Kirfeshi's Spellchick: An automaton constructed of gold and coral and crystal, the spellchick is so finely crafted as to resemble a living chick with golden beak, coral feet and onyx eyes. Its coat of silken fluff neatly conceals the arcane clockworks that operate beneath its golden skin.
The spellchick is a boon for any magic-user or elf with a taste for scribing magical scrolls. If the chick is permitted access to a scroll, on a worktable for example, before the final enchantments are laid, it will hop across the parchment, pecking at the inscriptions and correcting any errors it may find in the diagrams or text. These corrections increase the enchanter's chances of successfully enchanting the scroll.
Unaugmented, the spellchick grants an additional 10% chance to the enchantment roll. It may be fed with special "feed" -- arcane mixtures of ground precious metals, dragon talon, lily-of-the-valley harvested at midnight, liquid jade and more exotic materials, mixed with white cornmeal -- which will increase the bonus by 5% for every dose fed to the chick. These feeds will cost 100-1000gp per dose, and are unique to each form of spell or other scroll.
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Thursday, April 30, 2009
Wednesday, April 29, 2009
Magic Item: Tears of Blood
Tears of Blood: A dark and forbidding weapon, Tears of Blood is a spear forged of blackened steel and completely enameled over in translucent, glassy crimson. Its broad, chisel-like head is of the same steel and carved with intricate channels; the razored edges seem perpetually wet with blood, which arcs from the weapon in gleaming teardrops when Tears is used in combat.
The lance saps its wielder's vitality, but pays back the price in combat; with every successful strike, Tears of Blood draws out a portion of the the victim's life and feeds it to its wielder.
Though considerably more visceral than his prior creations, the magesmith Ar'keli consented to the enchantment of Tears at the insistence of his adventuring companion Jurvan the Twice-Barbed. The spear became only one portion of the panoply the Sky Banners carried to wield against Korvokkhar the Night Dragon; Jurvan was destroyed during the battle, and the weapon was added to Korvokkhar's immense hoard until the dragon mysteriously disappeared some two centuries later.
Tears of Blood was last seen in the hands of a wandering warrior less than a decade past. Swathed in silken veils, even the species of this individual is in some doubt.
Tears of Blood is a spear +2. As long as Tears of Blood is wielded, its bearer recieves a -3 penalty to Constitution; however, half of all damage dealt by the weapon is channelled to the wielder as healing energy. Excess healing remains as bonus hit points for one hour. If a victim is injured twice by Tears the wounds begin to bleed out at a rate of 1 hit point per round (cumulative, adding another hit point per round if additional wounds are dealt); these hit points are, however, not absorbed by Tears' wielder.
The lance saps its wielder's vitality, but pays back the price in combat; with every successful strike, Tears of Blood draws out a portion of the the victim's life and feeds it to its wielder.
Though considerably more visceral than his prior creations, the magesmith Ar'keli consented to the enchantment of Tears at the insistence of his adventuring companion Jurvan the Twice-Barbed. The spear became only one portion of the panoply the Sky Banners carried to wield against Korvokkhar the Night Dragon; Jurvan was destroyed during the battle, and the weapon was added to Korvokkhar's immense hoard until the dragon mysteriously disappeared some two centuries later.
Tears of Blood was last seen in the hands of a wandering warrior less than a decade past. Swathed in silken veils, even the species of this individual is in some doubt.
Tears of Blood is a spear +2. As long as Tears of Blood is wielded, its bearer recieves a -3 penalty to Constitution; however, half of all damage dealt by the weapon is channelled to the wielder as healing energy. Excess healing remains as bonus hit points for one hour. If a victim is injured twice by Tears the wounds begin to bleed out at a rate of 1 hit point per round (cumulative, adding another hit point per round if additional wounds are dealt); these hit points are, however, not absorbed by Tears' wielder.
Tuesday, April 28, 2009
Magic Item: Densha's Talon Ring
Densha's Talon Ring: This magical ring is carved from moonstone in the shape of a miniature, cable-twisted torc. The end-caps of the "torc" rest where a signet would be, each mounting a tiny, curved feline claw cast from silver.
