Posts Tagged ‘ Catholic ’

Triumphal Mien

And as [Jesus] went, they spread their clothes underneath in the way. And when he was now coming near the descent of mount Olivet, the whole multitude of his disciples began with joy to praise God with a loud voice, for all the mighty works they had seen, saying: “Blessed be the king who cometh in the name of the Lord, peace in heaven, and glory on high!” And some of the Pharisees, from amongst the multitude, said to him: “Master, rebuke thy disciples.” To whom he said: “I say to you, that if these shall hold their peace, the stones will cry out.” (The Gospel According to St. Luke 19:36-40)

Triumphal Mien (Enchantment/Charm)
Level: Cleric 6
Range: 0
Duration: 8 hours/level
Area of Effect: 1″ + 1″/level of spell caster radius sphere
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Special

By means of this spell, all living creatures with more than animal intelligence that are within the radius of the spell or who enter the radius of the spell view the cleric as comrade, friend, and/or leader. There is no saving throw against this effect the first time a creature enters the radius. The charmed creatures love and respect the cleric. They listen trustingly and obey requests insofar as communication is possible and the requests seems plausible and do not subject the one charmed to needless injury, destruction, or do not go against the creature’s alignment or nature. Requests that violate these strictures permit automatically end the spell’s effects on that creature. A creature that exits and/or re-enters the radius is also permitted a saving throw (with a +2 bonus). Success ends the charm on that creature. Otherwise, saving throws are permitted against this spell’s effects as described under charm person or mammal.

The material component is several palm fronds woven into a circlet.

******

I still have two gaming items for sale via eBay. If you’re interested, check these out, and maybe even put in a bid.

Heroes of Olympus: A Task Force Role Playing Game was published as a boxed set in 1981. Conceived and written by B. Dennis “Chariot of” Sustare, this unusual game combines fantasy roleplaying in mythical Greece with squad level wargaming action. This game was (at least) almost unique among roleplaying games of the time.

I wrote Path of Legend for the Dawnforge: Crucible of Legend campaign setting published by Fantasy Flight Games using the d20 System. This adventure was designed to introduce players to Dawnforge. According to the front cover, it is a “Legendary Quest in the World of Dawnforge”. According to the back cover, “The adventure leads new heroes from 1st to 5th level, and also offers them the chance to earn their first legend point. The adventure provides a compelling mix of location and event-based encounters, and rewards roleplaying and puzzle-solving as well as combat.”

April 15th, 2019  in RPG No Comments »

The Sieve of Sirach

When a sieve is shaken, the refuse remains; so a man’s filth remains in his thoughts. The kiln tests the potter’s vessels; so the test of just men is in tribulation. The fruit discloses the cultivation of a tree; so the expression of a thought discloses the cultivation of a man’s mind. Do not praise a man before you hear him speak, for this is the test of men. (Sirach 27:4-7)

Okay, got to be honest. This time the magic item doesn’t really have much at all to do with the quote, which was part of the first reading at Mass this past Sunday. Once the idea presented below got stuck in my head, it wouldn’t let go.

Sieve of Sirach
Wondrous item, rare (requires attunement)

This leaf-shaped wondrous item is a bit longer than a human’s hand and made of silver. While holding the sieve, a monster capable of incorporeal movement cannot move through creatures and objects in a 15-foot square area around you. This effect does not prevent normal movement. Also while holding the sieve, you have advantage on saving throws against the incorporeal monsters’s attacks and magical powers.

The sieve can be used as a weapon. You can use the Attack action to make a melee spell attack with the sieve against an incorporeal creature. Your attack bonus with the sieve equals your Wisdom modifier + your proficiency bonus + 1. An incorporeal creature hit by the sieve takes 3d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed.

If the creature is destroyed, a fine powder remains in the sieve. You can use an action once per day to sift this powder to find 1-4 smoky crystals called ghost stones. A ghost stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet when within 60 feet of any undead or fiend. This glow lasts for 1 minute and then the ghost stone dissolves into mist. Also, an unactivated ghost stone retains its power for 1 hour, at which time it dissolves into mist.

March 4th, 2019  in RPG No Comments »

The Key of Eliakim

In that day I will call my servant Eliakim the son of Hilkiah, and I will clothe him with your robe, and will bind your belt on him, and will commit your authority to his hand; and he shall be a father to the inhabitants of Jerusalem and to the house of Judah. And I will place on his shoulders the key of the house of David; he shall open, and none shall shut; and he shall shut, and none shall open. (Isaiah 22:20-23)

And I tell you, you are Peter, and on this rock I will build my church, and the powers of death shall not prevail against it. I will give you the keys of the kingdom of heaven, and whatever you bind on earth shall be bound in heaven, and whatever you loose on earth shall be loosed in heaven.” (The Gospel According to St. Matthew 16:18-19)

Key of Eliakim: This heavy iron key weighs 1 pound and is worn about the neck, suspended from a heavy leathern cord. The key of Eliakim functions once per round upon command. When found, it has 41-50 charges. For each week that none of the devices powers are used, the key regains 1-4 charges. This is the only known means of recharging the key. The device has these functions:

  1. Knock: This ability functions as the spell of the same name cast by a 5th-level magic-user. This drains 1 charge.
  2. Wizard Lock: This ability also function as the spell of the same name cast by a 5th-level magic-user. This too drains 1 charge.
  3. Hold Monster: For 2 charges, the user duplicates the spell of the same name as if cast by an 11th-level magic-user. This costs 2 charges.
  4. Dispel Evil: This ability functions as the spell of the same cast cast by an 11th-level cleric. This costs 2 charges.
  5. Plane Shift: For 3 charges, the user duplicates the spell of the same name as if cast by an 11th-level cleric, but this power can only shift creatures to one of the Upper Planes or back to the Material Plane. This ability costs 3 charges.

