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osric:chapter6 [2019/05/27 20:44] – [Master Magic Item Tables] robertfreemandayosric: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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 ====== Chapter 6: Treasure ====== ====== Chapter 6: Treasure ======
  
-In OSRIC, "treasure" comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see Chapter 5 for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.+In OSRIC, "treasure" comprises maps, coin, gemstones, jewellery, and magic items. In many cases, treasure will come from monsters the characters defeat (see [[osric:chapter5|Chapter 5]] for details of the treasure each creature possesses). However, it may also be found in dungeons in other circumstances, either unguarded (rarely!) or protected by a trick or trap.
  
 This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award! This chapter contains systems for randomly determining treasure. The GM should employ these systems with care and thought, and the general principle should be that any treasure awarded reflects the difficulty in obtaining it—so, for example, if the dice show that a small sickly rat or kobold in the upper dungeon levels possesses some enormously valuable treasure such as a great jewel or major magic item, the GM should give thought to reducing the award!
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-(For fully randomly-generated dungeons, the treasure table in Chapter 4 should be used instead.)+(For fully randomly-generated dungeons, the [[osric:chapter4#how_to_create_a_random_dungeon|treasure table in Chapter 4]] should be used instead.)
  
 ===== Maps ===== ===== Maps =====
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 | ::: | 66-00 +5| ×5 | | ::: | 66-00 +5| ×5 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20 Special  |Variable   |+|  19-20  | Special Variable |
  
 **Miscellaneous Weapons Table 1 — form** **Miscellaneous Weapons Table 1 — form**
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 | ::: | 66-00 +5| 50,000 | | ::: | 66-00 +5| 50,000 |
 |  18  |Cursed|—| |  18  |Cursed|—|
-|  19-20  |Special|Variable||3,500+|  19-20  |Special|Variable|
  
 **Potions Table 1 — properties** **Potions Table 1 — properties**
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 |  33  |Gauntlets of Ogre Power|4,000| |  33  |Gauntlets of Ogre Power|4,000|
 |  34  |Gauntlet of Rust|11,500| |  34  |Gauntlet of Rust|11,500|
-|  35  |Gloves of Dexterit|4,000|+|  35  |Gloves of Dexterity|4,000|
 |  36  |Goggles of Minute Seeing|1,250| |  36  |Goggles of Minute Seeing|1,250|
 |  37  |Headband of Intellect|4,000| |  37  |Headband of Intellect|4,000|
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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. 
 + 
 +| **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, and humans can be affected by this potion (see the table below), and 32 hit dice/levels of these beings are affected. Only whole hit dice are considered when calculating how many individuals are affected, and any bonuses are dropped (3+1, 4+2 are treated as 3, 4). The specific kind of human- like being affected for each potion is determined on the table below. **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, and humans can be affected by this potion (see the table below), and 32 hit dice/levels of these beings are affected. Only whole hit dice are considered when calculating how many individuals are affected, and any bonuses are dropped (3+1, 4+2 are treated as 3, 4). The specific kind of human- like being affected for each potion is determined on the table below.
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 **A Battle of the Wills: Swords vs Characters** **A Battle of the Wills: Swords vs Characters**
  
-Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their align- ment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.+Each unusual sword has a personality score, determined by adding its intelligence score to its ego points. These swords will be very conscientious in following their alignment and if the sword owner is not, a personality conflict arises. If the sword has a substantial ego, 19 or higher, the weapon will consider itself superior to its wielder and if he or she does not agree with the sword's decisions a personality conflict will arise.
  
 A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level. A player character's personality is determined by the formula: Character Level+Intelligence+Charisma = Personality Score. This score will be modified by damage he or she has taken, reducing Personality Score by 1 point for each group of hp equivalent to the character average hp per level.
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 **Bag of Tricks Colour** **Bag of Tricks Colour**
  
-|  **Grey**  |  **Rust**  |  **Tan**  ||||+|  **Grey**  ||  **Rust**  ||  **Tan**  ||
 |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  | |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |  **d%**  |  **Animal**  |
 |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  | |  01-30  |  Bat  |  01-30  |  Wolverine  |  01-30  |  Brown Bear  |
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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.
 +
 +**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.
 +
 +| **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.
- 
-**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.
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   *The wearer is treated as if he or she were one level higher for the purposes of overcoming a target's magic resistance.   *The wearer is treated as if he or she were one level higher for the purposes of overcoming a target's magic resistance.
  
-**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 //chang////e-////self// at will, as per the spell. Any person or creature friendly to the and after 1 round the swirling colours create an effect similar to a gaze attack; anyone within 30-ft of the robe'wearer will be dazed 1d4+1 rounds (saving throw vs staves allowed to negate effects). Undead and mindless creatures are immune to this effect. The scintillation effect can be used a total of 10 rounds per day.+**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 //chang////e-////self// at will, as per the spell. Any person or creature friendly to the wearer, however, will see him or her as he or she really is.
  
