Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Tuesday, 28 January 2025

Magic Item: The Cloak of Mastery

The Cloak of Mastery

This appears to be a finely made grey woollen cloak with a hood. It will detect as strong alteration magic.

The cloak will allow the wearer to perform at the name-level of skill of any class their ability scores qualify for, if the correct command word is spoken. Otherwise it will simply act as a warm, waterproof cloak.

The cloak will perform its magic once per day. If the character is already name level or higher in the class represented by the command word then the cloak’s power will be wasted for the day.

The cloak has 60 charges per use and these are expended at a rate equal to the difference between the level of skill granted and the wearer’s own level in the class per round. Classes and sub-classes are treated completely separately for this purpose.

So an 8th level fighter using the cloak will use 1 charge per round and will be able to act as a 9th level fighter for an hour. If the same fighter chooses to use the cloak to become a 10th level ranger the charges are used at a rate of 10 per round and so the character will get 6 rounds of usage. Rounds of functioning are rounded up, so one remaining charge still grants one round of usage.

Hit points are calculated as appropriate - if the cloak raises a class the character already has then simply add the appropriate dice and/or bonuses; if the character becomes multi-classed then average the hit points across classes. Any new hit points granted will be lost first in combat.

Sub-classes replace their classes, as in the case of the fighter becoming a ranger. But if the fighter had instead chosen to use the cloak to act as a cleric, they would have become a fighter/cleric for the duration of the magic, even if human. Bards who chose to use the cloak for fighter or thief levels simply remain bards with the appropriate boost in fighting or thieving ability.

Racial level limits may be exceeded for the duration of the magic. 0-level characters may don and use the cloak’s magical function.

Once the daily charges are used up, or the cloak is removed, the cloak’s magic is unavailable for 24 hours when it will once again have 60 charges.

Here's a handy chart of what constitutes "name level"

Class Name Lv
Assassin 9
Barbarian 8
Bard 11
Cavalier 10
Cleric 9
Druid 12
Fighter 9
Illusionist 10
Magic-user 11
Monk 7
Paladin 9
Ranger 10
Thief 10

xp: 1750 gp: 12000


No images this time as Google has broken something. They're a quality company that way.

Sunday, 16 June 2019

Magic Item: Three Brass Monkeys

Figurine of Wondrous Power: The Three Monkeys

The monkeys appear as common trinkets: three small monkeys with their arms interlinked but each with its eyes, ears, or mouth covered. They will detect as alteration magic.

These three brass monkeys are activated in the same way as their brethren figurines. When activated, they spring to life and obey their owner’s mental commands so long as they are within Int inches. Thus, the monkeys will obey their owner while within 160 feet indoors or 160 yards outdoors if their owner’s intelligence score is 16.

The owner need not concentrate on the monkeys for them to continue performing their most recent order and they will do so even if he or she is out of range or dead. Each monkey’s order can simply be one of these three:

  • Grab hold of a specified target.
  • Return to their master.
  • Return to statue form.

This last order is always obeyed by all three monkeys at the same time and care must be taken as it does not subsume the order to return. The monkeys can not be re-activated unless all three are together.

Each monkey is the size of a spider-monkey when activated with an AC of 0 due to their agility and unnatural composition. They have a move rate of 24“ and act as if under a haste spell for initiative purposes only.

Each monkey has 3+3HD which never heals while animated. If killed, the monkeys revert to brass and can not be called on until the full moon after next and will be fully restored to health at that point. All must be summoned together, so killing one delays all. Losing one prevents usage of the others for the same reason.

A monkey ordered to grab an opponent will try to climb up its back and grab hold of its neck (creatures which can not be backstabed by a thief can likewise not be attacked by a monkey, although it will spend time trying).

Grabbing consists of a successful attack; such attacks are at +4 (unless there is some way the target can definitely avoid such a small, fast attacker from getting behind them) but should use the open-hand/fist modifiers for armour type if applicable.

Once a target has a monkey on its back (and there can only be one), it is cursed depending on which monkey has grabbed it. The victim will be rendered unable to speak, hear, or see as the case may be. Each monkey only bestows one curse and always the same curse.

The curse lasts until the victim dies, the monkey is called off, or it is forced off. The latter option is difficult for two main reasons:

Firstly, they have a magic resistance of 25% which helps prevent magical methods from working. Remove curse will work (reverting the monkey to brass) if the caster overcomes the monkey’s MR on the first attempt; if that fails then the monkey is forever immune to that spell from that caster at that level.

The second problem is that the monkeys are very agile and strong even when holding onto the target’s neck. Any attack made with weapons must roll against AC 10. If the result is good enough to hit AC 10 but not good enough to hit AC 6 (the monkey’s AC while attached), then the damage is done to the monkey’s victim instead of the monkey, which is assumed to have twisted away in time. In addition, the monkey’s claws will do an additional 1d4 damage as it squirms about (the only time the monkey will do any physical damage). The monkeys count as monsters while activated for the purposes of charm spells and the like, assuming MR is overcome.

If reverted to figurines without being killed, the monkeys can be called upon four times per lunar month.

Finally, ownership of the monkeys goes to whoever last spoke the word to activate them.

Sage Notes

Very few sages know more about the monkeys than normal people - which is simply proverbs about monkeys on one’s backs and refraining from evil. One specific fact that might be known to any sage even if outside their fields is that some evil cleric did create something in mockery of the “hear, see, speak no evil” originals which were just temple decorations in some far-off land.

More detail will be known to sages interested in Humankind (legends and folklore), or Supernatural & Unusual (never treated as anything better than a minor field for this). The activation word is, of course, an exacting question.

xp value: 900 gp value: 9000

Plot Seeds

  • A well-known customer of the First Born Inn stumbles into the inn late one night, fatigued and battered, unable to say what is wrong. Instead he throws back his hood to reveal a small monkey with its claws digging into the flesh of his neck.
  • The party find a corpse in a dungeon and among its things (which generally speak of a mid-level character) is found a small, apparently magical, brass monkey. After some time they find themselves the targets of robbery, burglary, and eventually outright attacks. Naturally, these will be traced back to the current owner of the other two monkeys who does not make an offer to buy it as they do not want it known that they have the monkeys as well as wishing to keep arms-length from what may be a dangerous party of adventurers.
  • The party is approached by an “antiquarian” who wants to obtain a missing brass monkey which he claims is a stolen family heirloom. He may even show the other two, if the party are dubious. Although he doesn’t say it outright, he will hint that the person in possession of the third monkey stole it and he wants it back “frontier justice style” and “no questions asked”.
  • Some years after obtaining the three monkeys, a very elderly visitor or acquaintance of the party remarks “Oh, how interesting! Tell, me, do you have the fourth one somewhere? You know, the ‘lost monkey?” Whether this is baloney or not, or what the fourth monkey might do if it exists and is found is an exercise for the DM.

