Posts Tagged ‘ magic items ’

The Origaminicon

In effort to spend less time watching TV and/or playing Fishdom (which is open on my tablet while I type these words), I’ve started working on a new Spes Magna Games product titled Caveat Emptor, which presents a collection of Old School Essentials magic items with sinister origins and/or somewhat unpredictable effects. Here’s a sample, with some art by Jeshields:

Origaminicon

Legends claim that only a small number of these books exist. The first was created by an oni lord who had become enthralled by a beautiful princess. The oni lord presented an Origaminicon to her, hoping to win her affection by means of his clever gift. The princess carefully folded every page according to the book’s instructions. Before her father’s court with the oni lord in attendance, she sang the command words, animating two dozen origami animals, which she then ordered to tear the oni lord to pieces for her cruel amusement.

An Origaminicon measures 6 inches by 9 inches. Bound in leather with ornamental corner pieces fashioned from silver, the covers have rectangular plates of the same metal, inscribed with delicate pictures of animals. Inside the book are 49 pages, the first of which bears the book’s title.

After the title page, each pair of pages follow a pattern. Every other page is blank on both sides and creased in such a way as to make it easy to tear from the book. In between each page is a command word and a beautifully illustrated set of diagrams that show how to cut and fold the removed blank page in such a way as to create a charming origami animal.

It takes 1-3 turns to complete an origami animal, during which time the folder must roll under his or her Dexterity on 1d20. Each origami animal has its own command word that, when spoken by the folder, animates the paper creation for 1-3 hours. If the folder’s Dexterity check was successful, the origami animal grows in size and strength. Otherwise, it remains rather tiny. In either case, the origami obeys its folder’s simple commands to the best of its ability.

Full-Size Origami Animal: AC 6 [13], HD 3 (13 hp), Att 2 paper cuts (1d4), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16, ML 12, AL Neutral.

  • Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
  • Infravision: 60’.
  • Made of Paper: Suffers from double damage from slashing weapons and from fire.

Tiny Origami Animal: AC 8 [11], HD 1 hp, Att nil, THAC0 NA, MV 90’ (30’), SV D14 W15 P16 B17 S18 (NH), ML 12, AL Neutral.

  • Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
  • Infravision: 60’.
  • Made of Paper: Suffers from double damage from slashing weapons and from fire.

Nota Bene: Each command word in the Origaminicon functions only once.

November 13th, 2022  in Product Development No Comments »

Magical Standards

From the AD&D Monster Manual, page 76:

“Leaders and above will always have two weapons. If a subchief is with a group the tribal standard will be present 40% of the time. The standard is always present when the tribal chief is. The standard will cause all orcs within 6″ to fight more fiercely (+1 on hit dice and morale check dice).”

Way back when, our characters fighting hordes of orcs (or similar evil humanoids) targeted leaders. The idea was simple: Those leaders were stronger. Defeating them clearly showed that our characters as more powerful, which caused the rank and file to lose morale and flee. My main character, Lord Korbok, even had a magic spear that pointed out enemy leaders within a certain distance (6”, if I recall correctly).

As a DM, I loved using large groups of humanoids. I even used the typical weaponry breakdowns to determine how many of the monsters were armed with what weapons. Leaders were assigned X number of subordinates. Organized humanoids, such as lawful evil orcs and hobgoblins, fought with as much military precision and discipline as I thought I understood. The leaders barked orders, and the position of the standard bearer shifted in order reinforce weak points, signal a push in a particular direction, or indicate a specific target.

The benefits from being within 6” of the standard are simple: “+1 on hit dice and morale check dice”. Orcs inspired by the standard’s proximity are less likely to break and run. I applied the “+1 on hit dice” as an attack roll bonus, but I’m not sure I like this interpretation as much at age 54 as I did at age 14.

If I were to run that humanoid horde today, I’d be more literal. An inspired 1-HD orc would fight as a 2-HD monster. This changes the orc’s THAC0 from 19 to 16, an effective +3 to-hit bonus. I’d also be inclined to grant the affected orcs more hit points (what later editions of D&D refer to as temporary hit points). Not only does the more ferocious orc hit harder, but it’s also harder to kill due to an additional 1d8 hit points.

For additional fun, at least some standards ought to be magical.

Magical Standard: All magical standards must be held aloft by the bearer, and the magical standard must be visible for it to have any effect. This requires the use of at least one hand. Creatures allied to the bearer who are within 6” of the standard fight more fiercely, gaining an additional hit die (to include hit points) and a +1 on morale checks (if applicable). A magical standard has one or more additional powers, all of which function the same way as the aforementioned effects. Roll 1d8 and consult the following:

1-2: +2 bonus on saving throws versus charm and fear

3-4: 50% magic resistance to sleep

5-6: +2 melee damage bonus

7: +1 melee attack per round

8: Same as result 7, and roll 1d6 to determine a second power.

February 8th, 2022  in RPG No Comments »

Resound! Clang!

