Tifani: A small defensive construct beloved of the neu, a tifani is an orb of scintillating glass shards in a riot of colours, held in spherical shape by a delicate orichalcum frame.
Some tifani are are triggered by touch (such as by being picked up), or are pre-set to trigger when a moving object comes within a certain range, or by the presence of a specific type of being. Other tifani are even equipped with tiny legs of orichalcum and bronze, waddling about like animated baubles until their trigger is met.
As soon as that trigger is tripped, however, the tifani detonates in a magic-fuelled ball of glittering flame and needles of magically-hardened glass, inflicting 2-12 hit points of damage on all within a 10' radius of the exploding construct.
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.
Tuesday, August 31, 2010
Wednesday, August 4, 2010
Sunday, June 27, 2010
The Book of Light
[A small volume, this spellbook has covers of finely hammered and frosted steel with a faintly bluish tinge, formed over a core of oak. Both covers are lipped and one is slightly larger than the other, such that the pages are completely encased when the book is closed. The pages themselves are of fine parchment, the script and diagrams within recorded in a strong hand in black ink; the front cover bears an unknown sigil in cobalt and azure enamel. The Book of Light contains eight first level magic-user spells, six unique spells as detailed below with the addition of shield and magic missile.]
Blastsphere
Level: MU1
Range: 0
Duration: 1 turn
Effect: Blocks magic missile damage and creates a concussive sphere
Casting this spell creates a field of magical energy around the magic-user which halves the damage caused by magic missiles and similar effects. Once during the duration of the spell, the magic-user may create a palm-sized shimmering black orb; this orb may be thrown up to 20' and explodes with concussive force, causing 1-6 hit points of damage.
Arms of the Brute
Level: MU1
Range: 0
Duration: 1 turn or 1 hour
Effect: Improve damage in combat or ability to lift, carry and haul
The magic-user has two forms of this spell to choose from. If the combat version is used, a +2 to weapon damage is gained for one turn; if the non-combat version is chosen, the magic-user adds +4 to their Strength score for the purposes of lifting, carrying and similar activities for an hour.
Silver Sickles
Level: MU1
Range: 50'
Duration: 4 rounds
Effect: Creates flying silvery shears
Casting this spell conjures a pair of curved, hinged shearing blades that can be commanded to fly up to 50' away from the magic-user. In combat the blades deal damage as a dagger, and function as a silver weapon; against plants and plant-based monsters the blades inflict an additional 2 hit points of damage.
Shining Bolt
Level: MU1
Range: 50'
Duration: 1 turn
Effect: A shattering bolt of electricity
Bright and to the point, this spell produces a bolt of brilliant lightning that races towards the chosen target, inflicting 1-6 hit points of damage; the bolt also shatters metal and desiccates scale and flesh, causing the target's Armour Class to worsen by 2.
Hoarfrost
Level: MU1
Range: 40'
Duration: 1 round
Effect: A blade of ice and possible environmental hazard
This spell creates a razor-keen shard of ice that flies at a single target within range, causing 1-6 hit points of damage upon impact. Alternatively the magic-user may direct the shard against the ground, creating a slippery skin of ice up to 40 square feet in area that lasts for four rounds; any attempting to cross the ice must make a dexterity check or fall prone.
Shroud of the Blaze
Level: MU1
Range: 0
Duration: 1 turn
Effect: Orbiting protective flames
Casting this spell creates two airborne flames that circle around the magic-user. Any opponent that attacks the magic-user in melee is stuck by the flames, receiving 1-2 hit points of damage. Once during the duration of the spell, the magic-user may create a third flame; this flame may be directed to 40' away and causes 1-4 hit points of damage to its target.
Blastsphere
Level: MU1
Range: 0
Duration: 1 turn
Effect: Blocks magic missile damage and creates a concussive sphere
Casting this spell creates a field of magical energy around the magic-user which halves the damage caused by magic missiles and similar effects. Once during the duration of the spell, the magic-user may create a palm-sized shimmering black orb; this orb may be thrown up to 20' and explodes with concussive force, causing 1-6 hit points of damage.