Friday, 19 May 2017

Magic Item: The Oracle Crown

The Oracle Crown

A crown in the form of a coiled python with its head raised, mouth open and forked tongue pushed out. It will detect for divination magic if its magic resistance is overcome (see below) and appears to be made from jadeite (although it is even harder) with ruby eyes and a polished haematite tongue. As with all powerful items, it is much harder to damage than a normal sculpture would be.

When worn, the crown possesses the wearer and the spirit of the python speaks through their mouth.

The crown will answer questions in sets of 7:

  • One question will be answered with 100% chance of veracity.
  • One question will be answered with 5/6 chance of veracity.
  • One question will be answered with 4/6 chance of veracity.
  • One question will be answered with 3/6 chance of veracity.
  • One question will be answered with 2/6 chance of veracity.
  • One question will be answered with 1/6 chance of veracity.
  • One question will be answered with no chance of veracity.

All questions will be answered; the crown will only say “unknown” if that is the correct answer and it is telling the truth or if it is lying and “unknown” is the most misleading answer the DM can think of.

The wearer has no way of knowing what order these levels of veracity will appear and the DM should secretly record the order. Once seven questions have been answered, the DM should generate a new order for the next seven (shuffle six numerical playing cards and a joker to get a new order). After the seventh question is asked in a sequence, no further questions may be asked for seven days.

The crown fits human-sized heads and will not work for non-humans; it will flex slightly to grip the wearer’s head and can not be removed until at least one question has been asked without doing 1d4 damage to the user. While wearing the crown, the user is in a trance state and unable to take any action except to answer questions or, once they have done that, remove the crown.

Wearing the crown boosts a psionic’s ability score by 100 points (50 strength, 50 defense) but has no effect on a non-psionic. Using the crown counts as using a psionic power for various purposes.

The crown has a magic resistance of 56% and this will apply even against a wish or similar spell used to determine the level of veracity of answers, whether to questions already asked or previously asked.

The crown will detect as Chaotic.

Other names: The Crown of Python, The Crown of Fortune, the Snake Crown (not to be confused with the Serpent Crown) etc.

xp: 5000
gp: 12000

Sunday, 14 May 2017

Magic Item: The Sword "Voracious"

The Sword “Voracious”

A +3 longsword, Lawful Good, INT 12 EGO 13

Primary power

When this weapon makes a successful to-hit score damage is rolled as normal and then the player must make another to-hit roll against any enemy in melee range. If there is a choice of targets, randomly select one. There is no requirement for each attack to be against a different foe and this process continues until there are no living opponents within reach or the sword has missed as often as its bearer has attacks per round.

Each attack takes but 1/6 of a segment

This power is limited in several ways. Firstly, it will not operate against Good opponents, although the sword will not object to being used normally against such.

Secondly, surrendering enemies may not be attacked unless they are high-level (8+) chaotic NPCs or monsters with a racial alignment which includes chaos. Not only will the power not operate, but the sword will object to such usage.

The power will operate against enemies that simply turn to run.

Finally, the power and sword treat non-combatants in the same way as it treats surrendering enemies.

Secondary power - The Dying Wish

A player may use the sword to make a wish. The wish must be specifically concerned with the situation the player’s character is in, and specifically about the sword rather than the character. It may not alter the past. It may be to allow a last successful attack but, beyond perhaps asking for maximum damage, it may not wish for instant kills or similar. It may not be used to make any sort of ranged attack out of line of sight of the character.

If the wish is granted, the soul of the character begins its journey to the afterlife immediately. The only magic capable of reversing this process is another wish, and a consequence of that will be that the dying wish will be undone in some fashion. Thus, if it was used to finally kill a demon prince, then some other demon prince will take up the dead one’s realms and seek vengeance on the mortal who struck the blow against the Abyss.

The only other limitation on the dying wish is that the character must not already be dead when it is made (e.g., not at -10 if using the bleeding rules). The character may be fully healthy, in fact.

Tertiary powers

Sword of Light

The sword emits a light similar to other magical blade, but its brightness and radius alter in combat. When drawn, the sword illuminates an radius of 1“ to the level of a flaming torch.

On initiative being rolled, this increases in brightness so that it the illumination has a radius of 1“ per level of the user, with a consequent increase of brightness so that by 8th level, the light within 1” of the wielder is so bright that creatures which receive a penalty to fight in daylight do so within it. The radius of this “daylight” area also spreads at 1“ per level above 7th so that when used by a 12th level fighter it will illuminate a 12” radius with a 5“ core of pseudo-daylight.

The light is not daylight, however, and will not for example cause damage to vampires.

Scatter Thine Enemies

Any creature within any area illuminated by the sword must save versus fear when they enter that area (or it envelops them) if they are aligned to Evil or Chaos. Chaotic Evil saves at -3. Failure indicates an inability to enter the light without collapsing in fear and trembling.

Whether successful or not the result of this roll applies for the creature for a whole day.

Blind creatures are not immune to this power.

Bulwark Thine Allies

Any allied creature within the light never checks morale.

Characteristics

The sword can not communicate with its owner in any way, although it effectively has permanent know alignment and esp powers which allow it to judge situations.

As such, it will not cause damage to innocents who simply touch it as is normal for swords with Ego scores. Alignment and intent will be taken into consideration.

History

The sword is of divine nature, and is indestructible in the normal course of things. It has surfaced on the PMP a few times, wielded by The Silver Arm, as well as by the mortals U-thur and his son Ar-thur.

Since the sword can not communicate, it has been called by many names, but its true name translates as "Voracious"

Xp: 8,000
Gp: 20,000

Art: Jim Fitzpatrick

Friday, 12 May 2017

Magic Item: Cloak of Disguise

Cloak of Disguise

Appears to be a simple grey woollen cloak, although it will detect as alteration magic if tested. When donned, the cloak’s main affect will to keep the wearer warm in the cold in the same way as any woollen cloak would. However, if the wearer holds any item strongly associated with another person (or touches them) and concentrates, they will transform into the appearance of that person, as visualised. At this point the DM should make a hidden Int roll using the following table. If the total on the dice is less than the wearer’s INT, the disguise has been successful.

Level of Familiarity Dice (d6)
Close friend or relative 2
Acquaintance or distant relative 3
Talked to on several occasions 4
Met briefly 5
Described by one of the above +1

Thus, a description by someone who has only met the target briefly would require a roll of 6d6. Rolling the PC’s INT score or higher indicates that the disguise is “poor” and the difference between the roll and the character’s INT should be noted for later (i.e., this will be a modifier of 0 or more).