If I speak in the tongues of men or of angels, but do not have love, I am only a resounding gong or a clanging cymbal. (St. Paul’s First Letter to the Corinthians 13:1)

Gong of Resounding: This flat, circular metal disk is about one foot in diameter. The gong’s magic has no effect on any creature within 10 feet of it. The gong is untuned, producing a discordant reverberation when struck. All creatures at least 10 feet away but within 120 feet must save versus Spells or lose the ability to speak coherently for one turn. Intelligent creatures who rely on leaders to direct their activity suffer a -2 penalty to morale, spellcasters lose the ability to cast spells, magic items that require command words are unusable, et cetera. The gong can be sounded three times per day, and then its magic deactivates for 24 hours.

Cymbal of Clanging: This slightly convex brass disk has a hole drilled in its bell. A leather strap is affixed through the hole. The disk is about a foot in diameter, and its magic has no effect on any creature within 10 feet of it. When struck, the cymbal’s harsh clang forces creatures at least 10 feet away but within 120 feet to save versus Spells. Creatures that fail the saving throw become enraged, and they must move to engage in melee combat with the nearest other creature. This rage lasts for six rounds. The cymbal can be sounded three times per day, and then its magic deactivates for 24 hours.

January 30th, 2022  in RPG No Comments »

Day 11 – The Skis of Travail

Merry Eleventh Day of Christmas!

Ug. I’m tired. Today was my first day back on campus after Christmas vacation (which, the observant among you will have noticed, once again ended early as there are still Days of Christmas left). I like to make a big splash after an extended time away from school, so my students got class/homework, reading assignments, and a new poem to memorize. Huzzah.

So, if you’ve not seen The Last King, you owe it to yourself to watch it. It’s a hoot, and it has without a doubt the best scenes involving good guy medieval warriors on skis fighting to save the baby heir to the throne from bad guy medieval warriors on skis. Seriously. Check out the trailer at this link.

And now a new magic item.

Skis of Travail
Wondrous item, rare (requires attunement)

These finely crafted wooden skis are each about five feet long. It requires an action to don or doff the skis, and the magic of them makes poles unnecessary. While wearing the skis, you not only treat ice and snow as normal terrain, but you gain a +10 foot bonus to your speed. You also enjoy these abilities:

  • You can use your bonus action to Dash across ice and snow.
  • When using the skis to move across ice and snow, foes make opportunity attacks against you with disadvantage.
  • As part of your move when skiing across ice and snow, you can jump three times the normal distance, but no farther than your remaining movement would allow.
January 4th, 2022  in RPG No Comments »

Days 9 & 10 – OSR Magic Mirrors

Merry Ninth and Tenths Days of Christmas!

I got distracted by Things yesterday and didn’t get a post posted, which means today we get two new magic items rather than just one. How exciting.

Even though Epiphany’s official date is 6 January, Epiphany was celebrated yesterday at my parish. One of the themes of Epiphany is the invisible becoming manifest, a word the Latin roots of which lean heavily toward meaning “caught in the hand”. While you can’t catch them in the hand (because they’re PDFs), you can get four of my OGL OSR publications at a 57% discount by purchasing the Epiphany Bundle. This bundle includes these Swords & Wizardry-compatible treasures:

Demi-Human Adventurers: The Dwarf, the Elf, the Gnome, and the Halfling presented as old-school race-as-class options.

El Mariachi de Combate: The character class for those who want to combine musical prowess, dazzling showmanship, and martial skill.

The Bard: Knower of untold wonders and secrets who survives by cunning and charm. The Bard includes new spells and new magic items as well as a full character class.

The Magus: Adventure as a student of hidden star signs, dreams, and the movements of both smoke and fire. The Magus also offers several new spells.

World War Weird Classes: Add some weirdness to your WWII: Operation WhiteBox game with ten classes ranging from Demi-God to Gremlin to Zombie.

And now for two new magic mirrors!

The Manifest Mirror: This mirror is tall and wide enough to fully show two humans standing side by side in front of it. It is meant to be attached to a wall as it is far too heavy and unwieldy for easy transport. The mirror’s magic shows clearly the true reflections of invisible, ethereal, or polymorphed creatures and objects. Shape-changing creatures, such as doppelgangers and lycanthropes, have their true selves shown in the glass as well. Usable By: All Classes.

Altar Mirror of Steadfast Purpose: This sacred mirror, set into a decorative box meant to be displayed atop an altar, aids Clerics in their daily devotions. The mirror is aligned to either Law or Chaos, and only a Cleric of that alignment can benefit from the mirror. A Cleric who prays for spells before the mirror gains a +1 bonus to-hit modifier to melee attacks and a +2 bonus on saving throws against charm and fear. These bonuses last as long as the Cleric does not cast the last of his highest level spells prepared for the day, but the bonuses do not last for more than one day in any event. Usable By: Clerics.

January 3rd, 2022  in RPG No Comments »