Three times a day the talon ring may conjure a razor-sharp crescent of translucent force. This force construct can then be directed to attack any target within 50' of the individual wearing the ring, inflicting 1-6 hit points of damage with each attack, or be used to block a single incoming attack (which destroys the construct). A "talon" lasts for 5 rounds, and attacks using the ring-wearer's ranged to-hit.
Though the capricious rogue neu known as Densha claimed to own the only copy of the talon ring, a second ring was subsequently discovered in the depths of a primordial-era dungeon. This ring -- identical to the first -- was contained in a small casket carved from a single pearl which had been sealed with the emblem of a rampant lily-lion, along with a scroll elaborately folded into an ornamental letter packet. The scroll contained the following spell.
Maahes' Claw
Level: 2
Range: 100'
Duration: 1 round per level
Effect: Conjures a curving claw of force
Casting Maahes' claw conjures a razor-sharp crescent "claw" of translucent force. This construct can then be directed to attack any target within range of the spell, using the caster's ranged to-hit and inflicting 1-6 hit points of damage with each attack. Alternatively the claw may be used to block a single incoming attack (which destroys it).
Three times a day the talon ring may conjure a razor-sharp crescent of translucent force. This force construct can then be directed to attack any target within 50' of the individual wearing the ring, inflicting 1-6 hit points of damage with each attack, or be used to block a single incoming attack (which destroys the construct). A "talon" lasts for 5 rounds, and attacks using the ring-wearer's ranged to-hit.
Though the capricious rogue neu known as Densha claimed to own the only copy of the talon ring, a second ring was subsequently discovered in the depths of a primordial-era dungeon. This ring -- identical to the first -- was contained in a small casket carved from a single pearl which had been sealed with the emblem of a rampant lily-lion, along with a scroll elaborately folded into an ornamental letter packet. The scroll contained the following spell.
Maahes' Claw
Level: 2
Range: 100'
Duration: 1 round per level
Effect: Conjures a curving claw of force
Casting Maahes' claw conjures a razor-sharp crescent "claw" of translucent force. This construct can then be directed to attack any target within range of the spell, using the caster's ranged to-hit and inflicting 1-6 hit points of damage with each attack. Alternatively the claw may be used to block a single incoming attack (which destroys it).
Monday, April 27, 2009
Bladespells
These spells may be used by any magic-user or elf, but are also suitable for the "magic knight" variant of my arcanist class ... which will have a tweaking and full level progression posted eventually, I swear *grins*
The Argent Thorn
Level: 1
Range: Touch
Duration: 5 rounds
Effect: Silvers a weapon
Casting this spell on a weapon cloaks it in a pale silvery radiance, impossible to miss but not strong enough to see by. The weapon takes on the ability to injure lycanthropes and other creatures vulnerable to silver weapons; the energies of the enchantment further inflict an additional 1-2 hit points of damage if the victim of an attack is vulnerable to silver.
The Drop of Light
Level: 1
Range: Touch
Duration: 3 rounds
Effect: Enchants a weapon against undead
Casting this spell on a weapon cloaks it in a pearly, luminous sheen; when used to attack, the weapon trails tiny motes of light. Any undead creature struck by the weapon takes an additional 1-4 hit points damage and must immediately check for morale (if applicable) with a -2 penalty.
The Phoenix Tail
Level: 2
Range: Touch
Duration: 3 rounds
Effect: Sheathes a weapon in dazzling flames
Casting this spell on a weapon sheathes it in a brilliant, trailing fan of red-gold flames. When the weapon is used to attack, it trails a wake of rippling flame that occasionally displays peacock-like "eyes" of gold or pale jade; the flames inflict 2-8 hit points of damage in addition to the weapon's normal damage, and the victim is dazzled for a round if a save vs. spell is failed.
The Argent Thorn
Level: 1
Range: Touch
Duration: 5 rounds
Effect: Silvers a weapon
Casting this spell on a weapon cloaks it in a pale silvery radiance, impossible to miss but not strong enough to see by. The weapon takes on the ability to injure lycanthropes and other creatures vulnerable to silver weapons; the energies of the enchantment further inflict an additional 1-2 hit points of damage if the victim of an attack is vulnerable to silver.