Once the disguise is established its usefulness will depend on whether it is poor or not. If not, then the PC will be able to pass as the target without any difficulty in casual circumstances, including talking (although the cloak does not provide any translation ability).

In more exacting circumstances than casual conversation, the disguise will be tested. Examples of such situations are: talking to close relatives or friends for more than a minute; openly contradicting some known habit or opinion of the target; interacting with enemies in unexpected ways (e.g., being friendly); spending an hour or more with less familiar companions. The DM can adjudicate others.

The first time this happens, any witness is allowed a saving throw against magic (with WIS mods). Success indicates that the NPC is suspicious and may try to engage the PC in further interactions to find the source of this feeling. A second save caused by such interaction indicates that they have seen through the magic, although filing the throw indicates that they have become reassured.

Witnesses automatically save against the first test of a poor disguise (i.e., they’re automatically suspicious). Subsequent saves are modified by the number noted earlier to represent how poor the disguise is.

For example: Jackomo dons the cloak hoping to get access to the seraglio of the Sultan in the guise of a midwife he knows works there. He has only met the woman a few times and has an Int of 14. On putting the cloak on the DM rolls 18 on 4d6, indicating a poor disguise with a modifier of +4.

The 0-level guard at the door (WIS 15) needs to roll 19 to see through the disguise modified by 1 for wisdom and 4 for the quality of the disguise, for a final target roll of 14+. Since Jackomo has to talk to the guard to get past, and the guard is automatically suspicious, there is no way for him to avoid this roll.

If Jackomo had been successful in his initial INT roll, the guard would probably have simply waved him through unless, say, the midwife was actually his own mother.

Players will naturally attempt to check a disguise and if they ask another PC to look at it, simply make a secret saving throw roll and inform the players whether or not the checker feels uneasy or not. In this case, the checker is assumed to start off suspicious, so this is equivalent to the second saving throw of a totally unaware witness.

Sex changes are possible, as are forms with more than one set of arms or legs, providing that the difference in size/weight is no more than 50%. However, any extra body parts compared to the wearer’s natural form will not be functional (including disguise limbs which replace ones the wearer has lost). Scent is not changed, nor are thoughts hidden from spells or psionic abilities. The cloak will not fit anything bigger than a gnoll or smaller than a halfling.

Objects held or worn, including the cloak itself, are subject to a version of polymorph any object in order to fit in with the disguise but shifts must be within kingdom (so leather armour can become a leather coat, but not metal armour). No net improvement in AC can be obtained (although it can be reduced) and weight/encumbrance is not changed. Items that are part of the disguise return to their normal forms after more than a turn of being 10 feet away from the user of the cloak and will detect for alteration magic while disguised.

The cloak can be removed at any time, dispelling the disguise immediately for the wearer and any items even if not currently about their person.

Finally, a dispel magic will deactivate the cloak for a day if the spell succeeds against a caster level of 16.

xp: 800
gp: 7000

Thursday, 4 May 2017

Magic Item: The False Translator

"More and bloodier wars than anything else..."
A failed attempt by some long-lost would-be demonologist to harness the innate ability of demons to communicate with intelligent species, this ornate wooden box is subtly dangerous.

Outwardly it is a six-inch hollow cube made from expensive and highly polished wood, with silver thaumaturgic circles inlaid on each face. It has a bulk of 100gp and is light enough to float. Carved into the wood inside the circle of one face is an image of a mouth; on the opposite side a human ear.

If the ear is held up to the user’s mouth and spoken into, the mouth will become animate in the manner of a magic mouth spell and repeat the same words in the language of any one intelligent creature within a foot of the appropriate face of the cube. Communication can be achieved by passing the cube back and forth or simply by the holder turning it around to let the other party speak.

Within its confines lives a minor demon - a rutterkin, in fact - which does the work of translation. However, the rutterkin is not bound other than physically and is able to decide for itself what to say in the translation. The rutterkin is cunning and can hear (and understand) everything going on around itself, meaning that it can usually adapt to pass any translation test for reliability that is set up by a party.

Once the owner’s confidence in the translations is established, the rutterkin will bide its time until it can cause the most mayhem and the most harm it can to everyone involved.

Not a cursed item in the normal sense, the False Translator can be given away or passed around. However, an owner could decide that it is cursed and have a remove curse spell cast on it. If this is successful the demon will be freed, initially shedding darkness and then spending the next 666 minutes (11 hours, 6 minutes) on the material plane wreaking its revenge on any inhabitants it thinks it is capable of taking on. After that, the fading summoning magic which allowed it to enter the plane will send it back to the abyss.

Note that against any magic at all, the rutterkin’s 40% magic resistance operates as normal and a side effect of this is that spells, good or ill, targeting anyone actually holding it may well fail to affect them.

There is unlikely to be more than one of these items and it is likely to be found in the midst of a heap of bodies.

xp: –
gp: 1200

Wednesday, 3 May 2017

Magic Item: The Assassin's Noose

This appears to be a piece of rope about a cubit long with the ends dipped in tar to prevent fraying. It will detect as alteration magic.

When thrown by a thief or assassin (only) it becomes a deadly weapon against any target with a neck or similar limb or appendage needed for breathing. On a successful to-hit roll the rope will stretch up to twice its normal length and then constrict strongly, eventually causing death. Maximum range is just 3" (but there are no penalties for range). If using weapon Vs armour adjustments, use the ones for fist/open-hand.

The target is immediately "slowed" by the loss of air and bloodflow. On each following round the victim may attempt to make a save Vs death magic modified by its strength to-hit modifier and if successful the noose has been ripped off and probably discarded. However, this is only possible if the target has two limbs capable of gripping the rope and gives up any attack routine(s) for those limbs.

Each failed save reduces the target's maximum level by 1 (so a 3/4/5 F/MU/T would go to 3/4/4, and then to 3/3/3). Once zero-level is reached, the victim is "slowed greatly".

Death follows at -1. Notice that the level reduction will impact saving throws, however hit points are not reduced.

Levels lost this way are regained at the rate of one per half hour of complete rest (again, the 3/4/5 character would go from 0/0/0 to 1/1/1, to 2/2/2, 3/3/3, 3/4/4, and finally to 4/4/5 over the course of two hours of rest).

If thrown by an assassin with surprise, a successful to-hit roll allows an immediate roll on the assassination table and if successful the victim is incapacitated and collapses into helplessness immediately. They still lose one level per round but are unable to free themselves without aid.