The key of Eliakim only works for a good-aligned creature who is dedicated to one of the good deities of the Upper Planes. A neutral creature cannot get the key to function. An evil creature who attempts to use the key will lose 2,000-8,000 experience points and make a saving throw versus spells or suffer 5-30 hit points of damage that cannot be healed by magical means.


Nota Bene: In other news, all Spes Magna OGL OSR products are currently on sale. You can peruse the catalog by clicking here.

February 24th, 2019  in RPG No Comments »

Pillar of Iron

Thou therefore gird up thy loins, and arise, and speak to them all that I command thee. Be not afraid at their presence: for I will make thee not to fear their countenance. For behold I have made thee this day a fortified city, and a pillar of iron, and a wall of brass, over all the land, to the kings of Juda, to the princes thereof, and to the priests, and to the people of the land. And they shall fight against thee, and shall not prevail: for I am with thee, saith the Lord, to deliver thee. (Jeremiah 1:17-19)

Pillar of Iron (Abjuration)
Level: Cleric 5
Range: 0
Duration: 1 round/level
Area of Effect: 1″ diameter by 2″ high column
Components: V, S, M
Casting Time: 8 segments
Saving Throw: Special

Explanation/Description: When the cleric calls upon his or her deity for strength and protection, a burst of radiance radiates from the cleric, forming a column of bright light equal to continual light. Enemies within the spell’s area of effect must make a saving throw. Failure to make the save means the creature is violently thrust 10-30 feet directly away from the cleric. If the creature hits a solid object as a result, it takes 1d6 points of damage per 10 feet of forcible movement. The area of effect is equal to a protection from evil spell. The cleric is immune to fear and magical silence for the spell’s duration. The cleric and those friendly to the cleric who are in the area of effect make “to hit” and damage rolls at +1, while enemies within the area of effect suffer a -1 on “to hit”, damage, and saving throws. The material component is a small iron rod.

February 3rd, 2019  in RPG No Comments »

Gold, Frankincense, Myrrh

And entering into the house, they found the child with Mary his mother, and falling down they adored him; and opening their treasures, they offered him gifts: gold, frankincense, and myrrh. (Gospel According to St. Matthew 2:11)

Certain materials, specially prepared and blessed or enchanted, increase the potency of spells. Gold, frankincense, and myrrh are among these materials.

Gold Tola of Command
Wondrous item, uncommon (requires attunement by a spellcaster)

This small ingot of gold weighs 1 pound and has is worth 50 gold pieces considering the value of the metal alone. The ingot has 5 plus 1d4 charges. If the ingot is used as a material component when casting an enchantment spell, you expend a number of charges equal to the spell slot used to cast the spell. This lowers the monetary value of the ingot by 5 gold pieces. Saving throws made against the spell are made with disadvantage for the affected spell’s duration.

Frankincense of Meditation
Wondrous Item, rare (requires attunement by a cleric or paladin)

This small, rectangular block of frankincense aids in preparing and casting of spells. There is enough of it for one use. When you regain expended spell slots during a long rest while inhaling the fragrant smoke from the burning frankincense, choose a number of levels of spells equal to your spellcasting ability modifier. These spells are blessed. Saving throws against a blessed spell’s effects are made with disadvantage for the duration of the affected spell. For 1 minute after casting a blessed spell, when you make an attack roll or saving throw, roll 1d4 and add the number rolled to your attack roll or saving throw.

Myrrh of Shroudlands
Wondrous Item, very rare (requires attunement by a spellcaster)

The small box or vial that contains 1d4+1 uses of this fragrant resin. The resin has three uses:

Touch of Unlife. You expend a use of the resin as a material component when casting a necromancy spell. Saving throws against that necromancy spell are made with disadvantage. Starting at the end of your turn during which you cast the spell, you have resistance to cold and necrotic damage, and you are immune to poison damage and the poisoned condition, lasting for a number of rounds equal to twice the level of the spell.

Turn Undead. You use an action to apply a use of the resin to your holy symbol. When you present your holy symbol and speak a prayer censuring the undead, each undead that can see or hear you within 45 feet of you must makea Wisdom saving throw with disadvantage to avoid being turned. The applied resin lasts for one turn attempt.

Undead Bane. You use an action to apply a use of the resin to a piercing or slashing weapon. An undead creature damaged by the weapon must make a DC 15 Constitution saving throw, taking an extra 6d10 piercing or slashing damage on a failed save, or half as much extra damage on a successful one. The type of extra damage — piercing or slashing — matches the weapon’s type of damage. Once the weapon deals extra damage to an undead, the applied resin becomes inert.

January 7th, 2019  in RPG No Comments »