[This is not a comprehensive list of magical items in the game, but will be updated over time - let me know if you need anything identified added]
POTIONS
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Potions will affect any creature that imbibes them. If no one has a detect magic spell, then a tiny sip is possible to get some idea of effect, though if poison, creature must make saving throw. Also, potions can sometimes be "halved" @ DM's discretion. Generally, the effects of potions will last 7-12 turns (1d6+6).
DELUSION: Causes user to think effect is of any potion he desires, though in fact nothing happens.
DIMINUTION: Full dose reduces user to 6" height.
FLYING: User can fly up to 120' per turn.
GASEOUS FORM: User's body takes the form of a gas cloud. Anything the user is carrying or wearing will fall behind. The user "retains cohesion" over their new gaseous body & can move into any place that isnt air tight.
GIANT STRENGTH: Gives user strength of a Giant, doing 2 dice damage on any hit.
GROWTH: This potion causes user to grow up to 30' in height. Partial are possible. Will temporarily increase Strength & give damage bonuses to any successful hit. User's HP do not increase, however.
HASTE: User can move twice normal speed & deliver twice amount of blows in combat.
HEALING: Like Cure Light Wounds spell, potion heals 1d6+1 HP to drinker.
INVISIBILITY: Same as invisibility spell except duration as potion.
POISON: If swallowed, the character is allowed a saving throw against poison, or else.
WANDS & STAVES
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Unless wand or stave is brand new, wands will be found w/ d100 charges & staves w/ d200. Certain wands & staves will not use charges, however. Projectiles or rays from either generally do regular 1d6 damage. All wands & staves can be used by magic-users, or by clerics, when specified.
ROD OF CANCELLATION: Any character can use. About 4' long, only functions once. When struck against any magical item, it drains all magic from it forever. Also, gets a +2 to-hit.
SNAKE STAFF: Clerics only. Has +1 chance to-hit & does 1d6+1 damage. When commanded, will coil around hit creature, preventing counterattack for 1-4 turns.
STAFF OF HEALING: Clerics only. Heals 1d6+1 points of damage per use. Can only be used once a day on any specific character, though can heal any number of persons in that day. Does not use charges.
STAFF OF STRIKING: Magic-user only. When it hits a monster, it does 2-12 damage.
STAFF OF WITHERING: Magic-user or chaotic cleric only. When hit, scores 1d6 damage + ages victim 10 years. No effect upon undead (except damage).
WAND OF COLD: Creates freezing temps within cone area in front, 60' x 30' @ base. Creatures that make their save only take 1/2 damage.
WAND OF FEAR: Effects all in cone shaped area emanating forth from it, 60' long & 30' wide @ base. All effected must save or flee in panic, dropping everything & running for their life @ top speed for 1-3 turns.
WAND OF FIRE BALLS: Produces fire ball that will travel distance desired by user, up to 240', then explode in 20' radius, doing 1d6 damage to all in range (1/2 damage for making saving throw).
WAND OF MAGIC DETECTION: Wand causes any magical item within 20' to glow or make its presence known.
WAND OF PARALYZATION: Shoots ray in cone dimensions of fear & cold wands. Those not making save are paralyzed for 6 turns.
WAND OF SECRET DOORS: When wand is held within 20' of any hidden door or passage, it will be revealed. No charges.
WAND OF TRAP DETECTION: This wand, w/ each charge used, will cause any traps within 20' to glow.
MISC MAGIC ITEMS
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BAG OF DEVOURING: Anything placed within will disappear within 7-12 turns.
BAG OF HOLDING: Normal looking sack that holds up to 10K gp or an object up to 10' x 5' x 3 '. When full, will weigh equal to 600 gp in weight, or 300 in weight if only gold.
BAG OF TRICKS: When character reaches inside, can pull out a beast that will fight for them, only one @ a time. 1. bear 2. lion 3.bull 4. ram 5. wolf 6. jackal
BOOTS OF LEAPING: Wearer can jump up to 20' vertically & 40' horizontally.
BOOTS OF LEVITATION: Like levitation spell, except there's no time limit!
BOOTS OF SPEED: Wearer can travel as a Light Horse for up to a day continuous, must rest for same time as traveled.
BROOM OF FLYING: If user speaks "word of command" broom will carry them up to 240' per turn or arrive from 240'. Carrying additional body reduces speed to 180'.
CRYSTAL BALL: Magic-user can only use it 3 times per day or be driven mad. Can try to view anywhere/anything, though the more familiar the object or area, the clearer the picture will be.
DISPLACER CLOAK: Makes wearer seem 1 foot away from where they are standing. Add +2 to defense & saving throws.
ELVEN BOOTS: Allows a person to move silently.
ELVEN CLOAK: Makes wearer almost invisible. Seen on 6 of 1d6 or w/ see invisible spell.
FLYING CARPET: Carries up to 3 persons @ 180' per turn. If only 1 person, 300' per turn.
GAUNTLETS OF OGRE POWER: When wearing these one adds 2-8 damage. Wearer can also grasp & crush things w/ ease, as if an ogre (18 STR). Also, can carry add'l 1K gp in hands w/o penalty.
HELM OF EVIL/GOOD: Helmet causes wearer's alignment to flip to opposite. If neutral, wearer will do nothing to help anyone at all. Can only be removed w/ remove curse. Wearer will do everything they can to keep it on.