Naturally, shape-shifters and similar magic will be able to negate this item (unless surprised by an assassin).

xp: 1400
gp: 6000

Friday, 28 April 2017

The Blitz Spear

This artefact is a relic of Altantis’s war on the Sky which ultimately resulted in its sinking.

Large (9’) and made of a metallic blue metal (from blueish-white at the point to a dark violet at the butt of the haft) it is heavy, weighing 5lbs and requires a strength of 12 to use it in melee and 16 to hurl it properly.

Its normal combat bonus is +3, and each strike does a base 1d8 physical damage to which this bonus and any strength bonus are added as normal.

Additionally, a strike from the spear does 2d8 electrical damage to targets which are vulnerable to this.
Since metallic armour is of little defense against this, the to-hit roll gains an extra +4 against such armour.

For example: the spear is thrown at a target wearing magical plate and a total AC of -2, requiring a roll of 14 to-hit. If the roll is successful then 3d8+3+strength bonus damage will be done. If the roll comes up with 10 to 13 then just the 2d8 electrical damage will be done.

This effect is at the 11th level for the purposes of MR.

Once per day the spear can be used to control weather as per the druid version, although the weather must be moved towards cloudy and storm. If this produces the necessary conditions (or they are pre-existing), the spear can then be used to call lightning (1/day again) as if cast by a 23rd level caster.
Anyone grasping the spear shaft is granted 100% magic resistance to any magic electrical effect and absolute immunity to any natural electrical effect.

When hurled, despite its heaviness and the strength requirement to use it fully, the spear has a range of 1“ per strength point (exceptional is ignored) and trails a lightning bolt behind it doing 8d6 electrical damage to everything other than who or whatever threw it. That person is instead transported to where the spear is, appearing with a grip on the shaft and ready for combat (no save, no choice).

The thrown spear does the following structural damage:
Wood Earth Soft Stone Hard Rock
6 2 3 2
The spear has a special purpose of overthrowing Law and when held aloft or used in combat causes a fear effect on all lawful beings within 18“ for 1-4 rounds.

Finally, the spear acts as a wand of lightning with 25 charges. Hence, the electrical damage done on a successful melee strike can be increased by 1d10 by the use of a charge, or 2 charges can be used to project a lightning bolt without throwing the spear.

Each die (or 5 pts) of electrical damage the spear protects its owner from adds one charge (spells may be cast directly on the spear if wished). There is no special effect from running out of charges and they may never exceed 25.

Mental powers

The spear has an intelligence of 18 and an ego of 18. It has speech and telepathic powers. Communication with its wielder will always be telepathic and has no language boundaries.

It can speak Xag-ya, Air Elemental, Blue Dragon, and the lost tongue of Altanis. It can read the latter language through the eyes of anyone holding it.

Its alignment is CN and any non-chaotic grasping the spear will suffer 18 points of damage.

Its personality score of 36 and general bent means that it will expect to be used by at least a name-level character but even so, the character will need decent scores in INT and CHA to be able to overrule the spear which will be noticeably reluctant to flee any combat encounter, especially one with lawful opponents.

To those that can understand it, it will sound like a demon talking over an old analogue telephone line with interference.

Side effects

A minor effect of the spear is that anyone who uses it in combat can be smelt quite easily as they give off a “just after a storm” ozone smell. Creatures which use electricity or come from the elemental Plane of Air or the quasi-elemental Plane of lightning can smell this at a considerable distance even from the Ethereal Plane.

As the Blitz Spear is used over a long period, it has a slower and more dangerous cumulative effect on its owner as each time the owner loses a personality clash with the spear, their charisma reduces by one point.

This change continues until a charisma of zero is reached, at which point the character transforms into a quasi-elemental form and departs the PMP (and the game) for the plane of lightning.

The in-game process is one of the character gradually becoming more and more alien in outlook, speech and appearance, so that eventually others shun him or her. This loss of charisma does not require characters to become assassins if it reaches 5, and it can be restored by abandoning the spear. Note, however, that personality scores for PCs are based on charisma and the spear will not take lightly to attempts to discard it or remove it from its owner. Each month during which the spear is not handled will restore one point of charisma.

Fickleness

It may be hard to discard the spear, but if it is aware of a suitable being of greater power than its user it may well attempt to force the current user to give it away.

Value

As an item of artefact level power, the Blitz Spear brings no experience point value. If potential purchasers are prepared to bargain rather than capture, it would fetch about 50,000gp.

Such items can only really be sold at the largest cities in a campaign, however, not in border towns or similar locales where trying to get a fair price will result only in various agents becoming aware of the item’s presence.

Wednesday, 26 April 2017

Magic Item: Cloak of the Berserker

How many friends have I killed today?
This appears to be a normal bear-skin cloak with a gold broach at the neck. It will fit any half elf, human, or half-orc and while worn it reduces movement penalties for terrain by one step. It will also keep the wearer comfortably warm down to -10°C (14°F) and prevent frostbite down to -40°.

If the wearer is struck for damage (other than falling damage), the magic of the cloak will cause it to become unremoveable and in addition each point of damage gives a 1 in 10 chance (non-cumulative from hit to hit) of causing the wearer to transform into a large and very angry bear - specifically the one that donated its hide to make the cloak. The bear will act pretty well as a bear and fight anything nearby, starting with anything associated with the damage that set the transformation off. After that it will simply turn on the nearest animate creature or object in reach/sight. The bear can only be struck magical or silver weapons and can continue to fight after 0hp in the same way as a true bear.

This process will continue until ten combat rounds have passed without the bear being hit for damage or doing any damage. At this point the transformation will wear off and the owner of the cloak will be found standing in it, probably otherwise naked and with their possessions scattered around the area (consult the lycanthropy rules on DMG p23 for effects of wearing armour during the change).

If the wearer is struck for damage but does not eventually transform, the enchantment on the clasp will allow the cloak to be removed after a similar ten rounds wherein no damage is suffered or dealt.

The specific bear form is one of the following:

1-12 Brown
13-15 Black
16-18 Cave
19-20 Polar

When the cloak is placed or found, the DM should roll the hit points of one of these bear types and retain these. Damage done to the bear comes off these and heal at a rate of three per day if the bear does not manifest or just one point if it has done so within the previous 24hrs.

If the bear is killed in combat the cloak will not activate again for a full month, at which point the bear will be at its full hit points again.

On returning to normal form the owner will have lost half as many hit points as the bear did, and may therefore be dead.

