osric:chapter6
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osric:chapter6 [2020/05/22 17:48] – [Miscellaneous Magic] Fixing some tables robertfreemanday | osric:chapter6 [2021/07/05 18:58] (current) – Minor error https://knights-n-knaves.com/phpbb3/viewtopic.php?p=281835#p281835 robertfreemanday | ||
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| 33 |Gauntlets of Ogre Power|4, | | 33 |Gauntlets of Ogre Power|4, | ||
| 34 |Gauntlet of Rust|11, | | 34 |Gauntlet of Rust|11, | ||
- | | 35 |Gloves of Dexterit|4,000| | + | | 35 |Gloves of Dexterity|4,000| |
| 36 |Goggles of Minute Seeing|1, | | 36 |Goggles of Minute Seeing|1, | ||
| 37 |Headband of Intellect|4, | | 37 |Headband of Intellect|4, | ||
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**Healing (any):** The imbiber of this potion regains 2d4+2 hp. This potion can only be quaffed in total for effect. | **Healing (any):** The imbiber of this potion regains 2d4+2 hp. This potion can only be quaffed in total for effect. | ||
- | **Heroism (FPR):** Extra levels and their accompanied benefits to combat are temporarily granted to the imbiber, | + | **Heroism (FPR):** Extra levels and their accompanied benefits to combat are temporarily granted to the imbiber,determined by his or her experience level as shown in the table below. Characters above 9th level receive no benefit. |
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+ | | **Imbiber Level** | **Levels Granted** | **Additional Hit Dice (d10)** | | ||
+ | | 0 | 4 | 4 | | ||
+ | | 1st to 3rd | 3 | 3+1 | | ||
+ | | 4th to 6th | 2 | 2+2 | | ||
+ | | 7th to 9th | 1 | 1+3 | | ||
**Human Control (any):** Once quaffed, this potion grants the spell-like ability of //charm person// to the drinker for 5d6 rounds. Many kinds of humanoids, Demi-humans, | **Human Control (any):** Once quaffed, this potion grants the spell-like ability of //charm person// to the drinker for 5d6 rounds. Many kinds of humanoids, Demi-humans, | ||
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**Cloak of Arachnida (any):** A black garment of silk, woven in patterns reminiscent of spider webs. This magic cloak grants the wearer immunity to entrapment by mundane or magical webs, allows movement at half speed through any webbed area, and allows the owner to cast web as a 10th level magic user once per day. The cloak also allows the user to spider climb as per the spell up to 10 rounds cumulative per day. Finally, the wearer of the cloak of arachnida gains a +2 bonus on all saves vs spider poisons. | **Cloak of Arachnida (any):** A black garment of silk, woven in patterns reminiscent of spider webs. This magic cloak grants the wearer immunity to entrapment by mundane or magical webs, allows movement at half speed through any webbed area, and allows the owner to cast web as a 10th level magic user once per day. The cloak also allows the user to spider climb as per the spell up to 10 rounds cumulative per day. Finally, the wearer of the cloak of arachnida gains a +2 bonus on all saves vs spider poisons. | ||
- | **Cloak of the Bat (any):** This black or dark brown cloth robe allows the user to fly for up to 7 minutes, followed by a like number of minutes resting during which the cloak recharges itself. The //**cloak of the bat**// actually allows flying in 2 different modes, but both require darkness or a near lightless environment in which to operate. The wearer can a 20% bonus to hide in shadows checks. | + | **Cloak of the Bat (any):** This black or dark brown cloth robe allows the user to fly for up to 7 minutes, followed by a like number of minutes resting during which the cloak recharges itself. The //**cloak of the bat**// actually allows flying in 2 different modes, but both require darkness or a near lightless environment in which to operate. The wearer can fly by actually polymorphing into a regular bat (aerial agility level V—see Chapter III), or he or she can grab the edges of the garment and spread his or her arms like bat-wings. The wearer of the cloak also gains the ability to hang upside down from the ceiling like a bat, and the cloak grants |
**Cloak of Charisma (any):** A finely-made cloak suitable for a lord or lady, this garment enhances the wearer' | **Cloak of Charisma (any):** A finely-made cloak suitable for a lord or lady, this garment enhances the wearer' | ||
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The horn can be magically sounded once per day, or three times per day by a triton. Any sounding of the horn can be heard by all tritons within 3 miles of the horn. | The horn can be magically sounded once per day, or three times per day by a triton. Any sounding of the horn can be heard by all tritons within 3 miles of the horn. | ||
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+ | **Horn of Valhalla (special): | ||
+ | |||
+ | | **d%** | **Type of Horn** | **Fighters Summoned** | **Prerequisite** | | ||
+ | | 01-40 | Silver | 2d4+1, 2nd level | None | | ||
+ | | 41-75 | Brass | 2d4+1, 3rd level | Spell Caster | | ||
+ | | 76-90 | Bronze | 2d4, 4th level | Fighter or Thief | | ||
