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

Tuesday, July 12, 2016

Magical Hodgepodge VI

Fire Chalk: This red chalk can be used to draw a line on an appropriate surface, which then erupts into flames one round later. The chalk can be used to draw up to 60' in an uninterrupted pattern and 1 round later a vertical sheet of flame 5' high will erupt from the line. The flame will burn for 1 turn and deal 2d6 damage for anyone crossing the plane. The Fire Chalk can be used up to 3 times before losing its red color and reverting to white chalk.

Feather Parasol: This parasol is made out of harpy feathers. If the parasol is opened and held above the head it allows the user to levitate as per the spell for six turns. The levitate ability can be used 3 times per day. The parasol can also be opened and twirled in a hypnotic pattern, all targets who can see the parasol within 30' must make a save vs spell. Upon failure the target is fascinated by the pattern until the user stops twirling. Fascinated targets can defend themselves, but can't move or attack. The fascinated effect is broken if the target takes damage or is outside the 30' range. A save is permitted each round to break free.

Sunday, July 10, 2016

Magical Hodgepodge V

Pain Razor: A blood stained flint shaving razor that is use to increase pain tolerance. The user can scar himself with the razor, which increases his pain threshold for 1 turn. All physical damage is reduced by 1/2 for 1 turn. At the end of the turn the user permanently loses 1 hit point.

Embryonic Needle: This needle has the embryos of rot grubs sustain in amniotic fluids. The needle can be injected into a victim and the embryos immediately mature into an adult rot grub. A to hit roll for the injection is required and the following round 1d6+2 rot grubs begin to burrow within the victim. A cure disease or flame to the injection site can be used to remove them. If not removed within 1 to 3 turns the grubs burrow to the heart and the victim is slain. The needle can only be used once.

Dagger of Sacrifice: This +1 dagger has an obsidian pommel and a jagged blade. If the user scores the killing blow against creature he gains temporary hit points equaling the creatures level or HD. A 5 HD creature would gain 5 hit points. These temporary hit points last 6 turn before disappearing. Temporary hit point cannot be more then twice the user hit points.

For more magic items, check out the index


Saturday, June 18, 2016

Magical Hodgepodge IV

Vial of Stout Blood: This vial contains a mixture of dark green herbs and troll plasma. If the vial is applied to a wound it immediately stops it from bleeding. If ingested it will stop all ongoing bleed damage and prevent bleed damage for 1 turn as your blood becomes thicker. If used as a topical it has five doses, if drank it only has one dose.

Ghost Coins: A pair of black coins with an owl stamped on both sides. If placed on the eyes of a corpse it will psychically reveal the last ten minutes before their death. Upon revealing the details it turns to dust.

Radiant Lantern: This black metal lantern has a crystal housed inside. It has 24 charges. A single charge provides light in a 30' radius for 1 turn. If two charges are spent it increases the lights intensity to 60' and last 1 turn. If three charges are spent it reveal all invisible creatures in a 30' radius for 1 turn. If six charges are spent it creates radiate light that does 2d6 points of damage to all fiends and undead in a 30' radius. The Radiant Lantern will regain spent charges if bathed in natural sunlight for six hours.


Tuesday, June 7, 2016

6 Black Market Magic Items

6 Black Market Magic Items


1. Zombie Brain: The still pulsating encephalon of a zombie whose body has been destroyed, but his ever lasting hungry still remains. A Zombie Brain can be implanted in a corpse and in 1d4 rounds it will reanimate as a zombie. It is advised to have someone who can control the newly revived undead.

2. Pouch of Dryad Leaves: This pouch contains the leaves from a Dryad Tree. The leaves have been ground down and can be used in a smoking pipe. Anyone who spends a round smoking the Dryad Leaves becomes immune to mind-affecting abilities for 1 turn.

3. Angel Perfume: This bottle contains the tears of an angel. If sprayed on the user it will register their alignment as being of a good nature for 24 hours. A bottle contains 3 applications.

4. Leprechaun Candle: This candle is made from the fat of a leprechaun. When lit it creates a rainbow that originate from the candle and ends where the most valuable accumulation of wealth is located. The candle can extend out to 5 miles and last for 3 hours before burning out.

