Posts Tagged ‘ magic items ’

Days 19 & 20: Sweets & Guests

As every adventurer learns, often the hard way, the “magical mixtures and compounds which comprise potions are not always compatible” (1E DMG, page 119). Mixing two potions, whether externally or internally, may cause devastating results. Everyone has heard about how Grunner the Gluttonous exploded after he imbibed both a potion of dragon control and a potion of fire resistance in rapid succession. If only he had eaten one of Mely’s Munificent Morsels before quaffing that second potion.

1E Stats

Mely’s Munificent Morsels: Usually found in a simply decorated wooden box about 1 foot wide, 1 foot long, and 3 inches think, Mely’s Munificent Morsels appear to be a selection of 10-20 fine chocolates that radiates magic if such can be detected. The candies are tasty and do not melt or spoil so long as they remain protected by their box. A creature already affected by a potion should consume a morsel before imbibing a second potion. If the creature does so, the d% roll on the Potion Miscibility Table (1E DMG, page 119) is modified by +25% if the dice score is less than 26. If the dice score is 26 or higher, the morsel has no effect (although it is tasty).

5E Stats

Mely’s Munificent Morsels
Wondrous item, uncommon

“A character might drink one potion while still under the effects of another. …. The strange ingredients used in creating potions can result in unpredictable interactions” (5E DMG, page 140), but these magical morsels can mitigate the possible negative effects. By consuming a morsel before drinking a second potion, the d100 result of the Potion Miscibility table is modified by +25% if the d100 result is less than 26. Otherwise, the candy has no effect other than pleasing the palate. Mely’s Munificent Morsels are usually found in a simple wooden box that preserves the chocolates from melting or spoiling. Such a box typically contains 2d6+8 chocolates.

Many cultures, especially those dwell in extreme environments such as the arctic or burning deserts, often place great emphasis on the importance of hospitality, even hospitality to strangers. Refusing a traveler lodging for the night during the winter months may be tantamount to a death sentence. At the same time, appearances can be deceiving. That haggard, sunburnt traveler may be some sort of monster in disguise. Such malevolent creatures violate the rules of hospitality, spreading xenophobic caution that has more than once caused an otherwise good person to refuse shelter to one in need. More than once, the one rejected has gone on to die of exposure, sickness, or hunger.

And so one evil causes another that gives rise to a third, a gwrthod, an undead monster motivated by conflicting desires to find acceptance and to terrorize those who offer hospitality to others. Gwrthods are not common monsters, but they are almost always encountered in communities. They hide during the day in lightless places, emerging at night to terrorize and murder.

1E Stats

Frequency: Very rare
No. Appearing: 1
Armor Class: 8
Move: 9″/9″
Hit Dice: 6+6
% in Lair: 50%
Treasure Type: D
No. of Attacks: 2
Damage/Attack: 1-4 plus 1-4 cold/1-4 plus 1-4 cold
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 30%
Intelligence: Very
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: VII/1,075 XP + 8 XP/hp

A gwrthod appears to be haggard, emaciated humanoid with distorted features and twisted limbs. Its eyes are lightless holes. It prefers sleeping victims, but its gaze causes sleep capable of affecting creatures up to 8 Hit Dice (no saving throw). A sleeping victim can be simply murdered. Against conscious foes, a gwrthod attacks with its supernaturally cold claws. A victim who suffers cold damage from a claw attack must make a saving throw against death magic or lose 1 point of Wisdom and become slowed. The Wisdom drain is permanent, and a creature whose Wisdom drops to 3 or less becomes obedient to the gwrthod (as if affected by charm monster). A creature remains slowed for a cumulative 1-4 rounds per failed saving throw.

Once per day, a gwrthod can use phase door as if it were a 14th-level magic-user. It uses this power to gain access to victims as well as to riddle its lair with invisible portals. A gwrthod is immune to sleep, charm, and fear. It takes no damage from fire and cold, and it cannot be harmed by nonmagical weapons. A gwrthod can be turned as it were a spectre.

5E Stats

Medium undead, chaotic evil

Armor Class 12
Hit Points 55 (10d8+10)
Speed 25 ft., fly 25 ft. (hover)
Ability Scores STR 11 (+0), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)
Skills: Perception +5, Stealth +4
Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 15
Languages Any languages it knew in life
Challenge 3 (700 XP)

Innate Spellcasting: The gwrthod’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.

At will: charm person (only against a target damaged by its cold touch), misty step

Magic Resistance: The gwrthod has advantage on saving throws against spells and other magical effects.

Sleep Gaze: When a creature that can see the gwrthod’s eyes starts its turn within 30 feet of the gwrthod, the gwrthod can force it to make a DC 13 Constitution saving throw if the gwrthod isn’t incapacitated and can see the creature. If the saving throw fails, the creature falls unconscious (as if affected by a sleep spell). Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the gwrthod until the start of its next turn, when it can avert its eyes again. If the creature looks at the gwrthod in the meantime, it must immediately make the save. Undead and creatures immune to being charmed are not affected by this ability.