The Drop of Light
Level: 1
Range: Touch
Duration: 3 rounds
Effect: Enchants a weapon against undead
Casting this spell on a weapon cloaks it in a pearly, luminous sheen; when used to attack, the weapon trails tiny motes of light. Any undead creature struck by the weapon takes an additional 1-4 hit points damage and must immediately check for morale (if applicable) with a -2 penalty.
The Phoenix Tail
Level: 2
Range: Touch
Duration: 3 rounds
Effect: Sheathes a weapon in dazzling flames
Casting this spell on a weapon sheathes it in a brilliant, trailing fan of red-gold flames. When the weapon is used to attack, it trails a wake of rippling flame that occasionally displays peacock-like "eyes" of gold or pale jade; the flames inflict 2-8 hit points of damage in addition to the weapon's normal damage, and the victim is dazzled for a round if a save vs. spell is failed.
Saturday, April 25, 2009
Magic Item: Rod of Wings
Rod of Wings (Titan's Whisper): This surprisingly light shaft is forged of an unknown metal, rumoured to be a form of silver forged from one of the stars themselves. It is roughly two feet long, and richly decorated with arabesques in relief-work and many sculptured wings in various positions which stand proud from the rod itself. Unusually, it has also been crafted to serve as a functional flute, the airholes and stops cunningly concealed amongst the ornamentation.
The Rod of Wings has 1-10 charges when found; when a charge is expended, one of three effects may be created, all of which have a 240' range:
- Blessed Respite: a sleep-like effect that sends 3-24 HD of creatures into a deep and unwakeable slumber for 20 turns if the saving throw is failed
- Phantasm: a single false memory, image or dream may be implanted into a target's mind (save vs. spells applicable)
- Thunder of Wings: a flock of translucent white crows with wings sharp as razors descends onto all within a 10' radius, inflicting 3-18 hit points of damage
When all charges are expended the Rod of Wings goes inert. It may be recharged by the sacrifice of burning poppies and burying the Rod as deep within the earth as its bearer is capable (in the depths of a dungeon, if one is known to be nearby) for the span of a month.
It is rumoured that extended use or even ownership of the Rod of Wings will attract the attention of one of the elder forces. This rumour may be connected to the name "Titan's Whisper", which is otherwise untraceable but ancient in origin.
The Rod of Wings has 1-10 charges when found; when a charge is expended, one of three effects may be created, all of which have a 240' range:
- Blessed Respite: a sleep-like effect that sends 3-24 HD of creatures into a deep and unwakeable slumber for 20 turns if the saving throw is failed
- Phantasm: a single false memory, image or dream may be implanted into a target's mind (save vs. spells applicable)
- Thunder of Wings: a flock of translucent white crows with wings sharp as razors descends onto all within a 10' radius, inflicting 3-18 hit points of damage
When all charges are expended the Rod of Wings goes inert. It may be recharged by the sacrifice of burning poppies and burying the Rod as deep within the earth as its bearer is capable (in the depths of a dungeon, if one is known to be nearby) for the span of a month.
It is rumoured that extended use or even ownership of the Rod of Wings will attract the attention of one of the elder forces. This rumour may be connected to the name "Titan's Whisper", which is otherwise untraceable but ancient in origin.
Friday, April 24, 2009
Monster: Zihal
Zihal ("flame spider")
Armour Class: 4
Hit Dice: 4+4*
Move: 150' (50')
Attacks: 2 claws or 1 bite
Damage: 1-6/1-6 or 1-8 + poison (see below)
No. Appearing: 1-4 (2-16)
Save As: F4
Morale: 8
Treasure Type: G
Alignment: Neutral
XP Value: 200
Monstrous spiders, zihal are arachnids with nearly spherical abdomens, as large as a pony and nearly as fast. Their chitin is a glowing, deep red mottled with fiery orange growths, and both their mandibles and legs are tipped with fangs and claws of a translucent ruby. Their two major eyes are black, and their smaller subsidiary eyes a phosphorescent green. A zihal spins dense, amber-tinted silk which it uses to construct a labyrinthine lair within caverns or dungeons, and often shares space with humanoids such as kobolds or goblins as its allies -- or servants.