5. Cockatrice Duster: This feather duster is made from the most decorative plumes from dozens of cockatrice. The duster can be used to reverse the effects of petrification. Once used the exotic feathers become dull gray and loses its reversal properties.

6. Devil Ink: This vial of ink is made from the fiendish blood of devils. When used to sign a contract it create irrevocable clause that binds the party to live up to their agreement. Deviations from the contract causes the breaker to bleed from his eyes. The damage is applied daily and equals twice the signers level or HD. Those killed by Devils Ink cannot be resurrected as their soul is forfeit to the Nine Hells.

Monday, June 6, 2016

Magical Hodgepodge III

Martyr Blade: This long sword has a rose quartz as a pommel and the grip has a rose design. The sword function as a +1 magic weapon, +2 vs chaotic creatures. The user can sacrifice his own hit points to deal additional damage to an enemy with a successful attack. The maximum additional damage cannot exceed user level/HD for each attack. Hit points sacrificed cannot bring the wielder below zero.

Ricochet Sling: This +1 Sling is made of braided fox hair and has the ability to ricochet a stone upon a successful hit. If the attack is successful, the stone will ricochet to the nearest enemy who is within 40'. The secondary attack will use the original attack roll to determine if it hits. If no secondary enemy is present then the stone simply falls to the ground.

Pixie Bullet: This sling ammunition is made out of a pixie skull with residual dust clinging to it. When the bullet is shot from a sling it lets out a childish laughter. With a hit it deals normal damage and also causes the victim to disappear from existence for one round. A save vs spell is allowed to avoid disappearing.

Wednesday, June 1, 2016

Magical Hodgepodge II

Treatise of Abyssal Lore: This large book is made from the skin of hundreds of humanoid hide from across the multiverse. The words are penned in sanguine ink that constantly shifts and swirls, making it extremely difficult to comprehend. Anyone with an intelligence of less then 12 can't decipher its cryptic language. Those with a 12 to 17 intelligence can spend a turn consulting the book to gather insight on a specific demon type. Those with 18 plus in intelligence receive a +1 to decipher the contents of the book.
     The user must spend one turn studying the book and then proceeds to roll a 1d6. On a roll of 1-3(18 plus Int succeeds on a 1 - 4) the user is able to recall information on a specific demon type. This information can be special abilities, weaknesses, etc. On a roll of 4 - 6 the user is unable to decipher the cryptic nature of the book. On a roll of a 6, the user must roll d6 again. If another 6 is rolled, then another roll is required. If three 6s have been rolled then the book returns to the Abyss and is replaced by the demon the user was attempting to research.

Nether Spike: This nail is forged of silver and discarded scrap metal from a destroyed magic item. The scrap metal from the item has residual magic that still permeates. Nether Spike is effective vs incorporeal undead. It allows the user to hammer the nail into the same space the incorporeal creature is occupying, forcing the undead to partially materialize and be tethered to the spike. The partial materialization allows for non-magical weapons to harm the incorporeal creature but at 1/2 their damage. It also keeps the incorporeal creature from moving from the Nether Spike unless a save vs death is made to break free.


Sunday, May 29, 2016

Magical Hodgepodge

Magical Hodgepodge

Just a quick collection of magical items.

Phoenix Elixir: The contents of this potion churns with liquid flames. Anyone who drinks this elixir has a moment of renewal. The character can reroll all stats and has the option to select a new race and class. The character retains his current experience and applies it to his new incarnation.

Coral Mask: A symbiotic mask made of coral that wraps around the face of the wearer. It processes oxygen and carbon dioxide and allows the wearer to breath underwater for 1 turn per constitution point. After all turn have been exhausted, the coral mask requires 24 hours before being used again.

Tail Choker: This necklace is made out of entwined rat tails. The wearer of the choker mouth morphs into that of a rat with large incisors and he gains a bite attack that does 1d4 points of damage and counts as an additional attack. For every successful bite attack there is a 5% chance of spreading disease. A save vs poison is needed or the victim will die in 1d6 days. All rats, giants rats, wererats, and rat type creatures must make a morale check if they wish to attack the wearer of the Tail Choker. 