+ | | 91-00 | Iron | 1d4+1, 5th level | Fighter or Thief | | ||
**Horseshoes of Speed (any hoofed animal):** An animal shod with four of these magic items increases land travelling speed by 30-ft with a proportional increase to jumping distances. | **Horseshoes of Speed (any hoofed animal):** An animal shod with four of these magic items increases land travelling speed by 30-ft with a proportional increase to jumping distances. | ||
**Horseshoes of the Zephyr (any hoofed animal):** An animal shod with four of these magic items moves approximately 4-6 in above any roughly horizontal surface. This allows travel over water or other unstable or non-solid surfaces. An animal shod with the horseshoes of the zephyr leaves no tracks. | **Horseshoes of the Zephyr (any hoofed animal):** An animal shod with four of these magic items moves approximately 4-6 in above any roughly horizontal surface. This allows travel over water or other unstable or non-solid surfaces. An animal shod with the horseshoes of the zephyr leaves no tracks. | ||
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- | **Horn of Valhalla (special): | ||
**Incense of Meditation (C):** If a cleric meditates for spells while burning the //incense of meditation//, | **Incense of Meditation (C):** If a cleric meditates for spells while burning the //incense of meditation//, | ||
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*The wearer is treated as if he or she were one level higher for the purposes of overcoming a target' | *The wearer is treated as if he or she were one level higher for the purposes of overcoming a target' | ||
- | **Robe of Blending (IM):** Magical robes which communicate to the wearer its power. Anyone wearing the robe of blending is 75% unlikely to be detected if stationary, 50% in motion. The robe also allows the wearer to // | + | **Robe of Blending (IM):** Magical robes which communicate to the wearer its power. Anyone wearing the robe of blending is 75% unlikely to be detected if stationary, 50% in motion. The robe also allows the wearer to // |
**Robe of Bones (IM):** An enchanted robe bearing a variety of tokens visible to and recognizable only by the wearer. One token can be detached per round, causing the token to become the type of undead it resembles. The created monster will not automatically be under the control of the wearer but will be subject to normal forms of control or command. | **Robe of Bones (IM):** An enchanted robe bearing a variety of tokens visible to and recognizable only by the wearer. One token can be detached per round, causing the token to become the type of undead it resembles. The created monster will not automatically be under the control of the wearer but will be subject to normal forms of control or command. | ||
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//Example of Ring of Spell Storing Creation:// Jerry the GM decides to place a //**ring of spell storing**// in a red dragon' | //Example of Ring of Spell Storing Creation:// Jerry the GM decides to place a //**ring of spell storing**// in a red dragon' | ||
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- | **Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows: | ||
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- | *Area effect spells which are not directly targeted upon the ring bearer cannot be turned. | ||
- | *Touch-based spells cannot be turned. | ||
- | *Spell effects delivered by devices are not turned. Examples include: rods, staves, wands, rings. Note: spell scrolls are not considered devices. | ||
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- | When a spell is cast at the wearer of the //**ring of spell turning**//, | ||
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- | The //**ring of spell turning**// also grants a saving throw against spells which normally do not allow one. In such a case, the save will be half of the percentage die roll for spell reflection. Returning once again to the example above, the ring wearer rolling a 60% chance of reflecting an attacking spell would gain a 30% saving throw, reducing or negating effects as appropriate to the spell. | ||
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- | Spells that only affect a certain number of levels must be able to affect the target' | ||
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- | | **d%** | ||
- | | 01-70 |Spell fails completely, no effect on target or caster| | ||
- | | 71-80 |Spell takes full effect on both target and caster| | ||
- | | 81-97 |Spell fails and both rings are destroyed| | ||
- | | 98-00 |A rift into the Positive Material Plane opens, both target and caster are sucked in| | ||
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**Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows: | **Ring of Spell Turning (any):** This magic ring creates a powerful magic aura around the wearer that will partially reflect any spells cast at him or her back onto the spell caster. There are three exceptions to the spell turning ability the ring bestows: |
osric/chapter6.txt · Last modified: 2021/07/05 18:58 by robertfreemanday