Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

17 April 2016

Options for Magic Scroll Manufacturing

This may be heresy, but I am thinking of adding the Holmes Basic scroll rules to my Swords & Wizardry White Box game, but with one change: Instead of requiring one week per spell level to inscribe a spell, I'd reduce it to one day per spell level. In a campaign in which adventures occur in rapid succession due to certain events, there is very little time for study between them. Taking a week between adventures just to inscribe one first level spell simply isn't worth the time and effort even if a week can be spared. A fourth level spell requires an entire month to inscribe, just so it can be used once. It would be more time and cost effective to manufacture a magic item that can accomplish the same effect.

As for the material cost, I'd rather leave it for the individual Referee to set based on his or her campaign needs and setting requirements. Holmes offers a good base cost of 100 gold pieces per spell level (or silver pieces in the case of my setting), but some Referees may prefer to send their player characters on quests for the exotic materials necessary for producing spell scrolls.

[Visit the Swords & Wizardry Appreciation Day 2016 Contribution Index for a list of Swords & Wizardry contributions and resources! Special thanks to R.J. Thompson, this year's host!]

11 May 2014

Table: Charge Capacity

In Dungeons & Dragons, certain magic items have charges, which are depleted whenever their powers are activated. As I was posting my latest wand of wonder spinoff (q.v.), I had occasion to compare the rules concerning the number of charges possessed by magic items presented in Basic/Expert D&D and the 1st edition AD&D Dungeon Masters Guide.

Let's look at the Dungeon Masters Guide first. Rods, staves, and wands encountered during the course of an adventure typically have a number of charges as follows:

rods — 50 charges minus 0 to 9 (d10-1)
staves — 25 charges minus 0 to 5 (d6-1)
wands — 100 charges minus 0 to 19 (d20-1)

Basic/Expert D&D differs from this and from itself. According to the Basic rulebook, "Unless otherwise specified, a wand, staff, or rod will contain 1-10 (1d10) charges when found." Now that's a difference! In contrast, the Expert rulebook states "Unless specified otherwise, a wand has 2-20 (2d10) charges and a staff has 3-30 (3d10) charges when found, and each use of a power will use 1 charge." Either way, the difference in wand charge capacity between Basic/Expert D&D and AD&D is vast. I propose something a little different.

For each rod, staff, or wand, the charge capacity is determined randomly.* This is the maximum number of charges this particular magic item can have. Once the charge capacity is known, the exact number of charges can be generated.

Charge Capacity

Roll 1d4

1. Maximum 16 charges (roll 4d4)
2. Maximum 36 charges (roll 6d6)
3. Maximum 64 charges (roll 8d8)
4. Maximum 100 charges (roll 10d10)

Those who dislike rolling that many dice can use the following table:

1. Maximum 16 charges (roll 1d4 x 4)
2. Maximum 36 charges (roll 1d6 x 6)
3. Maximum 64 charges (roll 1d8 x 8)
4. Maximum 100 charges (roll 1d10 x 10)

The advantage, as I see it, is an increase in the middle range and an elimination of one charge wonders.


* This can vary by category (e.g. wands), type (e.g. wands of lightning), or individual item (e.g. the wand of lightning I inherited from my great grandmother) as desired.

10 May 2014

Magic Item: Wand of Annoyance

Some wands with random effects are more reliable than others. The wand of annoyance may not possess the most impressive offensive powers, but one can be reasonably sure it will inconvenience an enemy.

Targets may save vs. wand (or your edition's prevailing category) to avoid effects completely.

05 May 2014

Concise Shield Rules

These are my final rules on shields.* As usual, they are adapted from Shields Shall Be Splintered.


Normal Shields

All shields improve the wielder's armor class by 1 against attacks coming from an appropriate direction, i.e. the front or the shield flank.

Any shield may be used to absorb the damage from an attack after the damage has been rolled and announced, but the shield is thereby destroyed.

Large shields may be used to absorb the damage of spells, breath weapons, and the like in the same manner. Small shields may not.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.


Magic Shields

Magic shields usually improve the wielder's armor class by an additional +1, +2, or +3.

Any time a magic shield is used to absorb the damage from an attack, its bonus decreases by one. Once the bonus is reduced to 0, it loses one magical ability (if any) per attack absorbed. Once it has lost all magical properties, it functions as a normal shield.

Magic shields are effective against all weapons. If used to absorb the damage from a siege weapon (including artillery), the shield is destroyed regardless of its degree of enchantment and the defender is thrown clear.


