Posts Tagged ‘ magic items ’

Day 5 – Five Golden Rings

Merry Fifth Day of Christmas!

Presenting for B/X D&D: Five Golden Rings!

These rings, fashioned by a powerful wizard for her most loyal companions, bind the ring-wearers together by means of magical effects that each can use via a command word. Like all magical rings, one of the Five Golden Rings “must be worn on a hand to have the given effects, but may be carried and put on when desired” (Dungeons & Dragons Fantasy Advenure Game Expert Rulebook, page X49).

Five Golden Rings: The wearer of one of these rings can use locate object once per hour, but only to locate any one of the other four rings. Once per day, the wearer can use clairvoyance to see through the eyes of anyone wearing one of the other rings. By spending one round concentrating, the wearer can “shift” the clairvoyance to a different ring-wearer, doing so any number of times until the effect ends (after 12 turns or until dispelled or negated). The wearer can transfer up to 8 of his own hit points to another ring-bearer by touching the recipient for one round. This power can be used once per day.

December 29th, 2021  in RPG No Comments »

Day 1 – Hermey’s Ferocious Forceps

Merry First Day of Christmas!

Today’s long-awaited post wormed its way into my brain this morning while ushering in the narthex before Christmas morning Mass. Enjoy!

Hermey’s Ferocious Forceps
Weapon (great forceps), uncommon

These over-sized forceps are a magical simple melee weapon with the Two-Handed property. A successful attack roll inflicts 1d4 plus Strength bonus points of piercing damage, unless used against a creature with teeth, in which case the forceps inflict 1d6 plus Strength bonus damage. On a critical hit, the forceps inflict double damage as normal. A toothed creature who suffers a critical from the forceps has disadvantage on its bite attack until it takes a short or long rest or receives magical healing.

December 25th, 2021  in RPG No Comments »

The Ossuary Coven

Merry Christmas!

Today for For Gold & Glory, I offer up three new magic weapon. I’m still using Aegis Studios for the stock art, but this time the artists are Heather Shinn and J. M. Woiak. The weapon illustrations come from the ItWoR Stock Art Pack. (Nota Bene: Those are affiliate links.)

Within the eerie Cliff of Crypts, the covetous dead jealously guard what should be their final resting places. Somewhere among the twisting tunnels and lightless chambers lurks the Ossuary Coven, three undead hags who possess terrible magic power and know the secrets of crafting magic weapons from bone and sinew.

+1 Bone Jambiya: This magic dagger is made from the humerus of a human, demi-human, or humanoid. Its hilt is wrapped with sinew. Although it is a slashing weapon, it inflicts normal damage against skeletons. (XP: 525)

+1 Dread Sickle: This magic sickle is made from a sharpened rib, part of a jaw bone, and the femur of a human, demi-human, or humanoid. The weapon is wrapped with thick sinew. It inflicts piercing or slashing damage, as the wielder chooses. Its normal enchantment bonus is quadrupled when used in combat against the same creature type from where the femur came. Thus, a dread sickle made with an dwarven femur is +4 to hit and damage against dwarves. (XP: 650)

+1 Ghoul-Fang Club: This magic club is made from a jagged length of wood rammed through the base of a ghoul’s skull. Thick sinew holds the skull in place. If the wielder scores a hit with an unmodified roll of 18-20 while using this club in combat, the target must successfully save versus paralyzation or be frozen in place for 1d6+2 rounds or until subject to a remove paralysis spell. Elves and creatures of huge-size or larger are immune to the ghoul-fang club’s paralysis. (XP: 3,500)

December 29th, 2020  in RPG No Comments »

The Elemental Hammer

Merry Christmas!

Today’s gift from me to you is a new magic item created For Gold & Glory and presented in glorious black and white in another picture from Aegis Studios. Once more, the artist is Jack Badashski, and the picture comes from Necrobyss Stock Art #1. (Nota Bene: Those are affiliate links.)

Elemental Hammer (XP: 750)

Crafted by the Dwarven Elementalsmiths of Feldspar, an elemental hammer is a stout warhammer linked by a flexible tube to a metal container carried on the back like a backpack. Runes of elemental binding decorate the container, which holds the essence of an elemental. The warhammer and container each way six pounds.

The warhammer is a +1 weapon, and its container holds elemental power. Roll 1d4: air (1), earth (2), fire (3), or water (4). The type of elemental essence within the container grants the warhammer further powers as long as the weapon remains connected to the container by its tube.

Air: The weapon has a +3 to hit and damage bonus against elemental earth creatures. Once per day upon command, the warhammer unleashes a gust of wind, as if cast by a 6th-level wizard.

Earth: The weapon has a +3 to hit and damage bonus against elemental air creatures. Once per day upon command, the warhammer projects minute meteors, as if cast by a 6th-level wizard.

Fire: The weapon has a +3 to hit and damage bonus against elemental water creatures. Once per day upon command, the warhammer casts flame arrow, as if cast by a 6th-level wizard.

Water: The weapon has a +3 to hit and damage bonus against elemental fire creatures. Once per day upon command, the warhammer casts water breathing, as if cast by a 6th-level wizard.

An attacker can target the tube connecting the warhammer to the container with an edged melee weapon. This requires an attack roll with a -4 penalty. If the tube is severed, the elemental essence within the container is harmlessly released. The warhammer itself remains a +1 weapon, but it loses its other magic properties.

December 28th, 2020  in RPG No Comments »

The Golden Crozier

Merry Christmas!

Over at DriveThruRPG, you can find Santa’s Holiday Bag of PDFs. This bundle includes ten PDFs for 5E D&D that are full of monsters, magic items, character options, maps, and more. The normal cost for all ten PDFs together is almost four bits over $14, but Santa has slashed prices by about 50%, making the bundle’s cost $7. Appropriately, the bundle remains available through all twelve days of Christmas.

And here’s a new magic item!

The Golden Crozier
Staff, very rare (requires attunement by a cleric)

This powerful magic item functions just like a staff of the python, and it has further powers as well.

The crozier has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crozier thereafter functions only as a staff of the python.

Magic Weapon. You can use an action to expend 1 charge, which lets you wield the crozier as a magic quarterstaff that grants a +3 bonus to attack and damage rolls. This effect lasts for 1 minute.

Spells. You can use an action to expend 1 or more of the crozier’s charges to cast one of the following spells from it, using your spell save DC: aid (2 charges), control water (4 charges), create food and water (3 charges), create or destroy water (1 charge), dispel evil and good (5 charges), guiding bolt (1 charge), hold person (2 charges), and magic circle (3 charges).

With aid, create or destroy water, guiding bolt, hold person, and magic circle, you can expend more than the requires number of charges. Each additional charge expended for one of those spells count as if you had cast the spell using a higher spell slot.

December 25th, 2020  in Spes Magna News No Comments »