum? Yes, they are invisible to the human eye, but in 1e many creatures are capable of seeing into that spectrum. That "blank" piece of vellum could easily be a True Seeing scroll written in an otherwise "invisible" ink that is easily seen by vision in the ultraviolet spectrum.

FINAL THOUGHTS
There is almost no limit to what pigment or dye source can be used to create an ink, or what you can do to it to achieve an effect; just understand the other (non-coloring) components required to create the ink, and that the process by which the ink is applied to the surface (per the Comprehending the Quill post) is dependent upon all the factors discussed above.

Now all that's left is to incorporate all of these posts into a game system for creating scrolls.

I guess I better get started on that.

Monday, March 19, 2012

Scrutinizing the Scroll Part II: Comprehending the Quill

As a followup to my earlier post Scrutinizing the Scroll, I've decided to expand on the paper discussion there with some additional information about the various writing instruments associated with the various writing forms. As mentioned in that original post, all writing requires both a substrate (e.g., paper, papyrus, and wet clay) as well as a medium and, often, a utensil. In this post, I'll take a deeper look at those utensils in an attempt to provide the inventive DM additional fodder for scroll-related quests and the like.

Prehistoric Writing Instruments
The theories about what the cavemen used as a utensil are widely varied, but are nonetheless pretty interesting. While most of the following utensil types supposedly originate during prehistoric times, their use goes far beyond and, in many cases, continue through to today.

The Finger
Anyone who's ever had dust, food, or the blood of your recently killed prey on your fingers, and then wiped them off on whatever's nearby, knows it's not a far stretch to imagine that the human finger was the original writing instrument.

In game terms, the finger is not necessarily the most suitable writing instrument for producing a successful scroll. But if all you've got is the blood of that troll you just killed, and you need to draw a protective rune on the door you're about to lock, it will have to do.

Chewed Twigs
The basic concept of a twig roughened at the end to produce a set of "bristles" may find its origin with prehistoric cave-dwellers, but reaches it true place as an accepted writing instrument with the likes of the Egyptians, who wrote with both pointed sticks and, later, brushes made from rush stems.

Obviously chewing the end of a common stick to create a brush is not going to always produce the most advantageous of writing instruments. However, if the wood is forgiving and the production methodology is a step up from the standard combination of saliva and molar, an acceptable utensil can be created with meager of means. The Egyptians proved that.

Bone "Pencil"
This is a truly interesting device. It begins by taking a bone of an animal--preferably one that's straight and thick, like a leg bone. Then one end is carved into a diagonal point, resembling a pencil. The marrow-filled inside of the bone, being full of holes like a sponge, is used to "suck up" the medium (die, paint, blood, et al) to give it stability. Then the bone can be used like a pencil.

In game applications, the success and usefulness of any particular bone specimen would depend on: 1) the size of the bone, 2) the finesse of the scribe carving the bone, 3) the quality of the tools being used to carve the bone, 4) the flexibility/rigidity of the bone, 5) the fluidity of the medium being used, and 6) the "sponginess" of the bone (birds, for example, have a much higher air to bone ratio than a tiger.)

Charcoal
In some cases, the medium was the utensil too. Charcoal is a prime example of this. In its simplest form, it really nothing more than burnt stick with carbon residue. In it's more advanced forms (still in historical terms/not modern production methods) billets of wood are piled on their ends to make a conical pile. Openings at the bottom allow the center to then act as a flue for the flame to start underneath and spread rapidly through the wood. The whole pile is covered with turf or moistened clay to reduce outside the inclusion of outside oxygen, making for a stronger end product.

For characters attempting to make their own charcoal (from whatever obscure vine or tree wood is appropriate to the spell type), success is dependent upon combustion rate. But even when successful, the end product for small scale production is about 50% by volume and 25% by weight.

Reed Styluses (Sumerians)
As mentioned in the last post, the Sumerians living in the fertile valley between the Tigres and the Euphrates went straight to the most available materials... reed styluses and wet clay. As the writing utensils developed, so did the style of writing.

Honestly, the only simpler solution than a stick is a finger. Fingers, however, make pretty big indentions, requiring massive clay tablets. Let's face it, clay isn't exactly the lightest stuff on Earth. By comparison, reed styluses (okay, that's not technically "a stick", but for the sake of this discourse let's assume it is) provide and economy of space on such a substrate. And when you're drawing everything pictographically, everything pretty much takes a lot of space. So the Sumerians developed an economical system of writing based on an evolved utensil. By chiseling the tip of the stylus, it allowed for easier mark-making, and the pictorial form of writing (which required a lot of organic forms and lines) evolved into a more abstracted form (using fewer lines, mostly straight), eventually being replaced by cuneiform writing (a set of minimal markings, pressed instead of drawn into the clay.)

