Showing posts with label New Magic Items. Show all posts
Showing posts with label New Magic Items. Show all posts

Thursday, February 22, 2018

New Magic Items: The Golden Helmet of Mambrino

The Golden Helmet of Mambrino

Once belonging to the legendary giant warrior, Mambrino, this simple golden helmet was endowed with wondrous properties. When worn, the user is immune to decapitation. Furthermore, no blow to the head (while wearing the helmet, of course) can ever cause harm or death. However, blows to the helmet can still cause the wearer to be knocked off their feet, unhorsed, etc., as per normal.

As a magical item, the helmet will perfectly fit whomever places it upon their head. Only intelligent humanoids may attempt to wear this item.

Rembrandt, Man in a Golden Helmet, circa 1650

According to legend, the giant, Mambrino, challenged the noble paladin, Sir Varidor, known to wield a vorpal sword. Immune to the sword's magics, Mambrino, battled the paladin from sunrise to sunset, with neither able to strike a fatal blow. As the day drew on, both combatants agreed to stop for rest periods and meals. Only in the late evening, tired, hot, and weary, did the giant forget to replace his helmet before rejoining the combat. Sir Varidor, was finally able to strike the final blow that ended the giant's life.

Saturday, February 17, 2018

New Magic Items: Cat's Eye Amulet

Woven Wire Evil Eye Jewelry by Twisted Sister Arts
CAT'S EYE AMULET

This amulet allows the bearer to see in low light conditions as a cat might. It acts as a light source that only the user can see. If held aloft, it acts as a lantern, with a 30 foot radius in all directions. If worn around the neck, it only provides light in front of the wearer, because the user's body blocks the rest behind.

The users will only see in black and white, not in color.


Some DM's may rule that anyone the user is touching, may also see by the amulet's magic light.

10% of these amulets also allow the user to see invisible creatures and objects within the radius of its light.

Wednesday, February 7, 2018

Optional Rules: Potions, Edibles, and Other Consumable Magic Items

When we think of "potions", we usually think of one-shot items that we ingest, to manifest the stored power within. Unlike scrolls, the user need not be able to read the esoteric inscriptions, inscribed upon the specially prepared parchments, to activate the item's magic. "Potions" also tend to be less powerful than scrolls. In later editions of D&D, potions are equivalent to spells of the 1st to 3rd Spell Level (not the level of the caster). This is a good rule of thumb when deciding how powerful to make new "potion" equivalent items in your campaign.

In our home campaign, we've expanded "potions" into a category of one-shot magic items that are consumed (not necessarily ingested), to take effect. These items can be created by either traditional spell-casters, or alchemists (a semi-NPC-only class). Like traditional potions, they are consumed, applied, crushed, whatever, and expended in one use. All rules that apply to typical potions (duration, etc.) are generally the same for these new items.


You may choose the form of any "potion" found in your game, or roll 1d8 and consult the table below.
  1. Potion - Typically imbibed
  2. Ointment/Salve - Usually applied externally
  3. Drops - Dropped into eyes
  4. Essence - A "magic cloud" that infuses the user upon release from whatever item it was contained in.
  5. Biscuit/Cookie/Candy - Any form of edible can be used
  6. Herbs - Usually eaten, or worn as a charm
  7. Fumes/Gas - Inhaled
  8. Powder/Dust - Sprinkled over the user

Saturday, February 3, 2018

New Magic Items: Magic Swords I

Whip Sword - Tail of the Dragon

This longsword, acts as a normal +2 magical weapon of its type, but once activated becomes a bladed whip that stretches twice its length. When in whip-form, the wielder threatens all adjacent hexes around them, allowing them to defend an area 15 feet across, not just the normal. In whip-form, the wielder can attack opponents using reach weapons, such as halberds, as though they themselves also possess a reach weapon. 

Unfortunately, because of the sweeping, twisting motions needed to use the sword in whip-form, it can not be used with friendly combatant standing close to the user, nor in tight spaces.

In whip-form, the Tail of the Dragon does 1d8 +2 damage, and it adds +2d6 when attempting disarming, and tripping attempts. (See Swords & Wizardry; unarmed combat.)


Lantern Shield

The original lantern shields were created for use during duels fought at night, and early dawn. The light from the concealed lanterns could be un-shuttered, and used to temporarily blind opponents, giving the attacker the advantage.

This magical variant, uses a Continual Light spell for the same effect, while posing less danger to the user than an oil fueled lamp. The aperture can be completely closed to fully conceal the light within, or adjusted from a crack to fully open to control the amount of light is revealed. Fully open, the lantern will cast a beam of light out to about 30 feet.

