Posts Tagged ‘ Catholic ’

Two Garments of…

Put off, O Jerusalem, the garment of thy mourning and affliction: and put on the beauty and honour of that everlasting glory which thou hast from God. (Prophecy of Baruch 5:1)

Garment of Mourning and Affliction
Wondrous item, rare (requires attunement)

Once you are attuned to this set of fine clothes, you are granted advantage on saving throws to resist poison, disease, and fear; therefore, you may conclude the garment is a blessing, but it is not. The garment functions as described above 1d4+1 times before its true nature is revealed, cursing you with baleful effects that impose disadvantage on saving throws against the effects of poison, disease, and fear. Furthermore, you have vulnerability to poison damage as long as the curse persists. You cannot voluntarily end attunement to the garment once the curse is in effect unless the curse is first broken with the remove curse spell.

Garment of Beauty and Honor
Wondrous item, rare (requires attunement)

This set of fine clothes grants advantage on Charisma (Persuasion) checks and on saving throws against charm and fear. The garment has 6 charges for the following properties. The garment regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the garment retains its power to grant advantage on Charisma (Persuasion) checks, but it loses all other properties. On a 20, the garment regains 1 expended charge.

* Charming Ways. While wearing the garment, you can use an action to expend 1 charge and cast charm person (Wisdom save DC 15).

* Calming Influence. While wearing the garment, you can use an action to expend 2 charges and cast calm emotions (Charisma save DC 15).

* Commanding Presence. While wearing the garment, you can use an action to expend 2 charges and cast command (Wisdom save DC 15).

December 9th, 2018  in RPG No Comments »

Shoes of Plenty

One of the many cool things about being Catholic is that once a year you get to eat food out of a shoe. That day is today, the feast day of St. Nicholas of Myra, who was born some time around the late 3rd century in Asia Minor. Nicholas was imprisoned for being a Christian under Diocletian, but gained his freedom after Constantine legalized Christianity (Nota Bene: Not made Christianity the official religion of the Roman Empire, as far too many people wrongly claim.)

Nicholas had a reputation for covert generosity, allegedly sneaking around Myra at night, chucking bags of gold through the windows of poor fathers faced with the prospect of having to sell off their daughters into slavery. Supposedly, one such bag of gold landed in a shoe, and thus the Catholic tradition of eating chocolate coins out of shoes today.

Shoes of Plenty
Wondrous item, rare

These normal-seeming shoes possess a remarkable power. When unworn and left in an unobserved place for a long rest, they magically fill with fresh fruit, nuts, and 1d6 gold pieces. The quantity of fruit and nuts is equivalent to one meal for one person.

December 6th, 2018  in RPG 1 Comment »

The Safer Route

Behold I will bring them from the north country, and will gather them from the ends of the earth: and among them shall be the blind, and the lame, the woman with child, and she that is bringing forth, together, a great company of them returning hither. They shall come with weeping: and I will bring them back in mercy: and I will bring them through the torrents of waters in a right way, and they shall not stumble in it: for I am a father to Israel, and Ephraim is my firstborn. (Prophecy Of Jeremias 31:8-9)

Safer Route
2nd-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (an iron needle and a bit of magnetite)
Duration: Concentration, up to 1 day

You touch a willing creature, granting it a heightened ability to navigate through and survive in the wilderness. For the spell’s duration, the target makes all ability checks and skill checks with advantage so long as those checks deal with overcoming or avoiding hazards presented by terrain, weather, and becoming lost. The target also makes Wisdom (Survival) checks with advantage when foraging for food and water, and, when successful, the target increases the amount of food (in pounds) and water (in gallons) by the target’s proficiency modifier (1d6 + the target’s Wisdom modifier + the target’s proficiency modifier, to be precise).