N.B. "Small shields" refers to bucklers and other small handheld shields. "Large shields" refers to heaters, kites, tower shields, round shields, etc.


* Until such time as I grow weary of them.

28 April 2014

Table: Magic Helmet Abilities

Some magic helmets confer a bonus to the wearer's armor class beyond any normal improvement they may provide (q.v.). Some have a different kind of enchantment as well (or instead). Roll as needed on the following table to generate nonstandard magical helmet abilities.


Magic Helmet Abilities

Roll 1d20

  1. Amplifies wearer's voice at will.
  2. Can be used as an alarm if removed and activated. Anything that moves directly in front of it up to a designated distance will cause the helmet to emit a loud noise until deactivated. The noise will be that of a horn, a ghostly moaning, or a human voice shouting.
  3. Enables wearer to breathe in any environment and grants immunity to poison gases.
  4. Enables wearer to fly.
  5. Enables wearer to polymorph self once per day.
  6. Enables wearer to project two magic missiles once per day.
  7. Enables wearer to resist cold.
  8. Enables wearer to resist fire.
  9. Enables wearer to see in all directions.
  10. Enables wearer to see in darkness.
  11. Enables wearer to speak and comprehend any language.
  12. Enables wearer to teleport once per day.
  13. Enables wearer to use telepathy.
  14. Enables wearer to use X-ray vision for one round per day.
  15. Grants immunity to any spell or attack that would render the wearer unconscious.
  16. Grants immunity to any spell or attack that causes blindness or visual hypnosis.
  17. Grants immunity to mental attacks, both magical and psionic.
  18. Helmet's bonus applies to all saving throws vs. magic.
  19. Helmet's bonus applies to all saving throws vs. petrification.
  20. Helmet's bonus applies to all saving throws.

27 April 2014

Use Your Shield

This is my third attempt to make sensible shield rules incorporating both Shield Saves and Shields Shall Be Splintered (and now my own Use Your Helmet rules).

All shields improve armor class by 1 vs. mêlée and missile attacks if they are carried only (not wielded), i.e. if they cannot be actively used to block an attack, but the attack is coming from an appropriate direction. For example, if the shield is being worn on the back, it would improve the defender's armor class against attacks from the rear; or if the shield is being carried normally and the defender is surprised, the defender could benefit from the shield's armor class improvement, but would be unable to actively block any attacks.

If wielded, there is no improvement to armor class, but the wielder may use the shield to attempt to block blows by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.

The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.

The number of missiles that can be blocked also depends on the size of the shield. Small shields can block one missile per round; large shields can block any number of missiles per round (but only one saving throw is necessary). Missile attacks can only be defended against from one direction at a time.

The defender may opt to sacrifice the shield. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.

Magic shields are effective against all weapons. When carried, they generally improve armor class by +1, +2, or +3 beyond the normal improvement afforded by shields. When used to block, the magical bonus is transferred to the wielder's saving throw. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon including cannon. (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield itself.

[Edit: See Concise Shield Rules for my current perspective.]

25 April 2014

Table: Magic Shield Abilities

Most magic shields confer standard magical benefits and a bonus to the wielder's armor class. A majority will improve armor class by +1, although a few confer a bonus of +2 or even +3. Some shields have nonstandard enchantments as well. Roll as needed on the following table to generate nonstandard magical shield abilities.


Magic Shield Abilities

Roll 1d20

  1. Acts as an extra eye as long as it is held or worn.
  2. Any blocked mêlée attack rebounds on the attacker unless the attacker makes a successful saving throw to dodge.
  3. Any blocked missile attack ricochets at the attacker unless the attacker makes a successful saving throw to dodge.
  4. Any spell or ray attack is reflected back if the wielder makes a successful save against it.
  5. Blinds opponents if sunlight is available. Opponents must save vs. magic or suffer -2 penalties to both Armor Class and attack rolls as long as they are facing the shield.
  6. Can be used as a raft on any liquid surface (including lava).
  7. Causes fear in opponents when the wielder strikes it repeatedly with a weapon for one full round. Opponents must save vs. magic or flee for two turns.
  8. Creates a cylindrical wall of force if it is placed horizontally on the ground and stepped upon.
  9. Creates a flat wall of force if it is set vertically on the ground.
  10. Enables wielder to resist cold as long as it is held or worn.
  11. Enables wielder to resist fire as long as it is held or worn.
  12. Grants protection from evil as long as it is held or protection from evil 10' radius if it is placed on the ground.
  13. Levitates if it is held or placed horizontally; obeys wielder's mental commands.
  14. Paralyzes with fear (as a hold person spell) any opponent who gazes on it.
  15. Prevents injury or death from falling by acting as a featherfall spell.
  16. Projects a hammer of force (range and damage equal to a throwing hammer) when used instead of a normal attack. Acts as a magic weapon equivalent to shield's bonus. Must roll "to hit."
  17. Shield's bonus applies to all saving throws vs. area effect attacks.
  18. Shield's bonus applies to all saving throws vs. magic.
  19. Shield's bonus applies to all saving throws.
  20. Wielder cannot be knocked down if standing on solid ground.