If used in combat during darkened conditions, the light can be shown into an opponent's eyes, whereupon they must Save or be dazzled for 1-3 rounds. Dazzled opponents roll all attacks twice, taking the worse roll as the result. This lasts until they are no longer dazzled. Using the lantern in this way uses one of the user's attack actions. Attackers attacking the dazzled target roll all attacks twice, taking the better roll as their result. This also lasts until the target is no longer dazzled.

The Lantern Shield attacks and does damage as a +1 short sword, and acts as a +1 small shield. The short sword blade can be extended or retracted back into the shield, easily. Lantern Shields are considered dubiously legal at best, by authorities.

Tuesday, January 30, 2018

New Magic Items: A Pocket Full of Potions II


Chameleon Potion

Imbibing this potion allows the user to change the color of their entire body, and all carried equipment, as well as one additional individual of equal size as long as they are touching. The character may change color at will for entertainment purposes, but the potion is meant to allow the character to naturally blend into their environment.

This effect allows the user to blend into the background, giving them a +20% to Hide in Shadows if they remain perfectly still, or +10% if they move slowly. Normal walking movement will reveal their location. If the user manages to get out of sight again, they will regain their bonus.

The potion lasts for one hour. The entire potion must be drunk to take effect.


Elixir of Artax

This potion only works for horses! When given to a mount, the animal can then travel at full top speed for a duration of twenty four hours. The animal needs no rest, nor food and drink, during this period. Only one such potion can be used during a week (7 day period), or the animal must make a Save or die at the end of the second potion's duration.

The entire potion must be drunk to take effect.


The Ale of Heracles

Drinking this potion allows the character to perform eight hours of physical labor in one hour. It also has the effect of improving the character's armor class by one, increases bare-handed damage up to the next die size, and improves unarmed attack rolls by +2d6 (see unarmed combat, Swords & Wizardry) . No more than three such potions can be drunk within 24 hours, or the character must Save or receive 6d6 points of damage.

The potion lasts for one hour. The entire potion must be drunk to take effect.


The Draught of Narcos

Once consumed, the drinker will fall into a deep sleep for up to 7 days. During this time, it is nearly impossible to determine if the character is alive or dead. The character may set a time limit, and or a specific condition, that will wake them up before the full seven days have elapsed. If the character has been poisoned, or is losing hit points, these conditions will be halted until the character once again awakens.

The entire potion must be drunk to take effect.


Potion of Clarity

The drinker becomes immune to any illusion spells, or illusionary spell-like abilities, for one hour. The character will clearly know that illusionary images, sounds, etc, are not real and cannot be fooled nor harmed by them. Note that not all Illusionist spells are actually "illusions".

The potion lasts for one hour. The entire potion must be drunk to take effect.


The Dram of Nai Kavon (Hair of the Dog)

This potion will allow a character to prevent themselves from contracting Lycanthropy or Vampirism. If the character survives being bitten, they must drink the entire potion, mixed with either some hair or blood of the creature that inflicted the wound upon them. From then on, that character can never be infected from the attacks of that specific creature ever again.. Though they can still be wounded and killed.


Download all the potions from A Pocket Full of Potions I and II in PDF.

Sunday, January 28, 2018

New Magic Items: A Pocket Full of Potions I


Potion of the Lycan

Drinking this potion allows the imbiber to assume the form of a wolf. The clothes and equipment of the character do not change with the drinker. The effects of the potion last for one hour during the day, or from dusk to dawn at night. (The whole potion must be drunk to take effect.)


Potion of Trollsblood

Allows the drinker to regenerate at the same rate (3 hit points per round) as a Troll, for one hour. Limbs severed within that duration may be reattached, but not regrown. Separating the head from the body will kill the character only if the head is not reattached before the potion's duration runs out. (The whole potion must be drunk to take effect.)


The Waters of Theros (Enhanced Potion of Fire Protection)

This potion acts the same as the spell, Protection from Fire, for one hour. The potion also allows the user to pass through (buy not breathe in) lava, boiling liquids (even molten metals), and super-heated steam, unharmed - though doing so cuts the remaining duration in half. (The whole potion must be drunk to take effect.)


Potion of Ogre Strength

Gives the drinker the strength of an ogre (treat as Strength of 18), for one hour. During that time the character will move as though unarmored, nor will they tire from any physical exertion. This potion may be used by any character type, even magic-users. (The whole potion must be drunk to take effect.)


The Bitters of Saint Cuthbert (Potion of Sobriety)

This potion will completely negate the effects of alcohol, for one hour. This potion will allow a character to make an immediate second Save at +2 against any ingested poisons, if drunk within one round of the poisoning. (The whole potion must be drunk to take effect.)


Potion of Restored Vigor

This potion will restore a character's physical and mental acuity as though they had received eight hours of uninterrupted sleep. Spells may be recovered as though the character underwent complete rest. Only one such potion may be drunk within 48 hours. (The whole potion must be drunk to take effect.)