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osric:chapter6 [2021/07/04 14:04] – Completed Heroism entry as per https://knights-n-knaves.com/phpbb3/viewtopic.php?p=281196#p281196 robertfreemandayosric:chapter6 [2021/07/05 16:29] – Completed and moved Horn of Valhally entry as per https://knights-n-knaves.com/phpbb3/viewtopic.php?p=281423&sid=9244d411732c28c6b6eedd25a3d05b5d#p281423 robertfreemanday
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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 a 20% bonus to hide in shadows checks.
  
 **Cloak of Charisma (any):** A finely-made cloak suitable for a lord or lady, this garment enhances the wearer's charisma by +2. **Cloak of Charisma (any):** A finely-made cloak suitable for a lord or lady, this garment enhances the wearer's charisma by +2.
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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):** When the command word is spoken and the horn sounded, human fighters appear to fight on behalf of the summoner. There are four variations of this item listed below, along with their specific powers and prerequisites. A //**horn of **////**Valhalla**// may only be magically sounded once a week. If the horn is used by someone lacking the proper prerequisites the summoned fighters will attack the user. The summoned fighters are equipped with mail shirts, shields, helms, spears, and hand or battle axes. They will obey the orders of the summoner and fight until they or their opponents are slain, or 1 hour has elapsed.
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 +| **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):** When the command word is spoken and the horn sounded, human fighters appear to fight on behalf of the summoner. There are four variations of this item listed below, along with their specific powers and prerequisites. A //**horn of **////**Valhalla**// may only be magically sounded once a week. If the horn is used by someone lacking the proper prerequisites the summoned fighters will attack the user. The summoned fighters are equipped with mail shirts, shields, helms, spears, and hand or battle axes. They will obey the orders of the summoner and fight until they or their opponents are slain, or 1 hour has elapsed. 
  
 **Incense of Meditation (C):** If a cleric meditates for spells while burning the //incense of meditation//, any spells gained will have their maximum stated effects (so a //cure light wounds// spell would heal 8hp regardless of the roll). The incense does not alter target saving throws. **Incense of Meditation (C):** If a cleric meditates for spells while burning the //incense of meditation//, any spells gained will have their maximum stated effects (so a //cure light wounds// spell would heal 8hp regardless of the roll). The incense does not alter target saving throws.
osric/chapter6.txt · Last modified: 2021/07/05 18:58 by robertfreemanday

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