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

Thursday, January 2, 2014

[New Magic Item] Bag of Bags

Sorry for the lack of posting. I'm not going to bore everyone with personal junk. Instead I will just dive into blogging again and hope for the best.

Over Christmas vacation last week, I got inspired for this new magic item. And given that it's a container, that means it belongs in the hallowed halls of...

Bag of Bags

This canvas satchel measures 12" long by 2" wide by 12" deep with a shoulder strap for easy carrying. Opening the bag reveals that it is filled to the completely with neatly folded burlap that appears to be sewn into the bag itself. No other items can be placed in the bag of bags. However, when the command word, a burlap sack may be withdrawn from the bag of bags.

The user determines the capacity of the sack when it is withdrawn (in cubic feet), but each bag of bags is limited to a total of 10d10 cubic feet of bags. The sacks themselves are very durable, but cannot carry more than 50 lbs per cubic foot of volume and possess no other magical properties.

Burlap sacks withdrawn from the bag of bags may be returned to it provided that there is at least 1 cubic foot of sack still within the satchel. Once the bag of bags is completely emptied, it becomes a non-magical canvas satchel with a carrying capacity of 10 lbs.

Saturday, May 26, 2012

Hitting the Bottle Week: Catch-up and Conclusion

I still owe you guys yesterday's item as well as today's Time to get this thing finished. I'll be posting a link to these on Links to Wisdom soon.

Jar of Preservation

This jar of lead-lined glass contains a singularity that protects it's contents from the rest of the space-time continuum. Any object that is placed in the jar that can fit within it's boundaries is immune to the effects of time as long as the lid is secured. Organic items will not grow nor decay. Living creatures will be held in stasis while in the jar. Chemical processes such as fermentation and oxidation will not occur. Even spell durations will continue to persist while inside the jar, though the enchantments will not penetrate through the glass.

Jar of Vermin

This smoky-glass container is usually found sealed shut. If the command word is known, the user can open it to release an endless plague of vermin from the mouth of the jar. The type of vermin varies from jar to jar and is determined by the following table.

2d6 Die Roll                  Vermin
2-4                                Frogs
5-7                                Locusts
8-10                              Spiders
11-12                            Rodents

The creatures are weak individually, but as a swarm they can easily overwhelm. The vermin will continue to pour out from the jar until it is sealed again. The command word that activates the jar will also dismiss the vermin that have already been released.

Thursday, May 24, 2012

Hitting the Bottle Week: Bag of Endless Sands

Bag of Endless Sands
Perhaps the antithesis of the decanter of endless water, the bag of endless sands is a large cloth sack decorated with scenes of a vast desert on it's outer surface. When closed, it weighs about 20 lbs. Simply opening the bag reveals it to be filled with sand. But no matter how much sand a person removes from the bag, it instantly replenishes itself. If turned upside-down, sand will continuously pour out until the bag is righted again.

Mages favor the bag for a constant supply of material components for sleep spells. Thieves have used the bag in the creation, and subversion of traps. There are also tales of entire deserts being crated by one of these bags being left to pour out.

Wednesday, May 23, 2012

Hitting the Bottle 2012: Day 2- Shock Pocket

Shock Pocket

This small cloth pouch may either be used on it's own or sewn into an article of clothing. The pocket has an enchantment upon it to protect its owner from theft. Should anyone attempt to remove items from the pocket without the owner's consent, they will be hit with a strong electrical charge that does 2d6 damage (save vs. paralysis for half damage).

Tuesday, May 22, 2012

The Return of Hitting the Bottle Week!

Yes my apprentices, it is back! This week for five days only I will be providing you with new magical bottles, boxes, bags and other containers to use in your games. What wonders will we discover this year? Only one way to find out.

Last year's entries can be found here.

Portable Fishin' Hole

This initially appears to be a small, deep blue, circular piece of cloth approximately four inches in diameter. By grabbing the edges of the cloth and pulling, it can be stretched out to three feet in diameter. Folding the cloth allows it to be returned to it's original size. However, this in not the only property the cloth contains.