 **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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 **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table: **Sagacious Volume (any, see below):** This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table:
  
-|  **d10**  |  **Class**  |    |  **d10**  |  **Class** +|  **d10**  |  **Class**  |  **d10**  |  **Class** 
-|  1  |  Assassin  |    |  6  |  Magic user  | +|  1  |  Assassin  |  6  |  Magic user  | 
-|  2  |  Cleric  |    |  7  |  Paladin +|  2  |  Cleric  |  7  |  Paladin 
-|  3  |  Druid  |    |  8  |  Ranger +|  3  |  Druid  |  8  |  Ranger 
-|  4  |  Fighter  |    |  9  |  Thief  | +|  4  |  Fighter  |  9  |  Thief  | 
-|  5  |  Illusionist  |    |  10  |  Re-roll  |+|  5  |  Illusionist  |  10  |  Re-roll  |
  
  
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 |  **Bead Type**  |**Ability Granted**| |  **Bead Type**  |**Ability Granted**|
 |  Blessing  |Cast //bless// spell| |  Blessing  |Cast //bless// spell|
-|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//,  +|  Healing  |Cast choice of //cure serious wounds//, //cure blindness// or //deafness//, or //cure disease//|
-or //cure disease//|+
 |  Karma  |Cast spells at +4 user level of ability for 10 rounds| |  Karma  |Cast spells at +4 user level of ability for 10 rounds|
 |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//| |  Smiting  |Cast //spiritual weapon//, //flame strike//, or //cause blindness//|
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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's treasure hoard. He rolls a 57 on d%, indicating the ring contains magic user spells. A second d% roll yields a 05 and this means the ring really contains spells of the illusionist class. Jerry now rolls 2d4 and gets 1 on both dice, meaning the ring will contain 2 spells total. Jerry now rolls 1d6 twice, one for each spell to determine the level of that spell. The first result is a 2, the second is a 6. The 6 needs to be re-rolled on a 1d4 and rolling that die generates a result of 4. So, the GM now knows the ring will hold 2 illusionist spells, one of level 2 and one of level 4. Jerry decides to let fate take a hand in the selection of the exact spells the ring stores and takes a look at the illusionist spell tables (see Chapter 2). There are twelve level 2 illusionist spells, and eight level 4 spells, so Jerry grabs a d12 and a d8 and rolls them both. The d12 rolls a 4 so Jerry notes the result of //detect magic//. The d8 rolls an 8 and Jerry notes the result of //shadow// //monsters//. Now that the exact properties of the //**ring of spell storing**// have been determined, they can never be changed; the ring will ever after only hold the two illusionist spells noted. If the finder of the ring uses it to cast a detect magic spell, then an illusionist must cast a detect magic upon the ring to recharge that spell slot. //Example of Ring of Spell Storing Creation:// Jerry the GM decides to place a //**ring of spell storing**// in a red dragon's treasure hoard. He rolls a 57 on d%, indicating the ring contains magic user spells. A second d% roll yields a 05 and this means the ring really contains spells of the illusionist class. Jerry now rolls 2d4 and gets 1 on both dice, meaning the ring will contain 2 spells total. Jerry now rolls 1d6 twice, one for each spell to determine the level of that spell. The first result is a 2, the second is a 6. The 6 needs to be re-rolled on a 1d4 and rolling that die generates a result of 4. So, the GM now knows the ring will hold 2 illusionist spells, one of level 2 and one of level 4. Jerry decides to let fate take a hand in the selection of the exact spells the ring stores and takes a look at the illusionist spell tables (see Chapter 2). There are twelve level 2 illusionist spells, and eight level 4 spells, so Jerry grabs a d12 and a d8 and rolls them both. The d12 rolls a 4 so Jerry notes the result of //detect magic//. The d8 rolls an 8 and Jerry notes the result of //shadow// //monsters//. Now that the exact properties of the //**ring of spell storing**// have been determined, they can never be changed; the ring will ever after only hold the two illusionist spells noted. If the finder of the ring uses it to cast a detect magic spell, then an illusionist must cast a detect magic upon the ring to recharge that spell slot.
- 
-**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: 
- 
-  *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. 
- 
-When a spell is cast at the wearer of the //**ring of spell turning**//, he or she rolls a d10 and multiplies the result by 10. When damage from the spell attack is determined, the number generated by this roll indicates what percentage of the damage is reflected back upon the attacker. Thus if "6" appearsonthed10, 60% of the damage rolled would be deducted from the attacking spell caster's hit points and 40% from the target. Further, for each 10% of difference between the damage percentage rolled and 100%, the ring-bearer gains +1 to his or her saving throw. Going back to the example above, the spell's target would get a +6 to his or her saving throw and the spell caster would gain a +4. 
- 
-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. 
- 
-Spells that only affect a certain number of levels must be able to affect the target's and caster's levels combined, otherwise the spell has no effect on either party. If the ring's wearer wishes to receive the effects of a targeted spell, he or she must first remove the ring. (Healing spells are exempt, since they are touch-based.) If both caster and target are wearing //**rings of spell**// turning, roll d% and consult the table below. 
- 
-|  **d%**  |**Result**| 
-|  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| 
- 
- 
  
 **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/chapter6.1558989844.txt.gz · Last modified: 2019/05/27 20:44 by robertfreemanday

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