In combat a zihal will attack with either its bite or its two foreclaws. Each claw inflicts 1-6 hit points damage and coats the wound with an inflammable secretion that causes it to burst into flame on the next round, inflicting 1-3 hit points of damage. The zihal's fanged bite inflicts 1-8 hit points of damage and poisons the victim; 2-8 hit points of damage from the fiery venom, and a -2 to all rolls for an hour, if the save vs. poison is failed. Two doses of venom will charm a victim, if it survives. Zihal take no damage from fire.
Zihal produce live young parthenogenically; a clutch of 2-20 new flame spiders have 1/2 HD and inflict only 1-2 hit points of damage but still cause ignition (1-2 hp) and have venom (1-4 hp damage, -2 to rolls for an hour, but no charm effect). The zihal broodmaster may take control of a hatchling, or watch through its eyes.
Armour Class: 4
Hit Dice: 4+4*
Move: 150' (50')
Attacks: 2 claws or 1 bite
Damage: 1-6/1-6 or 1-8 + poison (see below)
No. Appearing: 1-4 (2-16)
Save As: F4
Morale: 8
Treasure Type: G
Alignment: Neutral
XP Value: 200
Monstrous spiders, zihal are arachnids with nearly spherical abdomens, as large as a pony and nearly as fast. Their chitin is a glowing, deep red mottled with fiery orange growths, and both their mandibles and legs are tipped with fangs and claws of a translucent ruby. Their two major eyes are black, and their smaller subsidiary eyes a phosphorescent green. A zihal spins dense, amber-tinted silk which it uses to construct a labyrinthine lair within caverns or dungeons, and often shares space with humanoids such as kobolds or goblins as its allies -- or servants.
In combat a zihal will attack with either its bite or its two foreclaws. Each claw inflicts 1-6 hit points damage and coats the wound with an inflammable secretion that causes it to burst into flame on the next round, inflicting 1-3 hit points of damage. The zihal's fanged bite inflicts 1-8 hit points of damage and poisons the victim; 2-8 hit points of damage from the fiery venom, and a -2 to all rolls for an hour, if the save vs. poison is failed. Two doses of venom will charm a victim, if it survives. Zihal take no damage from fire.
Zihal produce live young parthenogenically; a clutch of 2-20 new flame spiders have 1/2 HD and inflict only 1-2 hit points of damage but still cause ignition (1-2 hp) and have venom (1-4 hp damage, -2 to rolls for an hour, but no charm effect). The zihal broodmaster may take control of a hatchling, or watch through its eyes.
Sunday, April 19, 2009
A brief slowdown ~
I am currently waging furious war with the last few thousand words of a manuscript. This is likely to slow me down for another few days --
Don't worry, I'm not dead. Just pining for thefjordsend of the doc ~
Don't worry, I'm not dead. Just pining for the
Saturday, April 18, 2009
Magic Item: Grey Fangs
Jie Chue -- as happened on occasion, fate being what it will be -- once found a risen spirit lurking within his forge.
This spirit was a vengeful thing. Cursing and clawing, the spectre lay its fate at the swordsmith's feet. Jie Chue's gift did not prevent its death --
Unmoved by the prickling at his life, Jie Chue crafted four slim fangs from shining spirit and silver steel; marked out the cardinals about his forge, and turned his back on the wailing dead one.
A mendicant holy one came, after a time, and struck down the spectre to its proper hell.
Jie Chue gifted her the fangs without a word.
Grey Fangs: Slender and almost stiletto-like, though slightly curved, these four small blades are crafted of an enchanted alloy of silver and steel. Blade, quillions and hilt are all of one piece, the blade is honed razor sharp, and the grip is sheathed in bone mounted in silver. The pommel-nut is, on every blade, a hemisphere of brightly polished black iron, and each blade bears a tassel of grey silk cord and an intricate glyph etched onto the blade itself. All four fangs are identical.
If the owner of the Grey Fangs wishes, the fangs may be thrown (15' range, 1-3 hit points damage), and possess a magical +1 bonus to hit but not to damage. However, their true enchantment is one of warding.
Any area demarcated by the four fangs -- whether stuck in the ground, laid out flat, etc -- up to 40' feet in radius will be protected from the physical presence or spiritual invasion by undead creatures. The undead may not cross the intangible barrier created by the fangs. However, any disturbance of the blades will end the protection, as will any interaction with undead creatures held at bay by the fang's power. An undead creature may interfere with the placement of a fang but will suffer 3-12 hit points of damage for doing so. The barrier has an indeterminate duration, but may only be created once a day. All four fangs are required.
