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

Monday, September 23, 2019

Item: Animating Chess Set


Animating Chess Set; ebony & ivory, nice box, 1d30 pieces remain, one use each, roll d20 to determine type, if max/type has been reached, substitute Pawn

d20      Figure              Max #              Stats
1-8       Pawn               16                    Warrior, XPL 1, HP 10, AC 14, aids up to 24hrs
9-11     Rook                4                      Enlarges to permanent two-story stone Tower Keep
12-14   Knight              4                      Knight, XPL 10, AC 17, D BW+1, HP 70, aids 3T
15-17   Bishop             4                      Casts one Spell; Restore, Resurrect, or Regenerate
18-19   Queen             2                      Valkyrie; XPL 15, AC 20, D BW+3, HP 100, aids 1T
 20       King                 2                      Summons any other piece to act on Party behalf

Unrelated Link 

Sunday, August 11, 2019

Updated d100 Potions, now with potential Side Effects

Thought that since they are so prevalent, and possibly subject to alchemical variation and error, Potions should come with potential (one in ten?) Side Effects; slight to major risks that accompany or possibly distort expected results.  Updated table here


Saturday, April 6, 2019

Sunday, February 24, 2019

Item; Affinity Gauntlet, oh Snap!



Leather gauntlet(s) with open fingers, grants two magical effects...

The Shake: 1/day. wearer may cast Charm Person on anyone who willingly shakes their hand, duration 24hrs.

The Snap: also 1/day, wearer may snap their fingers at the beginning of an encounter, and half of those present will have a Reaction of friendly/affable, regardless of the Reaction of the rest of their group.  May lead to a grudging stalemate, or even an argument or in-fighting, while the Party takes sides... or just sneaks off!

Tuesday, May 15, 2018

'This Scene' 1d6

This Scene

1. Scroll Tube of scrimshawed bone features This Scene, contents impervious to heat and flame

2. Huge wall hanging, 3'x12', tattooed hide, depicts This Scene, worth cash to collector

3. Cedar Incense Box with woodcut of This Scene contains 2d6 Incense of  Spell Recall, each may be burnt for 10+2d10r, inducing a trance state.  Any one Spell cast previously that day returns fully to memory and may be cast normally

4. Enscorcelled Dungeon Mural of This Scene, if Salamanders are touched, any/all materialize and attack.  If Characters in the Party are touched, the first one - or a random selection, if several are touched simultaneously - will step forth as a Real Life NPC (Hench?)

5. This Scene is inked on a Scroll, which reveals a Map/Clue/Riddle/True Name of a Being of Flame  on the flip side, if exposed to heat or prolonged sunlight

6. Folded and spindled papyrus parchment , This Scene in faded ink, if it is burned, all inhaling the smoke are Immune to Fire for 10+1d10r

Saturday, April 7, 2018

1d6 Buggy Magic Items


1. Most Excellent Repellent; Teardrop of citrine on a golden chain; acts as Ward Against all Insects, which cannot approach within 5'.

2. Chrysalis of Renewal; Brooch of fitted pieces of rainbow jade in shape of a butterfly; if the wearer is ever in a static state such as Paralysis, Petrifaction, Coma, Near Death, etc, for one hour, the brooch will encircle the body in a chrysalis of silk, after 24 hrs, the afflicted emerges unaffected, and at full HP.  One use only.

3. Medallion of Insect Summoning; a disk of amber, containing several tiny insects, each of which can be called forth once, in giant size, to perform various tasks, for up to one day:
1d6 Giant Ants, 2' long, can carry up to 500lbs ea for 24 hrs, HD 2, AC 3/17, D 1d6
1d4 Giant Moths; body man-sized, can carry one rider for 24 hrs, HD 5; AC 1/19, D incidental
1 Bonus; (d4) Attack Carrion Crawler,
Angry Giant Wasp w Paralytic sting (3x/day),
Killer Big Bee, single sting = Save or Die,
Stubborn Giant Stag Beetle, HD 7, AC 3/17, Spcl AT: apply the jaw clamp for up to 24hrs, does 2d8 damage

4. Insectospex; chromed visor sporting faceted ruby lenses and self-activating telescoping antennae; allows wearer 345° vision, Surprised only 1in 6, Detects Invisibility, but poorly, 50% per round of accuracy

5.  Insectia Nectar; Potion transforms imbiber into B-Movie BEM for 24 hrs (1 in 6 is permanent):
Eyes and antennae as per Insectospex
Hopper thighs allow leaps 10' vertical or back, 20' forward
Sticky Fingers allow Climbing Walls & Ceilings
Secondary set of arms is fully functional, multiple AT or Actions per round

6. Palm-sized Walking Stick clings motionless until Commanded to Grow, then embiggens to 10' log-sized, becomes self-propelled raft, pack animal, or battering ram.  

 UNRELATED LINK of the DAY: http://www.evolveandascend.com/2017/06/26/six-magical-alphabets-to-know-and-use/

Saturday, January 20, 2018

d20 things Beth asked Rick to invent




 Some of the things Beth asked Rick to invent as a kid were: (d20)


1 A ray gun
2 A whip which forces people to like the bearer
3 Invisibility handcuffs
4 A parent leg-trap
5 A lightning gun
6 A teddy bear with anatomically correct innards
7 Night-vision googly-eye glasses
8 Sound-erasing sneakers
9 False fingerprints
10 "Fall-asleep" darts
11 A lie-detecting doll
12 An indestructible baseball bat
13 A ladybug-shaped taser
14 A fake police badge
15 Location-tracking stickers
16 Rainbow-colored duct tape
17 Mind-control hair-clips
18 Poison gum
19 A pink sentient switchblade
20 A crayon which creates a Doorway to Froopyland

 UNRELATED LINK of the DAY: https://www.polygon.com/2014/7/14/5898063/the-dice-can-kill-you-why-first-edition-ad-d-is-king


Tuesday, August 1, 2017

The Cleric's Dead... 1d8 (+1) Magic Items to get you by



1. Howard's Signet Ring - Wearer receives bonus HP each day, roll a Class/System-appropriate HD each dawn for a daily bonus

2. Jug o' Healing - 1/day, dispenses Healing Potion 3d8+3 (optional 1d8 - no bonus- 3x/day)

3. Pearl of Wound Negation - When crushed, completely heals any one wound the dust is sprinkled upon (#1d4)

4. Roddenberries - Dried, each Heals 1 HP, 1d00/shrub

5. The Green Cream - When applied to living tissue, imparts greenish tinge, allows photosynthetic healing, each hour spent in sunshine Heals 6 HP

6. Ring of the Helping Hand - Transfer 1d6 HP/r from self to another, by touch

7. The Big Heal - Heart-shaped ruby pendant on platinum chain, 'Heal' Spell (all but 1d4 HP), activates once broken

8. Ring of  Restorative Bliss - 1/day, enter a coma-like trance for a predetermined amount of time, Regenerate 1HP/R while communing with The Force

(+1, the table I use when a Healing Potion shows up)



HEALING (d10)

1-4       1d8+1 HP

5-7       2d8+2 (or two doses of 1d8 ea)

8-9       3d8+3 (or three doses of 1d8 ea)

10        4d8+4 (or four doses of 1d8 ea)
 

 UNRELATED LINK of the DAY: https://docs.google.com/spreadsheets/d/1lIKwMVNbJLTE8b5iHbhEMFef8o7WuVsy1s0-I0k3ohA/edit#gid=0