Given that cuneiforms are not unlike runes, a chisel-tipped writing instrument would be suited to such. It is not, however, conducive to more script-like forms of writing, particularly elvish. From a sourcing standpoint, any type of tubular shaped item will do (claw, bone, reeds, bamboo, wood, wax.)

Brushes Made From Rush Stems (Egyptians)
This baby was really a sort of hybrid pen/brush. A thin-stemmed rush, or reed, plant was cut (usually to a length of about nine inches.) Then, via a similar method to their caveman precursors, the chewed or hammered it at one end to soften it. The rush stem was easily frayed, and held enough ink to get through (at least) a few letters before having to re-ink.

There are a couple of things to keep in mind here from a practicality standpoint. First, the more you use something like a rush brush, the more frayed and worn it will become over time. However, trimming it down and re-chewing or hammering the end will "freshen it up." From a material standpoint, whatever sort of stem or reed is used, it must be soft and thready. Again, from a sourcing standpoint, any sort of hollow (or semi-hollow) tubular resource (within reason) will suffice.

The Qalam (Arabia/Persia)
The qalam is an reed pen with a flat nib, the word "qalam" being a derivative of the Greek word for "pen." The angle of use evolved with the various forms of Aramaic (khufic and naskhi) and, later, Hebrew and Sanskrit, all of which feature strong contrast between thick and thin strokes.


The Evolved Stylus (Romans)
The Romans used a couple of basic forms of stylus. For writing with ink (on parchment), they used a very simple pointed wood stylus. For writing on wax, they used a metal stylus with a pointed tip on one end, and a flat end on the other which was used to "wipe out" their mistakes. For some applications, the writing tip of the stylus might have a slightly chiseled tip to allow for variation in stroke width.

When it comes to metal styluses, casting or forging is required. Wooden styluses, on the other hand, are really not much more than a wood dowel with a pointed or chiseled end, requiring very little from a manufacturing standpoint.

The Quill Pen
Invented around 700 A.D., the quill pen was the dominant writing instrument for most of our recent history (pretty much until the fountain pen was invented in the late 1800s A.D.) Essentially, the feather of a bird is cleaned and then sharpened using a special knife (thus the origin of the term "pen-knife.") This is actually a lot more laborious than it sounds, especially because each quill lasted only about week (which is still much longer than a rush brush would last.)

In an historical context, different types of birds yield different types of instruments for different types of styles (chicken and turkey being most prevalent due to availability.) Others were prized for their beauty (like the swan's.)

In a game context, there is the most potential here, particularly given the types of creatures that possess the feathers, and the increased chances of success for particular types of scroll creation. The questing here is almost unlimited. Take, for example, the mythological caladrius, a snow white bird that supposedly would not look at any patient that was not going to make a full recovery. Smells like the perfect quill for a healing scroll.

Quills do have a major drawback, though. While they seem more desirable for their durability (compared to reeds/stems) and variety, they are less flexible in terms of writing style and, therefore, somewhat limited. For example, they do not lend themselves to the calligraphic thin/wide strokes required for the likes of elvish and other hands. Furthermore, unless that magic-user is going to keep a particular creature caged, the supply of quills from it will be limited.

Hair Brushes
It is likely that the Chinese have been using hair brushes for over 3,000 years, though the oldest example only dates back about 2,000. If an animal has hair, and the hair is long enough, it can be made into a brush. Consider the brushes that have been made using the hair of weasels, rabbits, deer, chickens, goats, pigs, and tigers. Moreover, using a brush for calligraphic purposes is a true art form, with almost unlimited potential for beauty and finesse. In fact, in China, it's considered the highest art form, each example being judged on its bones (authority and size), meat (texture of the fluid ink), and muscle (spirit and vital force.)

If you though the potential for questing quills was unlimited, imagine the questing potential for any animal with hair! The hair brush is also superior to the quill for variety of line weight. And given it's potential for beauty and impact (bones, meat, muscle), the potential benefits for using a scroll created by the hands of a master calligrapher is almost overwhelming. Can you say, "dexterity bonus?"

Monday, December 5, 2011

New Magic Item: Dagger of Dark Revelation

From the upcoming module
OE1 The Mysterious Mist of Foxpond,
an introductory OE/BX OSR adventure
for characters level 1-3.

This ornate dagger does a base of 1d4 damage, but provides damage and hit modifiers based on alignment: chaotic/+2, neutral/±0, lawful/-2. Additionally, the longer a neutral or lawful character possesses the dagger, there is a chance their alignment will change (to chaotic) without them being aware. Every hour a character possesses the knife, that character (regardless of alignment) must make a saving throw (vs. spells) or be unable to resist the urge to use the dagger to kill the closest living sentient being (friend, enemy or otherwise.)