For more magic items, check out Magic Item Index




Sunday, May 15, 2016

10 Ioun Stones for the Undead

     Ioun Stones are crystalline stone that float around the user at distance of 1 to 3'. They have an AC of -4 and 10 hit points. Destroying an Ioun Stone negates it benefit. Also snatching an Ioun Stone from orbit will also negate its benefit. Presented below are 10 Ioun Stones that only work for the Undead. They augment their abilities and add another dimension to a combat. The group might have to focus on destroying the stone to weaken the undead. Since their abilities are attuned specially to undead they are useless to an adventuring party, besides pawning them.

1. Cool Gray Ellipsoid: Requires +1 magical weapon or better to be harmed.

2. Charcoal Cuboid: Gains immunity to turn undead.

3. Ecru Sphere: All HD are maxed. A 3 HD creature would have 24 Hit Points.

4. Bistre Cylinder: Soul Recycle. Any living being slain has their soul absorbed into the stone. The stone explodes and a Shadow is born the next round.

5. Azure Prism: Creates an ectoplasmic field around the undead. All physical damage is reduced by 1/2

6. Sepia Pyramid: This stone dampens positive energy within 60'. All healing spells are reduced to 1/2 their value. For example a cure light wounds that would heal 4 hit points only heals 2.

7. Smoky Black Rhomboid: Anytime a hit would reduce the undead to zero hit points, a death saving throw is made. If successful the undead continues to fight.

8. Ebony Cube: Anytime an undead slays a creature, the cube absorbs 1 hit point for each HD/Level of that creature. The cube can store up to 100 hit points. As an action the undead can harness the cube's stored reserve to heal itself up to its maximum.

9. Umber Octahedron: This stone grant amazing speed. The undead always goes first in initiative and moves twice its movement rate.

10. Midnight Blue Dodecahedron: Allow an undead who has a sunlight vulnerability to ignore its effects.


Wednesday, February 3, 2016

5 Magic Items II

5 Magic Items II

1. Rotting Axe: This +2 battle axe is merged with disease bearing symbiote. The symbiote is a semi-intelligent organism that requires it's diseased cells to be expelled daily. Failure to expel the diseased cells on another creature will have the axe spread it disease to the wielder. Every time the axe successful hits an opponent in combat they must save vs death or contract quick rot. Quick rot deal 1 hit point of damage per HD of the creature for a number of round equaling the creatures hit die. An 8HD creature would take 8 damage per round for 8 rounds. A save is allowed each round that the rot is festering. A save suppresses the disease for 1 round. If 24 hours pass without spreading the disease to another creature the wielder will automatically be subject to quick rot.

2. Flask of Distilled Fear: This bottle contains the distilled liquid of a fear causing undead. The flask is thrown like an oil weapon and upon impact will erupt in a 5' radius cloud of vapor. Those within the cloud must make a morale check or flee for 1d4+1 rounds. A morale check is allowed each round to regain composure and end the effect early. Creature immune to fear are not affected.

3. Surging Horse: This item is a riding-stick horse. A 6' wooden pole with a horses head at the top. Although some might dismiss this item as a simple children's toy it actually has magical properties. With one hand free the user can mount the stick to gain unnatural speed. 3 times a day the horse provide a speed surge for 1 round, which allows the user to move 3 times their movement and perform a charge while only being 10' away. However, the riding stick horse has a chance to buck each time a speed surge is used. Roll a d6 and on a roll of a 1 the horse bucks and throws the user to the ground prone.

4. Confectioner Rod: This 4' long rod is made of peppermint candy. The rod attacks as a quarterstaff and if a charge is expelled requires the opponent to make a save vs poison. Upon failure the opponent's top set of teeth fall out. The creature will bleed for 1d4 points of damage per round until cured or mended. If a second attack hits and another charged is spent then the bottom set of teeth fall out, which will bleed for another 1d4 points of damage until tended to. The rod is extremely effective against creatures who only have a bite attack.

5. Jar of Ghost Powder: This jar contains ground down bone powder from an victim who became an incorporeal undead. This powder can be coated on a melee weapon, which will allow them to hit an incorporeal undead who would need a magic weapon to be harmed.  It takes 1 round to apply the powder and the coated weapon only remain effective for 4 rounds. The 1st round being the most potent while the 4th round being much less effective. Each jar contains 3-5 applications. Refer to the chart below for damage dealt.