* Multiattack: The gwrthod makes two attacks. It either uses its claws twice, or it makes one claw attack and one cold touch attack.

* Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) slashing damage plus 7 (2d6) necrotic damage.

* Cold Touch (Recharge 5-6): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage.

December 23rd, 2017  in RPG No Comments »

Days 15 & 16: Sleigh & Reindeer

According to legend, a famous bishop of a distant land earned the love and respect of the people through his unstinting generosity and unwavering commitment to justice. Where the customs and laws of his land were hostile to true law and good, he took bold action to help the downtrodden and oppose tyranny. After his death, new tales told of his benevolence delivered to the needy from beyond the grave.

1E Stats

Silver Sleigh and Reindeer: These figurines of wondrous power, cast from purest silver, depict a tiny sleigh and four reindeer. Upon speaking the command word, they transform into a full-sized sleigh and four clockwork reindeer. The sleigh and reindeer can be used a maximum of 1 day each week, either continually or in any combination of periods totaling 24 hours. At this point, or when he command word is repeated, the sleigh and reindeer return to their original form.

A single reindeer pulls the sleigh at a 12″ movement rate either over ground or flying. Each additional reindeer used for this purpose increases the speed by 12″, for a maximum speed of 48″. A single reindeer has an air maneuverability class of E. Each additional reindeer improves the air maneuverability class by one category (two reindeer equals D, three reindeer equals C, and four reindeer equals B). A reindeer can carry 280 pounds, and the sleigh can carry up to four man-sized creatures with a combined weight of 1,120 pounds. Reduce speeds by -1″ for each additional 14 pounds carried.

The clockwork reindeer can detach from the sleigh in order to fight or obey simple commands (AC 5; MV 12″/12″; HD 6 (27 hp); #AT 1; D 2-12; SD half damage from nonmagical weapons, immune to effects that require a living target; INT semi-; SZ M). A reindeer reduced to 0 hit points cannot be brought back from statuette form for 1 full week.

5E Stats

Silver Sleigh and Reindeer
Wondrous item, very rare

Upon command, this set of silver figurines of wondrous power becomes a full-sized sleigh pulled by four clockwork reindeer. They can be used for up to 24 hours in a one week period. Each reindeer has a carrying capacity of 280 pounds, which means the team can move up to 5,600 pounds when the sleigh is full (see page 155, PH). The reindeer pull the sleigh at a speed of 30 feet, plus 15 feet for each additional reindeer after the first (for a maximum speed of 75 feet either over ground or flying). The clockwork reindeer can detach from the sleigh upon command in order to fight. If a clockwork reindeer is reduced to 0 hit points, it immediately reverts to figurine form and cannot be used again for one week.

December 19th, 2017  in RPG No Comments »

Day 11: Candles

The Oneiric Order serves the deity of dreams in both the waking world as well as in the shadowy realm of Morpheus. The order’s clerics and paladins make use of dream candles to communicate with each other over vast distances. Some say that more powerful dream candles can alter reality and reveal secrets.

1E Stats

When lit, a dream candle sheds light as normal for a candle and burns for up to 8 hours. The one who lights the candle must sleep in the candle’s light for not less than 8 hours. While sleeping, the one who lit the candle may dream in such as way to shape reality, causing one of the following effects 1-4 hours after the dreamer awakens:

* Full recovery an individual’s lost hit points.
* Restoration of a lost body part. Restoring a lost head does not restore life as well.
* Learn the location of some object or creature not heavily guarded by magical wards and protections.
* Discovery of a means of ingress or egress.
* Location of a safe path through a wilderness.
* Approximate strength of enemy forces. Note that creatures with 7+ or more Hit Dice may make a saving throw versus spell to avoid detection.

No single creature can use a dream candle more than once per week. Attempting to do so not only fails automatically, but ages the user 1-10 years.

5E Stats

Dream Candle
Wondrous item, rare (requires attunement)

This magic of this candle, dedicated to the deity of dreams, activates when the candle is lit, which requires an action. After burning for 8 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the the time it burned in increments of 10 minutes from the candle’s total burning time.

When lit, the candle sheds dim light in a 10-foot radius. The attuned creature rests (short or long) within the light of candle. Its magic shapes a creature’s dreams. Choose a creature known to you. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by means of a dream candle. You enter a trance state, acting as a messenger. While in the trance, you are dimly aware of your surroundings; you make Wisdom (Perception) checks with disadvantage. Also, you cannot take actions or move.

If your target is asleep, you appear in the target’s dreams and can converse with the target as long as it remains asleep, but for no longer than the candle burns. You can also shape the environment of the dream, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect early. The target recalls the dream perfectly upon waking. If the target is awake when you activate the candle, you know it, and can either end the trance or wait for the target to fall asleep, at which point you appear in the target’s dreams.

