Friday, February 9, 2018

New Magic Spells: Zero Level Spells I

The following are some zero level spells (Cantrips) for magic-users. This article does not include rules for zero level spells, just a list of such spells.


Ignore

Sometimes called, the "Jedi Mind Trick", by players. The caster creates an aura of disinterest around themselves and those standing close to them. Individuals and ceatures of up to three hit dice, that fail their Save, will lose interest in speaking to the caster and ignore them. This spell lasts for one round (Minute) per level of the caster.

Note: This spell will automatically fail against targets that are trying to activavely kill or capture the caster. Nor will a target ignore the caster if the caster is doing something they shouldn't be doing, like trying to pick a lock or take something that the target is guarding.


Perfect Fit

When cast upon non-magical clothing, footwear, and accessories, the items will permanently alter themselves in shape and size (up to plus or minus 50%) to fit the caster perfectly, or person the caster designates the clothing to fit. Once altered, the items stay that way, unless altered again with another spell.

Unless the DM specifies otherwise, this spell does not affect non-magical armor or weapons.


Fisherman's Friend

When cast on a fishhook or lure, it will attract the attention of any "good-size" fish is in the area. Note that this could in turn then unintentionally attract the attention of any "good-size" predators in the area as well. This spell lasts for 10 rounds (minutes).


Stay Fresh

When cast upon a container, sack, backpack, etc., anything placed within will be kept fresh, and free of pests. Any aromas and whatnot will not escape the container, thus keeping it from attracting critters looking for food. Note that this spell does nothing to keep containers waterproof, or protected from the elements. This spell lasts for one day, per casting.


Hold Water / Waterproof

This spell will make one item waterproof, thus allowing it to hold water, or keep water out. This spell is often cast on clothing and footwear to keep the wearer dry, or cast upon sacks and similar items so they may carry water.  The spell does nothing to make the item stronger, so a cloth sack could still rip if you filled it with too much water. This spell lasts for one day, per casting.


False Purse

When cast, if anyone attempts to pickpocket the caster, they must make a Save of else they will inadvertently filtch the prepared false bait purse/item over any other valuables. Of course, this spell requires a false purse or other target item upon which to cast the spell. This spell lasts for one hour per caster level.


Caught Red Handed

When this spell is cast upon an item, or object, the next living thing to touch it without first speaking the pre-set password, will end up with a completely red hand. This spell lasts for up to one full day, or until it is triggered. The red stain lasts for a full 24 hours after touching the guarded item, and can not be removed without magic or dismissed by the caster. The stain works through gloves. There is no Save.


Water Wings

This spell causes the target to float in water (or other liquids), even if wearing armor. The character effectively floats enough to keep their head above the surface comfortably. This spell lasts one hour per level of the caster. This spell can be cast underwater.


Jam the Door/Lid

A weaker form of Wizard Lock. This spell makes a door or container harder to open. Opening something "jammed" will take effort and time, most likely being a little noisey too.

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.

Monday, January 29, 2018

What Is My NPC Up To?

Every now and then, one of my players will drop in on an NPC for a visit, consultation, etc. Of course, while NPC's are not active Player Characters, they do in fact have "lives" and activities that happen in the background, even when not directly observed by a PC. Work on construction continues, shops trade in goods, shipments exchange hands, and wives are involved in maintaining households, etc. Put plainly, NPC's engage in activities, not just sit in one place waiting to interact with Player Characters.

So how does one determine what a particular NPC is doing at any given moment of the day, when a player comes calling? In our home campaign, we simply throw a d6. Of course, the time of day can directly affect, or modify, the outcome of the roll.

NPC Random Activities Table: Roll 1d6
  1. The NPC is currently resting/relaxing.
  2. The NPC is entertaining guests/has visitors.
  3. The NPC is currently taking a meal, or enjoying a snack/drink.
  4. The NPC is doing nothing of consequence/or importance (i.e. Reading, Hobby, etc.)
  5. The NPC is engaged in work and is busy.
  6. The NPC was just leaving to perform chores, visit someone, on an errand, taking some air.
This table is only used when an NPC's activities aren't directly dictated by prior information or details. If an NPC wizard is doing research, then he will probably be engrossed in research for days, with little time set aside for anything else. A blacksmith, at his shop, will pretty much be involved in his work. The dice roll can still affect these activities, but only in so much as they are directly related to whatever the NPC is currently engaged in.