Round 1
Damage dealt is doubled
Round 2
Normal damage
Round 3
½ damage
Round 4
¼ damage

For another set of magic items, check out part 1 linked below.

artwork by Joanna Ballendorf

Monday, January 4, 2016

5 Magic Items



5 Magic Items

1. Dream Candle: This white candle has black crescent moons that dot its cylinder body. The candle burns for 4 hours. It reduces rest time from 8 hours to 4 hours while lit. All benefits from an 8 hour rest is received in half the time including hit points regained, spell memorized, etc. To receive the benefit from this quickened rest you must be within 30' of the candle and not leave its radius at any point during that time. Upon completion of the rest the candle is destroyed.

2. Rabbit's Foot: This lucky charm is connected to a silver ring and usually worn on a necklace, but can be attached to a belt or other objects. The wearer of the Rabbit's Foot can alter any die by 1 after a dice has been rolled. The wearer can affect anyone within 30' of himself including allies and enemies. The wearer can alter a die roll twice per day.

3. Jar of Vampiric Oil: This concoction of vampire ichor, sweat, and other bodily liquids is formed into a thick oily residue. The Oil can be coated onto a melee weapon. The next 1d3 successful attacks deal normal damage to their opponent while half of that damage is transferred back to the wielder as healing or temporary hit points. The coating will remain active for 1d3 turns or until all successful attacks have been used. Hit points gained above the wielder max will disappear after 1 turn. Coating a weapon in Vampiric Oil consumes one action and each jar has one application.

4. Potion of Ectoplasmic Armor: This purple concoction is made of a supernatural viscous substance of spiritual energy. Once consumed an ectoplasmic armor will wrap around and cover the body, providing a random armor bonus. The size and shape is determined by the chart below. The weight of the armor is 1/10th of normal weight, can be used by any character class, doesn't hinder spellcasting, and last 1d4+1 turns. However, any natural 20 rolled against the wearer will shatter the armor and end its effects.

D6
           Armor Type
AC
1.
Padded
8
2.
Studded Leather
7
3.
Scale Mail
6
4.
Chain Mail
5
5.
Banded Mail
4
6.
Plate Mail
3


5. Witch Bottle: This mason jar is filled with nails, broken glass, and other sharp objects. The user of the bottle must fill the remaining air space with their own urine. The bottle is then buried in the soil. The user will be immune to the next harmful spell cast against him as long as he remains within 5 miles of where the bottle is buried. The witch bottle will shatter and be destroyed once those conditions are meet.

artwork by Joanna Ballendorf
owned by Steven Marella

Wednesday, November 18, 2015

Celestial Bow of Radiance

Celestial Bow of Radiance


The Celestial Bows of Radiance are crafted by master artisans on the Seven Heavens of the Outer Planes. Created to be used by its Angel protectors to quickly heal or restore injured comrades during their eternal battle with the fiends of the lower planes. These long bows create arrows of pure positive energy that is used to target fellow allies.

The bow is fired at a fellow ally and an attack roll is required. The AC of a willing subject is 9 modified by any cover penalties if in the thick of battle. If fired within 10' of a friendly target no roll is required. Upon success the bow uses charges to bestow curative effects. The Celestial Bow has 7 charges. The user can expend charges to perform various healing function as indicated from the chart below.

   Charge
1 Charge
Cure Light Wounds
2 Charges
Bless
3 Charges
Cure Disease
3 Charges
Remove Curse
4 Charges
Cure Serious Wounds
4 Charges
Neutralize Poison
5 Charges
Cure Critical Wounds
7 Charges
Raise Dead

If all seven charges are exhausted the bow erupts into radiant light and is destroyed. The bow can replenish charges by casting any of the spells on the table into the bow. The appropriate spell will replenish that many charges. For example a cure critical wound spell cast by a cleric will replenish five charges. The bow can never have more then seven charges at a time.

The only combat ability of the Celestial Bow is that a cure spell can be used to harm undead and creatures from the lower planes(demons, devils, etc). The damage normally cured would be converted to positive energy damage. A cure light wounds charge would inflict 1d6+1 points of damage.

artwork by Joanna Ballendorf
owned by Steven Marella

Wednesday, November 4, 2015

5 Magical Potions

5 Magical Potions


Presented below are five new magical potions. They are created using Labyrinth Lord and they are compatible with any OSR D&D ruleset. Unless stated most potions that aren't instantaneous last 1d6 +6 turns and can be consumed in half doses.