24 April 2014

Magic Shield Benefits

[This article is an expansion of Shield Defense.]

Magic shields have benefits beyond the increased improvement to armor class. Although "shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms," magic shields are. Against all weapons, magic shields confer their armor class bonus. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon (including cannon). (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield.

06 April 2013

Table: Enchanted Table, or, The Enchanted Table Table

Are you a wizard, alchemist, or wealthy eccentric? Is your library, laboratory, or den in need of that special touch? Do you need a flat surface raised to a convenient height on which to place objects? Look no further! At the Enchanted Furniture Emporium we have something to suit every esoteric need. Simply select the table that fulfills your requirements or use our handy Random Table Generator, then select from one or more of the options below or allow Fate to decide for you!


Enchanted Table

Roll 1d20

  1. Adjust-O-Legs (legs extend or retract on command).
  2. Ani-Leg Real Movement (animated legs capable of locomotion).
  3. Chromatic Variability (alters color on command).
  4. Decor Chameleon (alters appearance to match any decor).
  5. Emergency Shelter (protects any being who hides under it with a wall of force).
  6. Everfilling Inkwell (provides an endless supply of ink).
  7. Extra-planar capable (may be taken to any plane of existence including the Astral and Ethereal).
  8. E-Z Glide circumvolution (rotates on command).
  9. Festive Defense (surrounded by a prismatic sphere).
  10. Invis-O-Legs (appears to float in mid-air).
  11. No-Legs (levitates; does not rise or lower, but may be moved horizontally).
  12. Picture This! mental depicter (surface will display any image the user can imagine on command).
  13. Quiet Zone Silence Enforcer (surrounded by silence, 15' radius).
  14. See Here! scrying lens (inset crystal in surface functions as a crystal ball).
  15. Stay-Sure surface (will not release anything placed on it unless the magic word is thought or uttered).
  16. Teleportation capable (it and anything on it may teleport on command up to 3 times per day).
  17. Thaumaturgical insulation (surrounded by an anti-magic shell).
  18. Three-way illumination (dim, average, or bright light on command).
  19. Total Invisibility (undetectable by any optical means).
  20. Total Invisibility Plus (extends its invisibility to anything placed on its surface).
Thank you for viewing The Enchanted Table Table!

[This is the fourth table of the Table of Tablecentric Tables.]

26 February 2013

Table: Transcendental Teas

Would you like a nice cuppa? Teas are well known for their healthful qualities, but not all teas are equal. Some are blended from rare and arcane ingredients by those with a knowledge that transcends the bonds of material existence and awareness. These are the transcendental teas that expand the mind and free the spirit (or in some cases cloud the mind and enslave the spirit).

To randomly generate a transcendental tea, roll once on the table below and give the tea a unique name. The tea, if properly selected, blended, and brewed, will faithfully reproduce the same transcendental effect once per day to any who drink it.


Transcendental Teas

Roll 1d20

  1. Acts as the spell astral spell.
  2. Acts as the spell augury.
  3. Acts as the spell commune.
  4. Acts as the spell commune with nature.
  5. Acts as the spell divination.
  6. Acts as the spell feign death.
  7. Acts as the spell neutralize poison.
  8. Acts as the spell remove fear.
  9. Acts as the spell sanctuary.
  10. Acts as the spell speak with animals.
  11. Acts as the spell speak with plants.
  12. Acts as the spell true sight.
  13. Imbues the drinker with constant wakefulness for 2 days and 1 night.
  14. Increases the drinker's intelligence by 1 point for 24 hours.
  15. Increases the drinker's wisdom by 1 point for 24 hours.
  16. Induces a nap lasting 20 minutes (equivalent to 8 hours of sleep).
  17. Induces a restful sleep lasting 8 hours.
  18. Subjects the drinker to charm person from the first person noticed.
  19. Subjects the drinker to hypnosis from the first person seen.
  20. Subjects the drinker to suggestion from the first voice heard.
N.B. Unless the level of the spellcaster who blended the tea is known, any spell-like effects function at the minimum level required to cast the spell +1d4-1.