Arms of the Brute
Level: MU1
Range: 0
Duration: 1 turn or 1 hour
Effect: Improve damage in combat or ability to lift, carry and haul
The magic-user has two forms of this spell to choose from. If the combat version is used, a +2 to weapon damage is gained for one turn; if the non-combat version is chosen, the magic-user adds +4 to their Strength score for the purposes of lifting, carrying and similar activities for an hour.
Silver Sickles
Level: MU1
Range: 50'
Duration: 4 rounds
Effect: Creates flying silvery shears
Casting this spell conjures a pair of curved, hinged shearing blades that can be commanded to fly up to 50' away from the magic-user. In combat the blades deal damage as a dagger, and function as a silver weapon; against plants and plant-based monsters the blades inflict an additional 2 hit points of damage.
Shining Bolt
Level: MU1
Range: 50'
Duration: 1 turn
Effect: A shattering bolt of electricity
Bright and to the point, this spell produces a bolt of brilliant lightning that races towards the chosen target, inflicting 1-6 hit points of damage; the bolt also shatters metal and desiccates scale and flesh, causing the target's Armour Class to worsen by 2.
Hoarfrost
Level: MU1
Range: 40'
Duration: 1 round
Effect: A blade of ice and possible environmental hazard
This spell creates a razor-keen shard of ice that flies at a single target within range, causing 1-6 hit points of damage upon impact. Alternatively the magic-user may direct the shard against the ground, creating a slippery skin of ice up to 40 square feet in area that lasts for four rounds; any attempting to cross the ice must make a dexterity check or fall prone.
Shroud of the Blaze
Level: MU1
Range: 0
Duration: 1 turn
Effect: Orbiting protective flames
Casting this spell creates two airborne flames that circle around the magic-user. Any opponent that attacks the magic-user in melee is stuck by the flames, receiving 1-2 hit points of damage. Once during the duration of the spell, the magic-user may create a third flame; this flame may be directed to 40' away and causes 1-4 hit points of damage to its target.
Friday, June 4, 2010
Magic Item: The Waiting Storm
In the falling light of evening Jie Chue found himself approached by the scion of an ancient line.
This pale-haired prince desired a pair of light and shining blades, quick to blood, a hidden sting; though, cursed in his blood, could wield no steel. He asked only for wisdom.
Jie Chue smiled and turned away.
In the rising light of morning he gifted the prince with dawn's own lightning.
The Waiting Storm: Paired shortswords, The Waiting Storm is crafted of transparent glass as strong as steel; pale gold and rose and colourless, the glass of the blades appears rippled and dimpled though is perfectly smooth and bearing a razor's edge. Though hilt and pommel are cast as one with the blades, the grip of each sword is wrapped with twisted white and jade green silks and bear a white silk tassel tipped with gold. Each of the Storm's blades holds within a bit of the power of lightning, released at the will of the wielder.
Each blade of The Waiting Storm is a shortsword +1. With every successful strike, a blade will generate one hit point's worth of stored damage to a maximum of six points stored in each blade. These points may be expended as electrical damage during an attack; alternately, three points may be expended to hold a target for one hour if a save vs. paralysis is failed.
This pale-haired prince desired a pair of light and shining blades, quick to blood, a hidden sting; though, cursed in his blood, could wield no steel. He asked only for wisdom.
Jie Chue smiled and turned away.
In the rising light of morning he gifted the prince with dawn's own lightning.
The Waiting Storm: Paired shortswords, The Waiting Storm is crafted of transparent glass as strong as steel; pale gold and rose and colourless, the glass of the blades appears rippled and dimpled though is perfectly smooth and bearing a razor's edge. Though hilt and pommel are cast as one with the blades, the grip of each sword is wrapped with twisted white and jade green silks and bear a white silk tassel tipped with gold. Each of the Storm's blades holds within a bit of the power of lightning, released at the will of the wielder.