Potion of False Healing: This potion appears and taste like a potion of extra healing. The consumer heals 3d6+3 hit points immediately once consumed. However, this potion is cursed and the healing is only short term. After 1d6 turns all wounds healed are reversed. If the consumer has low hit points once the potion reverses it has the potential to be fatal.

Potion of Proto-Fluids: This potion is made of ground organs and bones mixed with sanguine fluids. The mixture constantly swirls and shifts around even if the container is motionless. Once consumed the potion causes a temporary mutation. Roll 1d6 and consult the table below.

1.
A third eye grows on your forehead. You gain the ability to see in the dark perfectly within 60’ and are able to spot invisible creatures.
2.
You grow two additional legs. Your movement is doubled.
3.
A huge arm and malformed clawed hand sprouts from your chest. You gain an additional attack that does 1d6 points of damage.
4.
You grow an exact duplicate of your head on your shoulders similar to an ettin. Since you have two minds controlling your body you can act twice in one round. Also you can roll twice for any mind-affecting saving throw and take the highest of the rolls.
5.
Your body is covered in hundreds of calluses evenly distributed throughout your body. You are resistant to physical damage and take two less damage for all attacks.
6.
Your internal organs liquify. Save vs. death or die.

Potion of Deflection: This potion last for 1d4+2 rounds and damage dealt to you is randomly distributed to another person or creature within 60'. If no target is within 60' you take the damage as normal. 

Potion of Calamity: This cursed potion appears as a potion of invulnerability. However, the potion reduces your chance of success on d20 roll. All d20 rolls that require a high roll instead are made with a 2d8. 

Potion of Tumors: This potion has the appearance of yellow-brown pus with tiny clumps of tissue floating about. The potion is extremely hard to swallow and a constitution check is required to down the potion. If you are able to down the potion your body grows hundreds of pus filled tumors that are highly acidic once bursted. You gain immunity to acid for the duration of the potion and anyone hitting you with a weapon punctures your tumors and everyone within a 5' radius of you takes 1d4+2 points of acid damage. 

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artwork by Joanna Ballendorf
owned by Steven Marella


Sunday, July 12, 2015

Corrosive Blade


Corrosive Blade

The Corrosive Blade is a curse short sword +1, +2 vs metal. The blade is severely rusted and corroded. If found among a treasure hoard most parties would discard this sword as mere junk. 


-The Corrosive Blade has additional properties vs metal. Every time the blade hits a metal creature or metal clad opponent it takes an extra 1d6 points of damage.

-Any time the Corrosive Blade hits metal armor or a creature made of metal it permanently erodes 1 point of armor class. Each hit is cumulative and when the armor offers no armor class value it is destroyed. Any metal creature that has its armor class reduced to 10 will be destroyed regardless of hit points. 

-The Corrosive Blade slowly begins to destroy the user. Each day that passes the wielder becomes sick and frail. Its skin takes on a rusty metallic hue. Once a day the user must save or take 1d6 hit point damage that is permanent. Once reduce to zero hit points the wielder appears as a piles of rusty ash with no chance of revival except through a Wish spell. A Remove Curse can used to break the bond between the user and the blade

- In addition to the hit point loss all metal objects on the wielder begin to degrade. Any metal weapons corrode and turn to ash within one day. Metal armors lose half its value in one day and on the second day crumbles to dust.






artwork by Joanna Ballendorf
owned by Steven Marella

Thursday, July 2, 2015

Necromancers Bone Bow

Necromancers Bone Bow

The Necromancers Bone Bow is a long bow +2, +3 vs humans. Created from the bones of slain humans by ancient liches these bows were gifted to their elite undead minions. These minions would command the liches forces across the battlefield. Using this bow to create new minions or cause massive wounds versus their opponents.

Any arrow strung through the sinew bowstring turns into an arrow made of bones. Once the arrow hit its target and puncture the skin it breaks apart into dozens of bone shards. Each round the target must save or take 1d4 additional damage until it saves. All subsequent damage is cumulative. Any magical healing will negate the additional damage. Once a save has been successful no further damage accrues.

The bow can also be used to animate dead. Any arrow shot onto the battlefield turns into skeleton one round later. Including arrows that miss intended targets. 



artwork by Joanna Ballendorf
owned by Steven marella