When placed on a horizontal surface, the cloth becomes a portal to a large body of water that is teeming with life. Though the water from the hole cannot be safely drank (it's seawater), it supports enough aquatic life to allow the owner to fish in any location in the world. Once done finishing, the hole can be picked up by lifting it along it's edge, where it reverts back into a piece of blue cloth.

Despite its name, the portable fishin' hole is not actually a hole. As a result it can be used on boats without running the risk of causing a leak.

To date, no one has attempted to enter the waters of the portable fishin' hole. Rumor has it that the hole is a link to the Elemental Plane of Water, though it is not conclusive whether the hole opens to the same location in the water every time.

Thursday, March 1, 2012

[Retro Phaze] New Wizard Weapons

I've been playing Final Fantasy V as of late. Final Fantasy holds a place in my heart from my days as as a young RPGer. While it probably isn't the first console RPG, it did grab my attention due to it having a setup similar to Dungeons & Dragons. It had character classes similar to D&D, monsters that seems to be culled from the Monster Manual, and even followed a Vancian magic system for it's three spellcasting classes. However, it was limited by a linear plot that's pretty unavoidable with computer and console RPGs. Eventually, the Final Fantasy franchise spun off from it's D&D roots to become a system unto itself.

Last year, after The Baron Lieutenant Reginald Hornsby and his band of ragtags vanquished the evil Zedikiah MacKenzie and recovered the Sword of Dracus in the world of Engines & Empires, John Higgins asked a select few of us to play in another game he created called Retro Phaze (formerly called Elegia), a tabletop RPG based on the original Final Fantasy.

Tuesday, August 2, 2011

New Cursed Magic Item: Coin of Confusion

The following is designated as Open Game Content per the Open Game License.

This cursed item appears to be a standard silver piece of local origin, and is found with other mundane coins. The enchantment on the coin draws the nearest person to pick it up, upon which that individual is affected by the coin's more sinister power. The accursed is rendered unable to keep track of how much there is of a given thing. This includes, but is not limited to, coins, ammunition, rations and even living creatures. The coin clouds the part of the victim's mind that controls his ability to do even the most basic mathematics. Once per round, the amount perceived fluctuates by 20-80 percent (2d4x10, roll a d6 to determine of the amount increases or decreases. Odd numbers increase the amount, even number reduce. The GM rolls these dice in secret.). In combat with four or more foes of the same type, the owner of the coin suffers a -2 to all attack and damage rolls as they are unnerved by the changing number of opponents. The owner may also run out of key items due to overestimating how much they have at a given time, and will have difficulty making purchases due to being unable to keep track of funds. However, unlike other cursed items, the coin's curse will leave the individual if the coin is leaves the victim's possession. The curse is them passed on to the new owner.

Sunday, May 22, 2011

Hitting the Bottle Week: Last Call!

 
You don't have to go home, but you can't stay here! This one is a double-header to make up for the delay. Time for the disclaimer and the items.
Hip Flask of Concealment 
This metal flask holds up to one quart of any liquid, magical or mundane. On command, the hip flask of concealment and it's contents becomes ethereal, allowing the owner to take the flask with him into most situations without it being detected. Even if stripped completely naked, the owner can still pull the hip flask of concealment from the Ethereal Plane at will. Due to the nature of the enchantment on the hip flask of concealment, creatures that can enter the Ethereal Plane or affect ethereal objects can detect the flask and take it from it's owner.
Beaker of Temperature Extremes

This clear glass beaker is capable of instantly raising or lowering the temperature of liquids placed within it from -50 degrees to 300 degrees Fahrenheit (-45 to 150 Celsius for those of you that choose to use metric in a genre where it won't be invented for another millennium). The enchantments are limited to the interior of the bottle, so the user can pick up the beaker of temperature extremes without suffering injury. At most, the exterior surface of the beaker will change 10 degrees above or below room temperature. The owner does not need to know the exact temperature he wishes to set the beaker to, just that he wants to make things hotter or colder inside. The temperature inside the beaker of temperature extremes can be adjusted at any time. This item is desired by alchemists, but clever adventurers have found other applications for it.

