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

Friday, April 22, 2016

d8 Magical Spectacles

Eye Glasses; (type 1d8): 1. Rose-colored, immune to Emotional influence (Fear, etc), 2. Reading, any language, 3. Hypersight, acts as binoculars, 4. Ecto Spex, detect out-of-phase creatures, 5. Mirrored, reflects back Gaze Attacks, 6. Dark, Infravison 60’, 7. Psychometric, view 1-100 years if an item’s history, 8. Magnifying.
Prolonged use leads to debilitating migraines.

Monday, December 7, 2015

(Dungeon) Stocking Stuffers - Twenty assorted Magic Items from my campaign

1. Runic Cube; 4 inch stone, each face can project a Symbol; Discord, Fear, Insanity, Hopelessness, Pain, Sleep, once each

2. Chalice of Endless Water; can only drink from, not pour from

3. Flask of Unending Vacuum (Eversucking Bottle); sucks in gasses, smoke, etc

4. Gloves of Far Reach; creates ghostly but substantial ‘remote hands’, which mimic actions at up to 50’

5. Barrel o’ Monkeys; contains 12 one foot tall furry red monkeys, obey, and perform/mimic simple tasks for 1hr ea, then disappear in a puff of smoke, pull ‘em one at a time, or all at once!  (AC 5, HD ½) 

6. Jar o’ the Swarm; mundane-looking glass jar, metal lid pierced with air holes, filled with creepy black insects.  If opened, stinging bug swarm does 1d10HP/rnd w/in 10’ rad for 1d4+2r, then dissolves into a lingering mist.

7. Taper of Peaceful Rest, candle burns for eight hrs, 0% chance of Random Encounter

8. Glyphic Scribe, inscribes Glyph of Warding on any surface, each use erases previous use, 1d6+4 charges

9. Idol of Gom; allows substitution of d30 for any one d20 roll, 1/day, small but bulky stone statuette, requires sacrifice of minor treasure to recharge, but no sacrifice may ever be repeated (copper piece(s) once, one ruby, one necklace, etc – keep a list!)

10. GGPC; when filled with liquids or potions, the Great Golden Pimp Cup negates poisons and contaminants, improves flavor, adds +1HP/die to Healing Potions, and extends Potion duration by 1d6 rnds

11. Holocaust Cloak; bright red lining, Fire Protection, immolates 1/day for 1T, doing 1d8 dam/r, 5’ radius 

12. Most Useful Keyring; holds up to 20 assorted ‘blank’ keys.  When a lock is encountered, roll d20.  If roll is under the number of blank keys, one key permanently shapes itself to fit this lock, if roll is over, no key will fit this particular lock

13. 'Ice 9'; a crystal of an ice from another dimension, suspended in a jar of clear fluid, it will instantly freeze solid up to 100 cubic feet of water on contact

14. Holy Hand Grenade; gold-plated Chambord bottle, explodes in a blinding flash to the sound of an angelic choir, 30’ radius, auto destroys any mindless Undead, other Undead gain Save, if made, take 1d10 +10 dmg

15. Missile Crystals; act as Magic Missiles when thrown like darts, # 3d4

16. Arrow of Seeking; +1, may be fired normally at any targets w/in range, even those not in line of sight, circumventing cover, turning corners, etc. #2d6

17. Roddenberries, dried; each heals 1 HP, 1-100 berries per pouch

18. Living Wig; attaches to scalp, grows out in any color &/or style desired

19. Rewriting Scroll; changes to a random spell each day until cast

20. Extending Ladder; wooden ‘toy’ ladder, size of a ruler, grows to full size, up to 20’ long on command

Tuesday, November 24, 2015

Like getting a new Magic Item, every day

Weapons of Change are found in the hands of devotees of the Gods of Chaos, Trickery, Illusion.  Although typically of exceptional bonus, they have the unusual property of changing form each day, becoming a different weapon every 24 hrs.  The wielder always retains their normal chances To Hit, regardless of weapon type.

1. Three Darts (1d3ea)
2. Dagger (1d4)
3. Short Sword (1d6)
4. Mace (1d6)
5. Hand Axe (1d6)
6. Long Sword (1d8)
7. Spear (1d8)
8. Flail (1d8)
9. Battle Axe (1d8)
10. Polearm (1d10)
11. Great Sword (1d12)
12. Something Weird

Weird Ones/Damage, Special
1. 'Two by Four' board w/rusty nails (1d4, tetanus?)
2. Two Hollow Steel Fists (1d4, two attacks)
3. Steel Chain Bola (1d4, Save or become entangled)
4. Flexible Steel Whip (1d4, may disarm at distance)
5. Barbed Trident (1d6, telescoping, does additional 1d4 damage, no bonus, when withdrawn at end of round)
6. Nunchucks (1d4, gets Special Attacks as numbers 2,3, and 4, above)
(7.) Something Inappropriately Over the Top, like a pearl-handled revolver, or a light saber
(8.) Roll Again, result is a plastic or wooden 'toy' version of the result, very gaudy, does only the Bonus as damage; no damage dice are rolled, no Special Attacks

Thursday, August 20, 2015

'Regeneration', Gallifrey Style

 “Regeneration is a biological ability exhibited by Time Lords, a race of fictional humanoids originating on the planet Gallifrey, in the long running British science fiction television series Doctor Who. This process allows a Time Lord who is old or mortally wounded to undergo a transformation into a new physical form and a somewhat different personality.” - Wikipedia

As well as being an ingenious way to script-in a new actor for the lead role in the longest running SciFi franchise in history, 'Regeneration', Gallifrey style, could be a fun option/item for RPG gaming.  In the series, Regeneration is an innate ability of the Time Lords, but it could also be introduced in the form of an artifact, spell, potion...  However it enters the game, the effect appears to engulf the recipient in a fiery yellow mist, which causes a transformation into an entirely new body.  Memory is retained, although the personality may be altered, to some degree.

In game terms, exposure to Regeneration mist while 'at death's door' (or possibly within 10 rounds of death?), causes a character to be completely reborn:
- XP Level and XP points are retained, but there is a chance that Class is altered
- Ability Scores may be retained, but possibly shuffled, if Class changes, or completely re-rolled
- HP total is re-rolled, as per Class
- Outward appearance, apparent age, possibly even gender is changed
- Alignment is unaffected
-A period of 'adjustment' is needed, possibly expressed as a 'minus' or 'disadvantage' to action rolls, Saves, etc, until the recipient is once again 'comfortable in their own skin'

...Alas, 'Algar the Barbarian' is no longer with The Party, but hey, adventuring with Algar the Wizard might be a hoot!

Tuesday, April 14, 2015

Dr. FlimFlam's Miracle Cream

Dr. FlimFlam's Miracle Cream was obtained by Dr. Zoidberg on an interstellar trip from a sleazy travelling salesman who sold him one tube of the mysterious substance for no less than sixty dollars. The lobster doctor gave it to Fry and Leela as a cure for their sore limbs after assembling a super collider, and both of them found out that the substance caused superpowers in humans as a side-effect.

Common powers found in humans after the use of the cream are:
1.  Super strength
2.  Lickity speed
4Ability to command the loyalty of sea creatures

Roll a d4 to see which power you get, it's more fun that way.  Duration as per DM, 1d4+2 applicatons/tube.

Bonus Alienese Translation: "Keep out of reach of children under the age of five hundred. For best results, sacrifice a small mammal xanroc, the apply evenly to interior of eyeball. Would you like to help Dr. Flimflam products? Contact a representative at a covered wagon near you."