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osric:chapter6 [2021/07/04 14:10] – Completed Cloak of the Bat entry as per https://knights-n-knaves.com/phpbb3/viewtopic.php?p=281317#p281317 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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 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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