December 16th, 2017  in RPG No Comments »

Day 7: Archbishop

No less a personage than Leo Magnus bore the blessed mitre and valorous crosier into confrontation with the Seeping Horde, that vast army of gnolls that poured out of the east and ravaged the land for decades before their defeat.

1E Stats

The blessed mitre appears as a fine example of craftsmanship suitable for a high-ranking cleric of a good-aligned faith. It is adorned with nine amethysts and a single ruby, all flawless and set in platinum. Each amethyst can store a single cleric spell of up to 2nd level. The ruby can store a single cleric spell up to 4th level. The wearer decides which spells to store in the gems when preparing spells for the day. Stored spells count against the wearer’s spells per day, but a stored spell can be cast with a simple command word (activation time 1 segment). No other components are required, and releasing a spell from the mitre cannot be disrupted by damage or similar means.

The valorous crosier is made from enchanted silver and a marvelous wood native to the Upper Planes. It functions as a +1 footman’s mace. The wielder is immune to fear-based effects and receives a +1 bonus on saving throws against attacks or effects from evil creatures. Once per day, the wielder can grant heroic courage to up to four allies within 30 feet. Affected allies become immune to fear-based effects and enjoy a +1 on “to hit” and damage rolls for one turn.

Both the blessed mitre and the valorous crosier function only when used by a good-aligned cleric or a paladin. An evil creature that attempts to use either suffers 2-20 points of damage and must make a saving throw against magic or commit suicide.

5E Stats

Blessed Mitre
Wondrous item, very rare (requires attunement by a divine spellcaster of good alignment)

The nine gemstones affixed to the blessed mitre store divine spells cast into them, holding them until the attuned wearer uses them. Each of the nine amethysts can hold up to a 2nd-level spell. The ruby can store up to a 4th-level spell. The spells are cast into the blessed mitre by wearing it as the spells are cast. While wearing the blessed mitre, you can with a command word cast any spell that you have stored in it. The spell uses your slot level, spell save DC, spell attack bonus, and spellcasting ability.

Valorous Crosier
Weapon (mace), very rare (requires attunement by a creature of good alignment)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding it, you are immune to effects that cause the frightened condition. You make saving throws against attacks and effects from evil creatures with advantage. Once per long rest upon command, up to four allies who are within 30 feet of you are affected by heroism. This effect lasts for 1 minute with no need for concentration.

An evil-aligned creature that tries to use either the blessed mitre or valorous crosier takes 6d6 radiant damage for each attempt.

December 8th, 2017  in RPG No Comments »

The Phoenix Chasuble of Acqui Terme

Shown in the pictures above are the front and back of a beautiful chasuble made by Geneviève Gomi of Maris Stella Vestments. I read about these remarkable garments on New Liturgical Movement’s site, specifically this post right here.

A chasuble is a liturgical vestment worn over other vestments. It is something like a poncho. It’s an oval-shaped (or nearly so) piece of cloth with a round hole for the priest’s head to pass through. It tends to fall below the knees all around. It originated as a adaptation of common garb worn all over the Roman Empire in the first few centuries of Christianity. Originally, the priest at the altar would have been dressed very much the lay people in attendance at the Mass. In some way, the idea of reserving a special outer garment arose, possibly for no more reason than it was easier to keep one clean if it wasn’t worn every day like normal clothing. As you can see from the pictures, chasubles today are no longer common articles of clothing, but can be works of art embroidered with ornate designs and images symbolic of religious doctrines, such as the use of the phoenix as a symbol for the resurrection of Jesus Christ.

My aims here, however, are significantly more modest. I’m just using a wonderful picture as inspiration for fantasy gaming.

The Phoenix Chasuble: This remarkable relic was created for the first bishop of Acqui Terme, who wore it on certain sacred days, including the day in which the bishop faced down an army of marauders at the city gates. The bishop’s words and courage so impressed the war-like chiefs of that horde that they ordered that Acqui Terme remain unharmed. For more than the past two centuries, the Phoenix Chasuble has remained in the cathedral vestry, handed down from one bishop to the next. The full powers of the Phoenix Chasuble are perhaps unknown. The wearer gains complete immunity to fire, even magical flame. He also enjoys a +4 bonus to saving throws against magic. Once per day each, the wearer can use the following magical abilities: Continual Light, Detect Invisibility, Dispel Evil, Fireball, Fly, Protection from Evil 10-Foot Radius, and Wall of Fire. The wearer can communicate with any type of fire elemental while wearing the Phoenix Chasuble. Once per week upon command, the Phoenix Chasuble causes its wearer to burst in flames. The wearer’s melee attacks inflict an additional 1d6 points of fire damage. Any creature striking the wearer in melee combat likewise suffers 1d6 points of fire damage. Usable By: Lawful Clerics only.

June 8th, 2017  in RPG No Comments »