October 28th, 2018  in RPG No Comments »

Guard of Glory

And James and John the sons of Zebedee, come to him, saying: Master, we desire that whatsoever we shall ask, thou wouldst do it for us: But he said to them: What would you that I should do for you? And they said: Grant to us, that we may sit, one on thy right hand, and the other on thy left hand, in thy glory. (The Gospel According to St. Mark 10:35-37)

Guard of Glory
3rd-level abjuration

Casting Time: 1 action
Range: 19 feet
Components: V, S, M (a vial of holy water)
Duration: Concentration, up to 10 minutes

You sprinkle yourself and one or two willing creatures with holy water while chanting words of consecration. For the duration of the spell, you and the spell’s targets gain certain protections:

* Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by these creatures.

* When making a saving throw, a creature affected by this spell rolls with advantage.

* All affected creatures have resistance to bludgeoning, piercing, and slashing damage.

The spell’s targets must remain within 10 feet of you to enjoy the benefits of this spell. At least one of the spell’s targets must remain within 10 feet of you for you to enjoy the benefits of this spell.

October 21st, 2018  in RPG No Comments »

The Food of the Gods

Then Elias was afraid, and rising up he went whithersoever he had a mind: and he came to Bersabee of Juda, and left his servant there, And he went forward, one day’s journey into the desert. And when he was there, and sat under a juniper tree, he requested for his soul that he might die, and said: It is enough for me, Lord, take away my soul: for I am no better than my fathers. And he cast himself down, and slept in the shadow of the juniper tree: and behold an angel of the Lord touched him, and said to him: Arise and eat. He looked, and behold there was at his head a hearth cake, and a vessel of water: and he ate and drank, and he fell asleep again. (1 Kings 19:3-6)

Fantasy roleplaying games often include divine magic, usable by clerics or other servants of deities. Among the magical effects these divine servants call upon is the ability to create food and drink. For example, in the most recent edition of D&D, the spell create food and water is a 3rd-level spell that creates “45 pounds of food and 30 gallons of water”, which is “enough to sustain up to fifteen humanoids or five steeds for 24 hours.” Furthermore, the “food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.”

Other fantasy games based on some version of D&D have similar spells. Thus, we find Create Food and Drink in Charlie Mason’s excellent White Box: Fantastic Medieval Adventure Game as a 5th-level Cleric spell. That makes it among the highest-level Cleric spells in the game, a use of a rare resource just to create “a one-day supply of simple food and drinking water for 24 humans”.

I’ve played fantasy roleplaying games for nigh on four decades, and I have no memory of any player ever using a spell to create food or water during a game. The closest I remember is goodberry, a 1st-level spell that not only creates food but also helps heal injuries.

When we look at religion and mythology for examples of divine food, we don’t often find things as mundane as “bland but nourishing”. Ambrosia, soma, amrita, magical peaches, et cetera, variably grant immortality, greatly extend the consumer’s lifespan, heal injuries and disease, and so on.

So, here are my suggestions about making spells that create food and water a little more magical for three different fantasy roleplaying games.

AD&D

Create Food & Water
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/level
Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic food of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell. Up to three times per day, a creature can spend 3 turns to make a meal of this magical food and/or water. During this time of rest and gustation, the creature heals 1d8 hit points (as cure light wounds). If the creature is afflicted by blindess or disease, the creature gets to make a new saving throw against the effect (assuming a saving throw was allowed to begin with). If the creature succeeds on this saving throw, the creature is healed of the condition (as cure blindess or cure disease).

D&D 5E

Create Food and Water
3rd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is pleasing and nourishing, but spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

A creature who consumes this food and drink during a short rest regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The meal also ends any one of these conditions which might be afflicting the creature: blinded, deafened, paralyzed, or poisoned.

White Box

Create Food and Drink
Spell Level: C5
Range: Close
Duration: Instantaneous

This spell creates a one-day supply of remarkable food and drinking water for 24 humans (or horses, which drink the same amount as a man for game purposes).

Up to three times per day, a creature may consume this remarkable food and water, taking 30 minutes to rest, eat, and drink. After doing so, the creature is affected in one of the following ways:

1. The creature is cured of all diseases, including those magically inflicted.

2. The creature regains 1d6+1 HP.

3. A poison affecting the creature is counteracted (but the food and water cannot bring the dead back to life).

August 12th, 2018  in RPG No Comments »