Hitting the Bottle Week: Belated Friday Installment


Vase of Opulent Growth

This delicate vase of iridescent green crystal is capable of promoting incredible growth in plants. Once per day, as long as the vase is filled with water, the vase of opulent growth is capable of casting the plant growth spell on any plant placed within it, even if only a single seed is dropped in the vase. This ability can be used on the same plant multiple times as long as it's roots are still in the vase. The water in the vase is used up when the vase's ability is used.

Thursday, May 19, 2011

Hitting the Bottle Week Part Four: The Revenge!

 
Yes ladies and gentlemen, it's the blog series you didn't ask for! The event that even my own brother won't leave a comment on, even after I ask him to. Seriously people, what the hell? Oh well, here is day four of "Hitting the Bottle Week".
Bottle of Instant Sedimentation

The bottle of instant sedimentation is a favorite item amongst adventurers that regularly travel to areas where finding clean water is a problem. The enchantment on the bottle allows it to separate any mixture into it's components upon command. For example, muddy water placed in the bottle of instant sedimentation can be instantly separated into dirt and clean water. The components will remain separate until the command is reversed, no matter how much agitation it sees. The contents of the separated mixture can be poured out in whatever order the owner desires. The bottle of instant sedimentation only works on mixtures that can be separated by sedimentation, filtration or evaporation. Substances such as ale, wine, spirits, milk and magic potions are unaffected by the bottle unless mixed with another substance. It will affect potions that have been mixed together.

Wednesday, May 18, 2011

Hitting the Bottle Week Continues: Urn of Phantom Trapping

Urn of Phantom Trapping
The urn of phantom trapping appears as an ornately decorated earthenware vessel. In the hands of a cleric, it has the ability to draw in and capture non-corporeal undead and extraplanar creatures. Anything from ghosts to air elementals to demons without physical form can be captured by the urn of phantom trapping. To activate the urn, the cleric removes the lid and points the mouth of the urn at the creature in question. The cleric then makes a Turn Undead attempt against the creature (if the monster is not a member of the undead, he makes the attempt based on the number of hit dice the creature has), and if successful, draws the being into the urn. The lid must be placed on the urn immediately, or the creature will escape on the next combat round. The lid is usually sealed in order to prevent others from opening the urn and releasing the monster inside.

Tuesday, May 17, 2011

Hitting the Bottle Week: Double Bottle of Analysis

Double Bottle of Analysis

The double bottle of analysis appears as a bottle with two necks that empty into the same two-quart space. In reality the volume of the vessel is bisected by an invisible force field that separates the volume into two one-quart volumes, each one served by one of the bottle necks. When the command word is spoken, the field will disappear and allow the contents of the two spaces to mix. The true purpose of the double bottle of analysis is to test the miscibility of magic potions. When two different potions are poured into the bottle through the two necks, the user can hold the bottle and determine the possible outcome of mixing the two together. The Dungeon Master rolls twice on the Potion Miscibility Table and gives both results to the player. Only one of the results is the actual outcome of mixing the two potions, so the player will have to weigh his options before deciding whether or not to allow the potions to mix. If the decision to mix the potions is made, the DM rolls a d4; on a 1 or 2 the first result occurs, on a 3 or 4 the second.

Monday, May 16, 2011

Hitting the Bottle Week Begins!

Ladies and gentlemen, welcome to Hitting the Bottle Week here at Weekend Wizardry. There really aren't a lot of magic bottles in D&D outside of those that hold genies or an endless supply of dihydrogen monoxide. So for the next seven days, I will be deluging the OSR blogosphere with magic bottles, flasks and other things that hold liquids. We begin this week with a bacchanalian inspired item.