The magic of the cloak will detect as alteration and necromancy.

xp: 200+100/HD (ignore +'s)
gp: 600+500/HD

Monday, 24 April 2017

Magic Item: Ring of Truth

Based on simple-looking white-gold bands, 8 of these rings were created centuries ago for the use in the higher courts of a long forgotten empire. Their enchantment is simple: the wearer can not lie while wearing such a ring. It is possible to refuse to answer or to be evasive, but nothing the wearer knows to be false can be conveyed either by word or deed (e.g., shaking of the head; winking etc.).

Any of the rings can be removed at any time; they are not cursed although some would count them as such.

A character under the influence of an undetectable lie spell must make a roll against the rings' magic resistance of 50%, based on the level of the caster of the spell once when the ring is donned. So a spell from a 7th level caster has only a 10% chance of defeating the ring. This roll applies for the duration of the spell even if the ring is removed and put back on and the wearer has no way of knowing whether it has worked until they first attempt to lie.

Monks of 9th level and above have a chance to defeat the rings as if they were charm spells.

Finally, the rings can be automatically defeated by a Wisdom score of 23 or higher.

xp: 350
gp: 8000

The high gp sale value reflects the desirability of these rings to governments and rulers.

Sunday, 23 April 2017

Magic Items: The Wolf Banes

The Wolf Banes

The Wolf Banes are a set of enchanted weapons and armour specifically for combating wolves: a spear, a shield, a scimitar, and a shortbow make up the full set:

Skinner

A scimitar +1, +2 Vs wolves. Does double damage (i.e., (1d8 x2)+2) against all wolf types and in addition, if wielded by a fighting class, allows one attack per level as if the wolves were <1HD.
xp: 800
gp: 5000

Pricker

A 7' spear +1, +2 Vs wolves; includes a cross-bar like a boar-spear. Does double damage against all wolf types and in addition, if maximum damage is rolled against a wolf, the creature must make a save Vs death or expire instantly. May be set against a charge, possibly resulting in an additional doubling of damage so that against a warg or winter-wolf it would do (1d8 x4)+2 damage.
xp: 750
gp: 4000

Comet

A shortbow +1, +2 Vs wolves. Does double damage against all wolf types and in addition, if wielded by a fighter, each arrow acts (if wished) as a flame arrow doing an additional +1 damage on striking. Unless the struck wolf makes a save at 16+ (cloth Vs magical fire), it will catch fire for 1d4 rounds, doing 1d4 damage each round (1d4+1 for winter-wolves). The wolf struck must make a morale check at -50%, and all wolves within 1" must make normal checks.
xp: 750
gp: 4500

Door

A medium shield +1, +3 Vs wolves. Causes attempts by wolves to overbear the user to fail automatically. Additionally, winter-wolf breath attack damage is halved or totally negated if the save is made, unless the user is surprised.
xp: 800
gp: 3500

Notes

The Wolf Banes set will attract a sale bonus of +10% per item over the first, so a complete set will have a sale value of 22100. However, the items are unique and derive from an ancient tribal hero who fought wolves. That tribe may still exist and may track down the current owner of any of these items. What happens then is up to the DM.

For these items, Yeth Hounds are not wolves, however werewolves are, even in human form.

Thursday, 6 April 2017

Women (Amazons)


Amazons

Frequency Rare
No Appearing 20-120
AC By Armour
Move 12"
Hit Dice 4-7hp
% in Lair 80%
TT Individuals K; I, Y
No of Attacks 1, 2, or 4
Damage/Attack by Weapon
Special Attacks Leaders
Special Defenses Leaders
MR Standard
Intelligence Low to Exceptional
Alignment Chaotic (N or G)
Size S to M
Psionic Ability See Below
Attack/defense modes See Below
Amazons are human women who have abandoned their native patriarchal societies and banded together to live on their own terms.

Amazons are found in remote areas away from any male-dominated cultures: forest, jungle, and mountains are most likely, with other terrains only if very isolated indeed, for example on an island or aboard a ship.

Encounters in other terrains being with raiding parties of 10 to 60% of the lair number (so roll 2d6x10 for the lair, which is somewhere in the general region, if possible, and another 1d6 for the size of the encountered party).

Amazons are highly adept with missile weapons and a group will be armed as follows (in addition to a dagger):
d10 Weapons
1-6 Short comp. bow + spear
7-8 Spear + large shield
9 Javelin + large shield
10 Long comp. bow + javelin

All amazons are proficient with all these weapons; these are simply what a group will be armed with during a random encounter.

Due to their constant practise the amazons will attack at +2 to-hit with whichever missile weapon they possess (spears used as melee weapons receive no bonus). If fighting a group which is led by or mostly made up of human males, the amazons will attack with a berserk fury and receive double the normal number of attacks with the weapon (including bows).

They will never check morale against such a group, although leaders may call for a tactical withdrawal and if that is not possible, they will fight to the last man on the opposing side, or the last woman on their own.

Stats

If needed, an amazon’s individual stats are rolled as per DMG pp 11 and 100, “mercenaries”, thus strength runs from 7 to 16 and constitution from 9 to 18, with a minimum 4hp; other scores run from 6 to 15 and base hp is 1d3. Leader types should be rolled with 4d6 (discard lowest) in order with low scores being boosted to class minimums.

The bonus to missile fire is in addition to any dexterity bonuses and, like them, is reliant on having no encumbering weight or armour, so normal amazons dress simply in practical clothing for the terrain they are found in, although if arrayed for war 20% will wear leather armour if they have nothing better (i.e., magical armour). Shields are worn on the back while combat is at range, negating the penalty for the bulk of the large shields they prefer, and adding 1 to AC from the rear only.

All amazons, including leaders carry main weapons designed for their specific strength and these will be at half range and do only d4 damage if used by anyone of lesser strength.
8th level (superhero) amazon leader

Leaders

Amazon leaders are fighters if warriors (d6: 1-4), and clerical (5-6) of various female deities otherwise. Clerical amazons are proficient with and able to use the same weapons as above.

For every 10 amazons encountered, one will be a 1st level leader, for every 20 a 2nd level leader, for every 30 a 3rd level leader, and for every 40 a 4th level leader.

Each lair will include a warrior (tribal) queen of 5th (if less than 70 amazons encountered), 6th (if up to 90), 7th (if up to 110), or 8th (if 120 amazons are rolled).

A lair will sometimes (5%) include a magic user of 6-11th level who does not normally venture forth with the normal patrols or raiding parties.

Leaders of the 4th level upwards will have 1-3 assistants of 1-3 levels lower and of the same class (so a 4th level cleric amazon who has one assistant will have a single 3rd level cleric assistant; if she has 3 assistant they will be 1st, 2nd, and 3rd level). These assistants frequently carry their mistresses’ extra gear such as spare arrows and spears.