09 February 2013

Magic Item: Stone of Distraction

Not the most dramatic cursed item, but definitely one of the most frustrating...

Stone of Distraction

A stone of distraction seems to be a stone of concentration at first, encouraging one to focus one's thoughts at the task at hand the moment it is touched or seen, but soon enough it becomes apparent that instead of freeing one from distractions, it amplifies them. Every sound becomes louder and more jarring. The slightest physical contact is either ticklish or itchy. Light is too glaring. Shadows are too mysterious. Colors are too colorful. Anything and everything becomes a consideration except whatever it is one wants to do. Exposure to a stone of distraction utterly precludes the casting or memorization of spells, of course, and even light reading is impossible under its influence. The curse will operate whether the stone is seen, touched, or on one's person, and only the spell remove curse will rid one of it.

Like other magic stones, a stone of distraction has no standard size, shape, or coloration.

08 February 2013

Magic Item: Stone of Obsession

Resist the temptation to peek...

Stone of Obsession

A stone of obsession may not have any outwardly identifiable quality to distinguish it from any other stone either magical or mundane, but anyone who sees or touches it must make a saving throw vs. magic or become obsessed with it. Once perceived, the stone must be seen or in physical contact with the victim at all times or the victim will be unable to think about or do anything else except plot ways to reacquire it. Each day of separation will cause the victim's obsession to grow in intensity. Extended separation will cause the victim's health to suffer in the form of the loss of one point of constitution per week. Unless the stone is reacquired or the victim is the beneficiary of a casting of remove curse, the victim's constitution will decline until it reaches zero (and death). Contact with the stone or removal of the curse will instantly restore any loss of constitution.

07 February 2013

Magic Item: Stone of Concentration

Not the most dramatic magic item, but perhaps one of the most useful...

Stone of Concentration

A stone of concentration will enable a spellcaster — as long as it is within his or her field of vision and/or touched — to cast or memorize spells free from any distraction including injury. Only removal of the stone from the spellcaster's sight and touch will break his or her concentration. The spellcaster may willingly break concentration at any time. The stone may be used by anyone capable of perceiving it to aid in concentration.

Like other magic stones, a stone of concentration has no standard size, shape, or coloration. Unlike other magic stones, its properties can be discovered as soon as it is seen or touched by an intelligent creature.

05 February 2013

Magic Item: Stone of Relaxation

A magic item of therapeutic qualities:

Stone of Relaxation

A stone of relaxation, if kept on one's person such as in a pocket or a pouch, will keep one free of stress and anxiety, and will grant a +4 bonus to saving throws vs. fear-based attacks. If held in one's hand, it will extend the zone of peacefulness in a 4 cubit* radius. If rubbed, it will imbue one with immunity to both fear and insanity for the duration.

Like other magic stones, a stone of relaxation has no standard size, shape, or coloration, and will only activate when in close proximity to a living creature.

* 6 feet or 2 m.

04 February 2013

Magic Item: Stone of Heaviness

Another cursed stone:

Stone of Heaviness

A stone of heaviness, if discovered, will seem to have the same properties as another beneficial magic stone such as a stone of warmth or coldness, and will act as such, but upon the second day its weight will increase to 1 stone (14 pounds or 6.35 kg). Thereafter, its weight will increase by another stone each day. Meanwhile, the beneficial properties will cease on the eighth day, although the weight will continue to increase daily until it reaches the maximum weight capable of being lifted by its possessor. Each day, the possessor will be notified by the referee that his or her encumbrance has increased by 140 coins (or whatever number of coins equals 1 stone in the campaign). A stone of heaviness may only be discarded with the casting of remove curse.

Like other magic stones, a stone of heaviness has no standard size, shape, or coloration, and will only activate when in close proximity to a living creature.

03 February 2013

Table: Healing Potion Side Effects

Some healing potions, especially those of dubious manufacture, come with side effects when their directions for usage are not followed to the letter (q.v.). Some of an even more suspect nature come with side effects regardless of how they are taken. In any event, any given batch of questionable healing potions will have one or two of the following side effects in addition to the advertised benefit.