This spirit was a vengeful thing. Cursing and clawing, the spectre lay its fate at the swordsmith's feet. Jie Chue's gift did not prevent its death --
Unmoved by the prickling at his life, Jie Chue crafted four slim fangs from shining spirit and silver steel; marked out the cardinals about his forge, and turned his back on the wailing dead one.
A mendicant holy one came, after a time, and struck down the spectre to its proper hell.
Jie Chue gifted her the fangs without a word.
Grey Fangs: Slender and almost stiletto-like, though slightly curved, these four small blades are crafted of an enchanted alloy of silver and steel. Blade, quillions and hilt are all of one piece, the blade is honed razor sharp, and the grip is sheathed in bone mounted in silver. The pommel-nut is, on every blade, a hemisphere of brightly polished black iron, and each blade bears a tassel of grey silk cord and an intricate glyph etched onto the blade itself. All four fangs are identical.
If the owner of the Grey Fangs wishes, the fangs may be thrown (15' range, 1-3 hit points damage), and possess a magical +1 bonus to hit but not to damage. However, their true enchantment is one of warding.
Any area demarcated by the four fangs -- whether stuck in the ground, laid out flat, etc -- up to 40' feet in radius will be protected from the physical presence or spiritual invasion by undead creatures. The undead may not cross the intangible barrier created by the fangs. However, any disturbance of the blades will end the protection, as will any interaction with undead creatures held at bay by the fang's power. An undead creature may interfere with the placement of a fang but will suffer 3-12 hit points of damage for doing so. The barrier has an indeterminate duration, but may only be created once a day. All four fangs are required.
Wednesday, April 15, 2009
Monster: Vikor
Vikor
Armour Class: 5
Hit Dice: 2+4*
Move: 30' (10')
fly 180' (60')
Attacks: 1 bite or acid
Damage: 1-4 or 1-8 (see below)
No. Appearing: 2-8 (2-8)
Save As: F2
Morale: 8
Treasure Type: C
Alignment: Neutral
XP Value: 35
Vikor are giant, monstrous bats with six-foot wingspans. Their skin is a dusty black, their coat rusty brown, and along the dorsal sides of their wingbones and down their spines run row after row of shining green and violet scales.
Though a vikor may bite for 1-4 hit points of damage in combat, it prefers to first spit acid at a target with a range of 50'; dissolving flesh, this acid inflicts 1-8 hit points of damage in the first round and and then 1-2 hit points for two additional rounds. Vikor may spit acid twice a day.
Armour Class: 5
Hit Dice: 2+4*
Move: 30' (10')
fly 180' (60')
Attacks: 1 bite or acid
Damage: 1-4 or 1-8 (see below)
No. Appearing: 2-8 (2-8)
Save As: F2
Morale: 8
Treasure Type: C
Alignment: Neutral
XP Value: 35
Vikor are giant, monstrous bats with six-foot wingspans. Their skin is a dusty black, their coat rusty brown, and along the dorsal sides of their wingbones and down their spines run row after row of shining green and violet scales.
Though a vikor may bite for 1-4 hit points of damage in combat, it prefers to first spit acid at a target with a range of 50'; dissolving flesh, this acid inflicts 1-8 hit points of damage in the first round and and then 1-2 hit points for two additional rounds. Vikor may spit acid twice a day.
Tuesday, April 14, 2009
One Page Dungeon Contest --
As posted on Chgowiz's blog and elsewhere, there is a One Page Dungeon Contest afoot!
I have to say, I both like this idea muchly and am quite tempted to give it a shot. I wasn't certain I could create something suitable in scale, but the map field isn't too terribly "intimidating" *grins* The need to only name and describe critters also has great appeal, I must admit.
I find myself wondering, though, whether my dungeons would fall under the "old school" or "new edition" categories ~ ;3
I have to say, I both like this idea muchly and am quite tempted to give it a shot. I wasn't certain I could create something suitable in scale, but the map field isn't too terribly "intimidating" *grins* The need to only name and describe critters also has great appeal, I must admit.
I find myself wondering, though, whether my dungeons would fall under the "old school" or "new edition" categories ~ ;3
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