Each blade of The Waiting Storm is a shortsword +1. With every successful strike, a blade will generate one hit point's worth of stored damage to a maximum of six points stored in each blade. These points may be expended as electrical damage during an attack; alternately, three points may be expended to hold a target for one hour if a save vs. paralysis is failed.
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The Shining Arms
Tuesday, June 1, 2010
A Pair of Spells
The Peacock Robe
Level: MU1
Range: 0
Duration: 1 hour
Effect: Enhances the personal Charisma of the caster
By casting this spell, the magic-user cloaks themselves in a scintillating glamour that amplifies their personability. Appearing to be a more charismatic and trustworthy individual, the magic-user gains a +2 to reaction rolls for the spell's duration.
Bright Ember Bindings
Level: MU2
Range: 40 ft.
Duration: 4 hours
Effect: Constricts the target's limbs with flame
By casting this spell, the magic-user binds the target's wrists (or equivalent with manacles of brilliant blue-gold flame. These manacles prevent actions requiring free use of the limbs; and every round in which the captive actively struggles the manacles constrict and flare, inflicting 1-2 hit points of damage.
Level: MU1
Range: 0
Duration: 1 hour
Effect: Enhances the personal Charisma of the caster
By casting this spell, the magic-user cloaks themselves in a scintillating glamour that amplifies their personability. Appearing to be a more charismatic and trustworthy individual, the magic-user gains a +2 to reaction rolls for the spell's duration.
Bright Ember Bindings
Level: MU2
Range: 40 ft.
Duration: 4 hours
Effect: Constricts the target's limbs with flame
By casting this spell, the magic-user binds the target's wrists (or equivalent with manacles of brilliant blue-gold flame. These manacles prevent actions requiring free use of the limbs; and every round in which the captive actively struggles the manacles constrict and flare, inflicting 1-2 hit points of damage.
Monday, May 31, 2010
Magic Item: Scarab Arrows
Scarab Arrows: Ancient creations of the oldest kingdom of the Glittering Sands, scarab arrows are in the current era often more prized for their antiquity and delicate craftmanship than for their enchantments. All scarab arrows have bronzewood shafts and are fletched with golden falcon feathers; the head of an arrow is a delicate, detailed sculpture of a scarab beetle, legs held pointed before it. Depending on the type of arrow, the scarab may be of obsidian, deep blue glass, or gold.
A scarab arrow is an arrow +1. Different types of arrow have different properties, as follows:
Obsidian: The scarab animates and burrows into the flesh of its target, inflicting 1 hit point of damage and -1 to morale per round until cut or pulled free or dispel magic is cast on it.
Blue glass: If the target fails a saving throw vs. spells, it is then charmed by the individual who fired the arrow despite the injury.
Gold: Erupts into pale golden light upon contact, inflicting 1-4 hp damage unless the target is undead; affects the undead as if holy water.
A scarab arrow is an arrow +1. Different types of arrow have different properties, as follows:
Obsidian: The scarab animates and burrows into the flesh of its target, inflicting 1 hit point of damage and -1 to morale per round until cut or pulled free or dispel magic is cast on it.
Blue glass: If the target fails a saving throw vs. spells, it is then charmed by the individual who fired the arrow despite the injury.
Gold: Erupts into pale golden light upon contact, inflicting 1-4 hp damage unless the target is undead; affects the undead as if holy water.
Wednesday, April 21, 2010
Monster: Fossil
More bones! Just of a perhaps more palatable kind ;3
Fossil
Armour Class: 6/4/2
Hit Dice: 3/6/9*
Move: 90' (30')
stoneswim 90' (30')
Attacks: 3
Damage: 1-4/1-4/1-8 or 1-6/1-6/1-12, or 1-8/1-8/2-20
No. Appearing: 1-4
Save As: F3/6/9
Morale: 12
Treasure Type: I
Alignment: Neutral
XP Value: 50/725/1950
Fossils are unusual elementals; spirits of earth inhabiting the petrified bones of long-dead creatures. The animating force of the elemental draws the bones together again, granting it a physical body with which to travel through -- literally! -- the mundane world. The hollow eyes of a fossil shine with tiny pinpricks of gold or jade-coloured light. Despite their appearance, fossils are not undead and cannot be turned, harmed by holy water, or otherwise affected by magic or objects that affect the undead.