All leader types have normal chances for psionic abilities and disciplines. Leader types do not receive followers apart from the other amazons.

Companion Animals

Amazon lairs will contain 1HD of companion animal per 5 Amazons (including leaders).
Each band of amazons will have a single type of animal as rolled below:
d100 Animal
1-50 War dog
51-70 Owl, giant
71-80 Wolf
81-85 Eagle, giant
86-90 Hippogriff
91-97 Gryphon
98-99 Pegasus
00 Snake, giant poisonous
These animals will be trained to a high degree and even the snakes (a holy animal for these tribes) will be able to respond to being called by name and the queen of a specific tribe will be able to speak to animals of that type, even if they are not from the lair.

In the case of giant animals, the lair or its surrounding area will contain large numbers of the natural animal too.

If the terrain of their lair makes it reasonable, amazons will also use normal horses for mounts.

The Amazon Queen

It is rumoured that there is a Queen of the Amazons somewhere, a 12th level warrior (i.e., fighter) whose treasure includes a magical girdle that gives her the attacking bonuses of a fire giant, but not the carrying or throwing capacity. The Queen’s recurved composite bow was reputedly given to her by her goddess and requires a strength of 22 to draw it properly and 18/50 to use at all. The Queen leads a group of 300 amazons and has six assistants of levels 6-11.

Treasure

Leaders will have the normal chance of having magical items as given under “Men” in the Monster Manual but each leader has an additional 5% chance per level of having a set of bracers of defense (1-5) or of archery (6). These will be enchanted and sized for the exclusive use of females (not necessarily humans). All bow-using amazons will have at least normal non-magical bracers.

As amazons eschew the sword, they will not have any and instead will be armed with a high-quality but brittle non-magical obsidian blade with acts as a +1 dagger but will lose this bonus on any natural '1' on the attack roll.

Finally, any roll for miscellaneous weapons will be a weapon matching their main weapon (short-bow, spear, javelin, or long bow as rolled above):
d2d6 Bonus
2-7 +1
8-10 +2
11 Roll normally
12 +3
“Roll normally” - Roll as per DMG/UA and any rolled miscellaneous weapon which is of the correct type is retained; anything else indicates no magical weapon.

Magical shields will be of any size but each amazon will carry a large shield for use in the phalanx.

Girdle of the Queen G.P sale value: 5,000 Xp value: 400
Great Bow of the Queen G.P sale value: 7500 xp value: 600
The bow carries a curse for any man who owns it (it need not be carried). He will fail any saving throw against a female opponent and his female opponents will always succeed in theirs against him. This can be removed by a remove curse acting against a 50% magic resistance or by becoming a woman.

Unless the curse is lifted, amazon clerics will feel a desire to single the man out in any combat and will always give a hostile reaction.

The Phalanx

Three or more amazons can link their large shields and form a fighting phalanx. The right-hand amazon (from their point of view) gains no advantage, but the others gain the benefit of 50% cover (i.e., +4 to AC). The phalanx can advance at a maximum rate of 9" (or the slowest member), however it can charge.

A dozen or more amazons can form a circle, eliminating the single “weak point” at the right-hand end. However, movement rate for the circle is but 1". Note that the circle can face outwards or inwards.

Typically, amazons will try to have multiple rows in the phalanx so that opponents can be attacked by massed spears and an amazon lair will normally have enough long spears/pikes to enable the entire band to attack in at least two ranks and up to 5, depending on the number of amazons. The spears carried by raiding parties are not long enough to allow more than three rows to engage and the pikes stored in lairs will not be used for individual or melee combat.

All spears not in the front two rows are classed as pikes for the purposes of weapon speed.

Culture

Non-hostile men will be tolerated for a time and may be used for breeding purposes, however male children will disposed of before adulthood. Good leaders will arrange adoption, neutrals will probably sell the children to those who need or want them.

Leadership roles are by merit based on a vote. Warrior roles, however, may be decided instead by combat if the loser of a vote believes that she is the superior leader. Nevertheless, it is possible to find normal 0-level amazons in important positions within a particular group.

Amazons are defined at least partly by what they oppose - the rule of men - and as such they are not necessarily united by anything else. This can make their societies fractious, rather like Brexit voters who can only agree about one thing and don't actually get on very well outside of that.

Amazons in Greek and Roman art are almost never shown with one breast; probably they would have used a simple leather archery guard over their chests, similar in principle to the wrist bracers.

Lairs are usually abandoned settlements in the wilderness somewhere, with native architecture of any sort mixed with more classical-styled buildings that the women may have constructed mixed in.

Dwarves

Optionally, 1% of individual amazons may be female dwarves (possibly with beards).

Tuesday, 5 April 2016

Dagger, Dancing

Copyright 2013 Javier Perez (http://javierperez.es/)
Not quite what I meant
Appears to be a normal dagger (so it sheds no light) but radiates alteration magic. If used in the off-hand the user will feel it tugging at their grip and if let go of it will perform its actions on its own, leaving the owner to fight with a single weapon or draw a second off-hand weapon. In the latter case, the user will be able to employ a three-stage attack routine (dagger/off-hand/main). The owner could also drop their main weapon and take up a two-handed one.*

The dagger can be commanded to defend, in which case the user's AC against the first melee attack against them in the round will be raised to 0 and against all others to 7; if the user's AC is already better than this the dagger gives no extra protection. The dagger may only defend or attack in the course of any single round and can only change mode on the owner's initiative (specifically sub-step D).

The general enchantment of the dagger means that it strikes as a magical weapon but has no plus, and so will not affect any target that requires +2 or more to hit. It does however strike as if wielded by its owner, so if he or she has strength bonuses the dagger will too.

Once combat has ended (no combat within 12"), the dagger will fall to the ground inert.

These daggers may occasionally exhibit special characteristic; roll on the unusual swords table on DMG p166 with -10 to the dice.

* Clarification: the dagger must be used for at least one round in the off-hand before it will dance; it can not be simply commanded to dance from the outset of combat.

Xp value: 350. Gp value: 4000

Wednesday, 5 February 2014

Magic Item: The Sword of Stone

Maybe not quite this heavy
This broadsword appears to the casual glance to be the sort of weapon a decorative statue might hold in its hand. It is extremely heavy and unbalanced but is imbued with a powerful and dangerous magic. The grip is only big enough for one human-sized hand.

When used against creatures from the material planes, the slowness of the weapon's "blade" is such that the damage done is only 25% real, and 75% temporary (recovering at the rate of 1hp per turn). However, if the target is reduced to 0 or less hit points in this manner, regardless of retaining "real" hit points, then it is turned to stone with no saving throw. Magic resistance might save the victim, rolled "as is" on each applicable strike.