Wineskin of Satyr Summoning


This leather wineskin has the ability to hold up to a gallon of any liquid. However, the magic contained within it is only accessible when it is filled with an alcoholic beverage. When the wineskin of satyr summoning is completely full, the owner can use it once per day to summon 2-5 (1d4+1) satyrs to come to his aid. The satyrs appear immediately and will do whatever the holder of the wineskin commands for 7-12 (1d6+6) rounds. At the end of this duration, the satyrs will then drink the contents of the wineskin of satyr summoning until it is empty and then disappear. If the contents of the wineskin of satyr summoning are depleted in any way before the summoning's duration ends, the satyrs will demand that the holder of the wineskin replace the amount with alcohol of equal or greater quality. If the owner cannot or will not replace the contents of the wineskin of satyr summoning, the satyrs will either leave immediately (50% chance) or turn on the wineskin's holder (50%).

The strength of the satyrs depends on the quality of the alcohol in the wineskin of satyr summoning. Alcohol of low quality or water down booze summons satyrs at -1 to hit and damage and -1 hit point per hit die (min. 1 hp/die). Alcohol of high quality will summon satyrs with +1 hit point per hit die that attack with an additional +1 to hit and damage. The summoning will fail if the alcohol that is drugged, poisoned or otherwise contaminated. The owner will have to empty out the wineskin of satyr summoning, replace it's contents with fresh booze and wait 24 hours before trying to summon the satyrs again.

Wednesday, April 13, 2011

One more item for Engines and Empires

I've come up with another item for Engines & Empires. In this case it's a gadget, meaning only technologists and gnomes can make use of it.

The following is designated as Open Game Content per the Open Game License.
Electro-Magic Pulse Generator
This device appears on first glance to be a small manual electrical generator powered by gyroscopes and solenoids. It takes 1d4+1 rounds of hand cranking to get it started, but once that happens, it can power small devices for an hour, after which it needs to cool down for 1d6 hours. However, a technologist or gnome is capable of exploiting the generator's full potential. By carefully adjusting the dials and switches on the generator before cranking, the technologist can set up the generator to release a electromagnetic wave that resonates on the Astral and Ethereal planes. This pulse affects everything within a 30' radius as if it had been hit by a dispel magic spell cast by a 12th level caster. This feature permanently burns out the generator.

Monday, April 11, 2011

I is for Items

After a week of posts of navel-gazing on gaming topics, I thought I would come up with something useful for my fellow gamers. The items below are intended for use with Engines & Empires, but should be compatible with most OSR games with minimal adjustment.

The following is designated as Open Game Content per the Open Game License.

Dressings of Amplified Curing

These light-green linens have a mentholated scent to them. Though they radiate magic, the power of these dressings in not apparent if they are used to simply bind wounds. Instead, these strips of magical cloth enhance the effects of any curative spell cast on a wound bound by them. If a character or creature has his wounds bound with these dressings, and a Cure spell is cast on the person within 24 hours of the treatment, the spell does an additional 1d4 points of healing. The magic in the dressings is used up once a Cure spell is cast, turning the linens white and removing the menthol scent. It does not enhance the effect of potions, healing skills, a technologist's herbal healing ability or regeneration. The dressings usually come in a bundle of 1d6.

Revolver of Ricocheting

This +1 revolver can be of either technological or magical enhancement. It's main ability is to allow the shooter to target opponents that are not in line of sight, or protected by cover, by performing a trick shot that bounces the bullet off other hard surfaces within range. Shots can be bounced off of stone or metal surfaces, but not wood. Performing this shot incurs a penalty as if the shot was from one range class higher than what a direct shot would be (ex. a target medium range would be treated as if in long range). The target gets no benefit from cover to his Armor Class. The shooter can use this ability to shoot at targets around corners, provided he has visual knowledge of the target's location (by seeing the target run around the corner to escape for example).