In combat a fossil strikes with whatever natural weaponry its stony frame possesses, slamming petrified bone into its opponents when necessary. Most fossils possess a combination of “weapons” and attack in a one/one/two pattern, inflicting damage as noted for their Hit Dice above. Fossils of six and nine Hit Dice cause petrification in the bodies of their victims when they strike, effectively draining one level in a round in which the fossil successfully attacked.
Fossils are immune to non-magical weapons, and to all damage from earth and cold. They take double damage from lightning-based attacks.
Fossil
Armour Class: 6/4/2
Hit Dice: 3/6/9*
Move: 90' (30')
stoneswim 90' (30')
Attacks: 3
Damage: 1-4/1-4/1-8 or 1-6/1-6/1-12, or 1-8/1-8/2-20
No. Appearing: 1-4
Save As: F3/6/9
Morale: 12
Treasure Type: I
Alignment: Neutral
XP Value: 50/725/1950
Fossils are unusual elementals; spirits of earth inhabiting the petrified bones of long-dead creatures. The animating force of the elemental draws the bones together again, granting it a physical body with which to travel through -- literally! -- the mundane world. The hollow eyes of a fossil shine with tiny pinpricks of gold or jade-coloured light. Despite their appearance, fossils are not undead and cannot be turned, harmed by holy water, or otherwise affected by magic or objects that affect the undead.
In combat a fossil strikes with whatever natural weaponry its stony frame possesses, slamming petrified bone into its opponents when necessary. Most fossils possess a combination of “weapons” and attack in a one/one/two pattern, inflicting damage as noted for their Hit Dice above. Fossils of six and nine Hit Dice cause petrification in the bodies of their victims when they strike, effectively draining one level in a round in which the fossil successfully attacked.
Fossils are immune to non-magical weapons, and to all damage from earth and cold. They take double damage from lightning-based attacks.
Tuesday, April 20, 2010
Monster: Kiknai
Kiknai (Frost Swan)
Armour Class: 7
Hit Dice: 2+2
Move: 120' (40')
fly 180' (60')
Attacks: 2 wings or by weapon
Damage: 1-6/1-6 or by weapon
No. Appearing: 1-3
Save As: F3
Morale: 9
Treasure Type: M
Alignment: Any
XP Value: 35
The kiknai – commonly referred to as “frost swans” or “snow swans” – are large swan-like birds with faintly sparkling, pure white plumage, silver-grey feet and bills, and brilliant blue eyes. Native to the frozen lands, the odd kiknai may put in an appearance in warmer climes, whether as a migrant, a noble's garden ornament, or simple curiosity – as the snow swans are as intelligent as any human, and may take a human shape.
In combat a kiknai will fight with whatever weapons come to hand if it wears a human form, but prefers combat in its native shape. As an avian a kiknai batters with its great wings, inflicting 1-6 hit points of damage with each strike. Every three rounds a snow swan may create a frostwave with its wings, a freezing cone of air measuring 20' long and 10' wide at its end that inflicts 4-16 hit points of damage.
In human shape a kiknai usually but not always has hair of white or silver; their eyes are always brilliant blue, however, and a coolness seems to follow them. In either shape they are immune to all forms of cold.
Armour Class: 7
Hit Dice: 2+2
Move: 120' (40')
fly 180' (60')
Attacks: 2 wings or by weapon
Damage: 1-6/1-6 or by weapon
No. Appearing: 1-3
Save As: F3
Morale: 9
Treasure Type: M
Alignment: Any
XP Value: 35
The kiknai – commonly referred to as “frost swans” or “snow swans” – are large swan-like birds with faintly sparkling, pure white plumage, silver-grey feet and bills, and brilliant blue eyes. Native to the frozen lands, the odd kiknai may put in an appearance in warmer climes, whether as a migrant, a noble's garden ornament, or simple curiosity – as the snow swans are as intelligent as any human, and may take a human shape.