Healing Potion Side Effects

Roll 1d12

  1. Blindness lasting 24 hours.
  2. Blurry vision lasting 1d20 rounds. Penalty of -4 to all attacks.
  3. Deafness lasting 24 hours.
  4. Dizziness lasting 1d8 rounds. No combat activity possible.
  5. Hallucinations lasting 24 hours.
  6. Incapacitating headache lasting 1d12 hours. No activity of any kind possible.
  7. Nausea lasting 1d10 rounds. No movement possible.
  8. Piercing headache lasting 1d4 turns. No concentration possible.
  9. Sense of smell deadened for 24 hours.
  10. Sense of taste deadened for 24 hours.
  11. Sense of touch deadened for 24 hours. Certain thiefly skills not possible.
  12. Throbbing headache lasting 1d6 hours. No concentration possible.

02 February 2013

Magic Item: Stone of Intolerability

Not all magic stones are reliable or beneficial. Take this one, for example:

Stone of Intolerability

A stone of intolerability, if touched, will activate immediately and remain in its current mode until its possessor can be freed of it (typically by being the recipient of a casting of remove curse). The mode is determined randomly each time it is activated.

Modes of Intolerability

Roll 1d4

  1. High winds. Possessor is constantly subjected to strong winds that affect no one else. Many normal activities (e.g. starting a fire or keeping a neat appearance) are rendered impossible.
  2. Flooding. Possessor is constantly sopping wet, dripping everywhere, and unable to keep anything dry that isn't in a sealed, waterproof container.
  3. Unbearable cold. In an attempt to combat the frigidity, the possessor will resort to frequent jumping, will try to wear as many layers of clothing as possible, and may attempt to start fires with anything handy.
  4. Unbearable heat. In an attempt to combat the sweltering rise in temperature, the possessor will resort to discarding all armor and most clothing, and will be preoccupied with finding ways to cool off such as swimming or being fanned.
Like other magic stones, a stone of intolerability has no standard size, shape, or coloration.

01 February 2013

Magic Item: Stone of Coldness

Keep calm and carry one of these.

Stone of Coldness

A stone of coldness, if kept on one's person such as in a pocket or a pouch, will keep one comfortably cool even in the most sweltering heat and humidity. If held in one's hand, it will extend the zone of protective coolness in a 4 cubit* radius. If held in both hands and rubbed, it will reduce the temperature enough to freeze water rapidly at a distance of 8 cubits.** This third function will cause 1d8 hit points of damage to creatures that are especially vulnerable to low temperatures. A successful saving throw vs. magic will reduce the damage to one half.

Like other magic stones, a stone of coldness has no standard size, shape, or coloration, and will only activate when in close proximity to a living creature.

* 6 feet or 2 m.
** 12 feet or 4 m.

31 January 2013

Magic Item: Stone of Warmth

Sometimes conditions in the real world lead to solutions in the fantasy world.

Stone of Warmth

A stone of warmth, if kept on one's person such as in a pocket or a pouch, will keep one comfortably insulated from even the bitterest cold. If held in one's hand, it will extend the zone of protective warmth in a 4 cubit radius.* If held in both hands and rubbed, it will generate enough heat to melt ice rapidly at a distance of 8 cubits.** This third function will cause 1d8 hit points of damage to creatures that are especially vulnerable to heat. A successful saving throw vs. magic will reduce the damage to one half.

Like other magic stones, a stone of warmth has no standard size, shape, or coloration, and will only activate when in close proximity to a living creature.

* 6 feet or 2 m.
** 12 feet or 4 m.

29 January 2013

Table: Healing Potion Directions

Drinking a healing potion is not always as simple as merely drinking it. Certain healing potions, especially those local varieties you may have heard about, have directions that must be followed to ensure their effectiveness. These directions are frequently found written on the bottle, the cork, or on a note attached to the bottle. Failure to follow the directions exactly as described may result in loss of efficacy or worse.


Healing Potion Directions

Roll 1d12

  1. Clutch a holy symbol whilst imbibing.
  2. Consume no alcohol for 24 hours.
  3. Drink half; pour half on ground.
  4. Gargle only. Do not drink.
  5. Refrain from drinking for 12 hours.
  6. Refrain from eating for 6 hours.
  7. Take before sleeping.
  8. Take only at night.
  9. Take only at twilight.
  10. Take only in daylight.
  11. Take with plenty of liquids.
  12. Take with a meal.