The blacksmith might be taking a break between activities.
The goodwife might be "entertaining" (gossiping) with a neighbor.
The mayor might be enjoying a late lunch with a visiting alderman.

With a little creativity, most any normal activities can be randomly chosen, using this simple 1d6 mechanic.

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.)

Friday, January 19, 2018

Optional Rules: Healing, Medicines & Magic - Part Two


For game purposes, medical attention, is defined as care provided by anyone competently trained in the arts of healing. But first, a clarification. First aid, that is the immediate treatment of wounds to stop bleeding, and prevent further injury, is a basic skill possessed by many. Anyone who has spent any time at all on a battlefield, or trained in the use of violence, learns rather quickly how to keep themselves and others from bleeding out until competent help arrives.

But, for game purposes, just who can be assumed to have training in competent medically related skill? Many, but not all, clerics will be trained in such arts, as long as it is appropriate for their deity/order. Druids have training in the healing arts, with an obvious leaning towards herbal and natural remedies. It is not unusual for Rangers and Monks to have access to such training. Some magic-users, with the appropriate areas of study, may be competent healers, even though they do not have healing magics. Paladins may use healing magics, but are usually not trained in the medical arts, unless their deity/order is associated with such knowledge. However, any character with a reasonable background explanation, could have access to healing skills.

Those with knowledge of herbalism and alchemy, can locate, identify, and prepare specific plants, fungus, and other substances for use in creating non-magical potions, tinctures, poultices, powders, and other concoctions, for either beneficial or harmful purposes.

Healers double the hit point recovery of those under their care, per day. Up to six patients may be under a particular healer's care per day, to receive adequate treatment.

Some DM's may require a healer to make a Competency Check, when treating patients under difficult circumstances or severe medical issues. Simply roll under x4 healer's Intelligence + level (if their class applies to healing), expressed as a percentile dice roll. Rolling under this target number means the patient was competently treated. Herbalists and alchemists may add an additional x1 Wisdom + level, to this roll, due to the additional benefit of their knowledge and medicines.

Treating poisons and diseases always require a Competency Check, and allow a character a second Saving Throw, to reduce or negate the deleterious effects. It is up to each DM to decide what effect such intervention should have in game.

Medical Treatments:

Advanced First AidWhen a character is wounded, a healer can immediately treat the character's wound the next round, restoring up to 1d3 hit points, but no more than the original wound, or above the character's normal hit point total. This may only be done once per day. The healer may only be able to do so if left unmolested.

Treat Poison - If a healer can immediately treat a patient that has been poisoned within one round, then add +2 to the character's Save.

Slow Poison - Should a character fail a Save, they do not immediately die, though they will become incapacitated and unconscious. If a healer can begin treatment within three rounds, they may slow down the effects of the poison by one hour per point of Intelligence + level, of the healer.

Treat Disease - A healer treating a patient allows a +2 to any Save the character must make against the effects of a disease.

Slow Disease - Some diseases have quick, debilitating effects. A healer can often slow down these effects for hours, if not days, in an attempt to keep the patient alive until magical healing can be applied.

Medicinal Preparations:

Herbalists, physicians, and alchemists/apothecaries, can make either fresh, or preserved, substances to help treat poisons, diseases, etc. Freshly prepared are usually made within 24 to 48 hours. Preserved are specially prepared to last longer before being used, but have reduced potency.

Antitoxin - When ingested, give a character a +1 bonus to Save vs poisons for the next hour. +3 to Save if the preparation is freshly made. Price: 50 gold pieces per vial.

Panacea - When ingested, gives a character a +1 bonus to Save vs disease, or infection. +3 to Save if the preparation is freshly made. Price: 30 gold pieces per vial.