In combat a kiknai will fight with whatever weapons come to hand if it wears a human form, but prefers combat in its native shape. As an avian a kiknai batters with its great wings, inflicting 1-6 hit points of damage with each strike. Every three rounds a snow swan may create a frostwave with its wings, a freezing cone of air measuring 20' long and 10' wide at its end that inflicts 4-16 hit points of damage.
In human shape a kiknai usually but not always has hair of white or silver; their eyes are always brilliant blue, however, and a coolness seems to follow them. In either shape they are immune to all forms of cold.
Monday, April 19, 2010
Magic Item: Cerastes Staff
Cerastes Staff: Though ancient of design and -- like many other objects of their kind -- attributed to the neu of more temperate climes, the cerastes staff has found its greatest popularity amongst the traveling spellcasters and mystics of the Golden Reach and its desert borders. Appearing crafted of bronzewood carved with a sheath of tiny scales and bound with copper rings, when held up to the sun a cerastes staff shines transparent, like brazen glass, and reveals intricate internal clockworks of gold and adamant and garnet. Usable as a weapon, a cerastes staff is more useful still when its fangs are bared.
A cerastes staff is a staff +1. As willed by the bearer of the staff, a pair of small bronze fangs or "horns" may be extended from the side of the weapon; if these horns are used to draw blood -- even a scratch will do -- the staff will negate any one poison affecting the bloodied individual. The staff will then store the poison to be used against a target by deploying the fangs once more, and will not heal again until the stored toxin is expelled.
A cerastes staff is a staff +1. As willed by the bearer of the staff, a pair of small bronze fangs or "horns" may be extended from the side of the weapon; if these horns are used to draw blood -- even a scratch will do -- the staff will negate any one poison affecting the bloodied individual. The staff will then store the poison to be used against a target by deploying the fangs once more, and will not heal again until the stored toxin is expelled.
Sunday, April 18, 2010
Monster: Sa'au
Sa'au
Armour Class: 4
Hit Dice: 1+4
Move: 150' (50')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1 + special
No. Appearing: 2-12
Save As: C1
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Eerie little creatures of death, sa'au resemble nothing so much as the half-crystallized, ambulatory skeletons of human infants. Empty jaws chattering like off-key chimes, sa'au prefer to attack in swarms whenever possible, overwhelming their targets with panic before they move in with tiny bone claws to pluck away bits of soulstuff.
In combat sa'au attack with their hardened bony fingers and snapping jaws, inflicting 1-2 hit points per claw and 1 hit point per bite. If sa'au makes a successful bite attack it latches onto its victim, causing 1 point of Constitution to be lost every round until the creature is destroyed. This loss is recovered after four hours; if all Constitution is lost, the victim dies and a new sa'au claws free from the corpse within twenty-four hours.
When first faced with an attacking swarm of sa'au, a save vs. paralyzation must be made or the wave of fear generated by the creatures causes a mental crippling; all actions against the sa'au are at -2 to all rolls until one sa'au is destroyed.
Armour Class: 4
Hit Dice: 1+4
Move: 150' (50')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1 + special
No. Appearing: 2-12
Save As: C1
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Eerie little creatures of death, sa'au resemble nothing so much as the half-crystallized, ambulatory skeletons of human infants. Empty jaws chattering like off-key chimes, sa'au prefer to attack in swarms whenever possible, overwhelming their targets with panic before they move in with tiny bone claws to pluck away bits of soulstuff.
In combat sa'au attack with their hardened bony fingers and snapping jaws, inflicting 1-2 hit points per claw and 1 hit point per bite. If sa'au makes a successful bite attack it latches onto its victim, causing 1 point of Constitution to be lost every round until the creature is destroyed. This loss is recovered after four hours; if all Constitution is lost, the victim dies and a new sa'au claws free from the corpse within twenty-four hours.
When first faced with an attacking swarm of sa'au, a save vs. paralyzation must be made or the wave of fear generated by the creatures causes a mental crippling; all actions against the sa'au are at -2 to all rolls until one sa'au is destroyed.
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