When used against creatures native to the elemental plane of earth, the sword is simply treated as a +3 weapon with no special abilities.

Against creatures from any other plane, the weapon is treated as a club for weapon Vs armour and does 1d6 of normal damage with no petrification.

General properties are as follows:

Form: broadsword made of stone
Damage: 1d8
Weapon Vs Armour: as footman's mace against material beings; as broadsword against elemental Earth beings; as club against all others
Reach: 3½'
Space required: 4'
Encumbrance: 300gp
Speed factor: 12

If you don't use speed factors, limit use to STR 12 and above and bear in mind that characters under 100lbs weight can not use weapons with encumbrance of 200 or more.

Gp value: 8000
Xp value: 1200

Monday, 21 October 2013

Magic Item: Potion of Regeneration

Come Prepared
A potion of regeneration contains 3 draughts. A single draught grants one point of regeneration per round for 3 turns; a double grants 2 points per round for 2 turns and consuming the whole potion grants 3 points per round for 10 rounds.

Taking draughts in overlapping stages increases the regeneration ability from that point onwards and shortens the duration, but time already used counts towards the time limit. So, if a character took a single portion and 5 rounds later took the other two, they would have 3hp/rnd regeneration for only a further 5 rounds.

The regeneration is limited to returning the user to the state they were in when the first draught was taken, but otherwise is fully effective. So, for example, if a one-armed man drunk the potion they would not re-grow the arm, but if a person lost an arm while under the influence of the potion it would regrow (in 1 round). Similarly, if a character is reduced from 72hp to 10 before taking the potion, it will only regenerate further damage suffered; it is not a healing potion.

Unlike troll regeneration, the potion will heal any damage even from fire and acid.

The potion will not protect against poison (unless it does hit point damage), nor against effects such as disintegration. A severed head will grow back from the neck down (if the head is destroyed, say by being put into a Green Devil's mouth which is actually a sphere of annihilation, then the potion will fail) in 3d6 rounds. Other than these limitations, any amount of damage which does not reduce the drinker to ash or similar will be regenerated, time permitting.

Other healing magic will work in conjunction with the potion of regeneration, but healing potions use at the same time will require a roll on the potion miscibility table (DMG p119) and any damage done as a result of that roll will not regenerate.

The active ingredient is troll-blood (which is generally very hard to obtain).

XP value: 500
GP value: 1200

Saturday, 6 July 2013

Magic Item: Phylactery of Scrolls

"Yeah, I got the phylactery.
Also, the eyes of minute seeing"
Appearing to be a typical religious item, these small lacquered boxes have straps to allow them to be worn on the body (typically the arm or head). When found, close inspection will often reveal a small amount of ash and sealing wax which gives a clue to its method of use. A few may be found in the sealed condition, particularly if taken off an enemy. The item radiates a strong aura of alteration magic if detected for and may be used by any creature with an intelligence rating higher than 'non'

The item is utilized by burning a scroll and placing the ash into the box, which must them be sealed shut with wax and a seal depicting either a deity or a pentagram. Once this is done and the item is worn, the phylactery imparts knowledge of whatever was on the scroll to the wearer, although language differences may preclude understanding, but only for as long as the phylactery is worn.

While this has many educational and ritual applications, the most interesting possibility for adventurers is likely to be the ability to store spell knowledge from spell scrolls.

The boxes vary in size and can hold 3d6 spell levels. The scroll or scrolls to be stored must be burned until no text is visible and then quickly (within one turn) sealed into the phylactery. If the user is in a hurry then the DM may want to require a Dex test of some sort.

Note that magical scrolls can not be cut up to fit without ruining their magic, and that a scroll from which some spells have already been removed by use is no smaller than it was when new.

For example, a box is found and identified for what it is, although the capacity is unknown to the finder (perhaps "small, medium, or large" could be given as a hint by the DM). A magic user finds a scroll of four third-level spells and casts one while on an adventure; this scroll still counts as 12 levels for the purposes of using the phylactery even though it will only confer the knowledge of the three remaining spells to its user. If the box only holds 11 or less levels, then the first the magic user will know about it is when there is some ash left over and the scroll is ruined.

Protection and other non-spell magic scrolls can be converted to "spell-level equivalents" by dividing their xp value by 200 and rounding up. Thus, a scroll of protection from lycanthropes is equivalent to 5 spell levels and one of protection against demons to 13.

The phylactery does not grant any more uses of magical effects on the wearer than the original scroll does, it merely allows quick and convenient access. Thus, a scroll of three fireball spells still only allows three fireball spells to be cast (at which point the ash of that scroll will be useless) and a scroll of protection can be called on but once.

When storing non-magical information the DM must make a judgement about capacity but a treasure map might be, say, three spell-levels worth, and a speech or ritual one spell level equivalent per round. It is possible to mix magical and non-magical text but doing so would make it impossible to "recharge" the magical texts as there would be no way of removing only the expended scrolls and leave the other material behind (the UA gather cantrip is not sophisticated enough for this task).

Note that there are many non-magical uses for such a phylactery. For example, a path through a labyrinth may be placed inside and given to someone who is to be allowed access. When the person leaves, the phylactery is removed and unless they have made some alternative effort to record the path, the knowledge is lost. Pass-phrases, special rituals, and many other things may be usefully imparted on a short-term basis by the use of this item. However, it does not grant spell-casting ability to those who do not have it (including high-level thieves who may not use this item to cast scroll spells) although spell-casters may risk casting spells higher than their normal limit as per usual and, similarly, spells must be of the correct class for the caster (DMG p128).

No more than two boxes may be used at one time and any given scroll must be placed entirely into a single box; putting a part of a scroll into one box and part into another (or simply discarding it) will negate the use of the entire scroll).

Also notice that successful use of this item requires various tools: something to burn the scroll with and in, which can catch the ash; some way of transferring all (ie, 99%) the ash into the box; sealing wax and a metal seal with one of the required devices upon it; and the scrolls themselves of course.

"So, that's 'under the gate,
over the narrow bridge,
through the enchanted hedge,
left beside-SQUIRREL!"
Finally, the phylactery can be used to grant information to animals, such as dogs or birds. The scroll would have to be in a form which was in some way intelligible - using commands that the dog is trained to understand, or as a "birds-eye-view" for an eagle etc. Clever players will find a myriad of applications but remember that animals are unlikely to worry too much about looking after the item itself and may even try to remove it if it becomes burdensome, nor does the item actually charm the creature or improve its normal obedience or concentration in any way.

xp: 1250
gp: 2500
Enc: 10

Sunday, 30 June 2013

Magic Item: Shield of Invisibility

On a field invisible, an invisible man proper,
dressed in mail of the first
This item appears to be a normal small (1-2), medium (3-7) or large (8) shield when viewed from behind and has the same encumbrance as a normal shield of its size. From the front it is invisible and renders its user invisible likewise.

