Posts Tagged ‘ magic items ’

Three Celestial Swords

The wonderful sword illustrations below are by Fernando Salvaterra, and I’ve used them with permission. If you’re looking for a great artist to support via Patreon, check Fernando out here.

Moon Sword. This +1 shortsword sheds light out-of-doors depending on the phase of the Moon: new (no light), crescent (5-ft. radius), quarter (10-ft. radius), gibbous (15-ft. radius), full (20-ft. radius). A shapeshifter wounded by the Moon Sword must make a DC 18 Wisdom saving throw or revert to its natural form and stay in that form until the next moonrise.

Sword of Stars. The bearer of this +2 shortsword cannot become lost when traveling under the night sky. A Lawful bearer can cast with a successful DC 15 Wisdom check the spell Prophecy once per week (assuming the bearer completes penance after each casting).

Sun Sword. Damage from this +3 shortsword counts as fire damage against creatures with special vulnerabilities to fire (e.g., mummies and trolls). Also, these creatures as well as creatures that hate sunlight have disadvantage on their attacks against the wielder of the Sun Sword. Once per day upon command, the Sun Sword glows as if affected by a Light spell.

September 29th, 2024  in RPG No Comments »

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 »