Unlike a ring or cloak, however, the shield only hides its user from those creatures which are viewing it from basically the front, in an arc of 60°, 120°, or 180° for the largest versions. Likewise, the small version only hides figures of elf or smaller stature, the medium size hides those of less than ogre size, and the large any being of hill giant or less height.

In combat, the shield allows a full +5 to AC (one for the shield and 4 for being invisible) when opponents are unaware of the user's whereabouts. After one round's worth of attacks by the user, the bonus drops to +3 as their opponent can see flashes of movement as the weapon arm makes its attacks (seeming to appear from thin air) and the shield itself is moved about in combat. Since these bonuses are not magical pluses in the normal sense, they can stack with any other magical defences.

The shield's invisibility bonus of +4 applies to saving throws against specifically targeted spells such as disintegrate, but against area effect spells or breath weapons it has no effect on saving throws. Against magic missile, the shield grants a saving throw (at +4). If the roll succeeds then then caster has pointed in the wrong direction and either struck some other living thing (see firing into melee discussion on DMG p63
) or the spell has simply failed to find any creature to be a target and fails; in any case the spell is considered cast.

Naturally, these bonuses only apply to opponents who are not attacking/viewing from an area the shield covers.

The normal chance to detect invisible creatures (DMG p60) apply even when the user is not attacking, but simply using the shield for stealth, although this does not in itself modify any of the shield's combat or saving throw bonuses.

Xp: 500/650/800 by size.
Gp: 2500/3000/4000 by size.

Thursday, 27 September 2012

Trinkets: Three Charms

+1 to saves Vs going to jail
One thing that AD&D doesn't do much of from the book is petty magic. This is partly because of the nature of Vancian magic which has more than a touch of Newton and his calculus about it, which leaves little room for minor magics. The problems many have had in coming up with a decent system for cantrips is indicative of how hard it can be to squeeze magic into the game which implies any sort of "folk" tradition.

On top of that, the few rules for making items are pretty harsh and even then they leave a whole range of items (not just artefacts) as being beyond the power of player characters to make at all.

So, without worrying too much about where they come from here's a trio of little charm trinkets which a lucky and gullible character might pick up one day in a market or in trade from the gypsies in amongst piles of flashy but inert tat.

All of them come in various forms - lucky heather, items blessed by passing saints, amulets, a charm for attaching to a charm bracelet/playing pieces for educational Quaker games, etc. Distribute as you fancy.

Any of these will be sold for 1d20sp in a market, as will their non-magical counterparts.

The Protective Charm
Has 2d6 charges, adds one to all saving throws until used up (at one charge per saving throw, whether successful or not).


The Magic Charm
Grants 5% magic resistance against one school/form of magic (i.e., evocation, divination etc.). The magic works until the wearer is successfully affected by any spell using that form of magic, at which point it is "burned out" and useless. Will not resist beneficial magics.

The Lucky Charm
Like the protective charm above, but also operates as a personal bless spell in combat. 3d6 charges which are used one at a time on each save, each attack roll and each attack made against the bearer.

In all cases, these charms operate automatically so long as they are with their owner at the time the various rolls or attacks are made. I would also suggest that their magic is non-transferable once they are given to a PC or a PC's henchman they will lose their potency if given or sold to anyone else.

XP value: none.

Thursday, 5 July 2012

Magic Item: The Jerusalem Swords

The Original. No-prize if you
know who.
The Jerusalem swords appear to be very high-quality swords with expensive hilts and etched blades of glowing metal, throwing, at the wielder's will, light equal to a continual light spell, so that darkness spells are completely negated within 20' of the sword.

Probably only 7 of these exist, of various types but excepting that there are no short Jerusalem swords (roll as normal if placing randomly but count short swords as bastard swords instead).

The blade itself is of +4 enchantment and possessed of a great and terrible power: those which it slays are slain forever and their souls or spirits destroyed. This power applies even against beings of the outer planes who are fought away from their home planes.

The swords are all aligned to Lawful Good and gripping the hilt of any of them does damage equal to 1d6 per step away from this alignment (so neutral characters suffer 2d6, chaotic or neutral good 1d6 and chaotic evil 2d6). This damage is repeated for every blow struck by such a user against a being of Lawful Good alignment.

If using the "bleeding out rule", any character not killed outright (by damage which takes them to 0 or -3 hp as the DM rules) is not subject to the swords' special power, although if used to administer a coup de grace the power does operate, of course.

The power operates even if all but the final hit point of damage was caused in other ways than the sword, and the power does not operate if the final blow is from another source even if all previous hit points were lost as a result of the sword.

If combined with the rules for "unusual swords" on p166 of the DMG, then the power counts as an double extraordinary power with regard to Ego (ie, 4pts) and all ego damage is in addition to that listed above.

Each sword has a proper name, which is what is etched into the blade in the language of LG devas.

The power of the swords is such that it may only be overruled by a wish from a greater deity, not "merely" such as are found in rings and so forth. How this interacts with very high level casters is up to the DM, but the objective is that such swords are greatly feared by devils and demons, even those with access to wishes.

Xp value: 3,500; gp value: 14,000gp

Sunday, 10 June 2012

Magic Wands

Archmage Sooty
doesn't need verbal
components.
The generic magic wand comes in several variations:

The Cantrip Wand
This allows the casting of any cantrip the magic user or illusionist knows without need for memorization. If there is a verbal component then it must still be used. casting times are unaffected but of course the cantrip can not be interrupted.

(M, I), 5000gp/1500xp

The Verbal Wand
This allows the casting of any spell the user has memorized but without the need of a verbal component.

(M, I, D), 10000gp/2000xp

The Material Wand
Allows the casting of any currently memorized spell without the need for a material component. Each use expends one charge per level of the spell cast.

(M, I) 14000gp/4000xp

The Magic Wand
Combines the Cantrip, Verbal, and Material wands so that spell casting becomes a case of simply waving the wand appropriately. If the wand is used to replace a material component then it will expend one charge per level of the spell cast.

(M, I) 40,000gp/5000xp

All these wands are rechargeable and will be found with 1d20+80 charges.

Note
These wands represent a different type of magic from the Vancian casting of AD&D and if used widely they will change the nature of the gameworld, so think about it before placing even the cantrip wand. I've set the values quite high, but even so they may be a bit low given the impact they might make on a campaign.