HELM OF READING MAGIC & LANGUAGES: Wearer can read any magic or language. Does not provide any armor bonus, however. If hit in combat, 10% helmet is hit & ruined.
HELM OF TELEPATHY: Wearer can read thoughts within 90'. If more intelligent, wearer can try to impress his will upon creatures. Monsters get -2 saving throw, characters get -1.
HORN OF THE BESERKER: Summons beserkers to fend for owner til dead if... Usable once a week. Silver - summons 2-8 berserk warriors, Bronze - 2-8 berserk swordsmen, Iron - 2-8 beserk heroes
JUG OF ALCHEMY: Will pour forth whatever is desired (water, wine, oli, acid, poison, etc.) seven times a day, one type. Each pour can be up to 10 gallons water, 5 gallons wine, 2 gallons oil, 1 gallon acid, 1 qt poison.
MEDALLION OF ESP: Any character can use item, which functions like an ESP spell; however, chance of malfunctioning (roll of 6).
ROPE OF CLIMBING: Thin, strong, 50' line that obeys certain commands from owner. Can bear up to $10K gp w/o breaking. Takes up only small amount of space when folded/coiled, appearing to be only about 10' long.
SPELLS
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If a Spell is to be cast during combat, character needs to alert DM before Initiative rolls are made.
Once a specific spell is cast, it is lost to the caster, however it can be regained once the caster is well-rested (one night's sleep) + about an hour of uninterrupted "game time" to study (magic-user or elf) or pray (cleric). Magic-users & elves must also have their spell books w/ them to regain spells (for low level characters I am ok w/ being able to carry around yr spell book; however, once you have 10 or more spells within, we need to talk).
AFFECT NORMAL FIRES: Range: 1/2'/level, Duration: 1 round/level; This spell enables the caster to cause small fires - from as small as a torch or lantern to as large as a normal bonfire of 3' max diameter - to reduce in size & light to become match-like or increase in light so as to become as bright as a light spell. Reducing the fire will cut fuel consumption to half normal, & increasing the fire will double consumption. Note that heat output is not altered in either case.
CHARM MONSTER: Range: 120', Duration: special; This spell affects all creatures except undead like a charm person spell. If the monsters charmed have 3 or less HD, roll 3d6 to see how many are affected. Otherwise, only one monster will be affected.
CHARM PERSON: Range: 120', Duration: See below; This spell can be used on any human, or human-like creature (such as bugbears, gnolls, gnomes, goblins, hobgoblins, kobolds, lizard men, ogres, pixies, or sprites). It will not affect undead, nor creatures larger than an ogre. If the victim fails to make a saving throw vs. Spells, the victim will believe that the spell caster is its "best friend" and will try to defend the caster against any threat (real or imagined). If the caster speaks a language that the charmed creature understands, commands may be given to the victim. Any commands given will usually be obeyed, except that orders against its nature (alignment & habits) may be resisted, and an order to kill itself will be refused. Creatures w/ above average intelligence (13-18) may make a new saving throw each day. Creatures w/ avg INT (9-12) may save again once per week, & creatures w/ below avg INT (3-8) may save again once each month. (A charm may be removed by a dispel magic spell.)
COMPREHEND LANGUAGES: Range: Touch, Duration: 5 rounds/level; Caster is able to read an otherwise incomprehensible written message such as a treasure map (but not magical writing, other than to know it is "magic") or understand the language of a speaking creature. Either case the caster must touch the itemor creature to understand them & the spell does not enable the caster to write or speak the language himself. The reverse spell, confuse languages, prevents comprehension or cancels a comprehend languages spell.
CURE LIGHT WOUNDS: Range: 0, Duration: permanent; This spell will heal 2-7 points (1d6+1) of damage done to any living creature when the cleric touches the individual. This spell may also be used to cure paralysis, but will not then cure any points of damage. The spell may be cast on the cleric's own body. The spell's effect will not, in any case, increase a creature's HP over their maximum.
DANCING LIGHTS: Range: 4' + 1'/level, Duration: 2 rounds/level; When cast, @ his or her option, from 1 to 4 lights which resemble either a) torches and/or lanterns (& cast that amt of light), b) glowing spheres of light (such as evidenced by will-o-wisps), or c) one faintly glowing, vaguely man-like shape... The dancing lights move as the spell caster desires, forward or back, straight or turning corners, w/ concentration upon such movement by the spell caster. The spell will wink out if the range or duration is exceeded.
DETECT EVIL: Range: 120', Duration: 6 turns; This spell can be used to detect evil intentions, or evilly enchanted objects within 120' causing the creatures or objects to glow. Actual thoughts are not detected; only the "feeling of evil". The exact definition of "evil" is left to each referee, and players should discuss this point so that all are in agreement; "Chaotic" is not always "evil". Poison and physical traps are neither good nor evil.
DETECT MAGIC: Range: 60', Duration: 2 turns; This spell determines if there has been an enchantment laid upon a person, place, or thing, causing any magic item within 60' to glow. Several items may be tested until the spell's duration has ended. It is useful, for example, to discover if some item is magical, if a door has been magically held or wizard locked (see Magic-user & Elf Spells), and so forth.
ELVISH SPEARS: Range: 150', Duration: 1 continuous turn of combat; An elvish spear is a thick splinter of wood that magically chips from a tree or trees when the spell is cast, causing 2-9 (1d8+1) damage per spear. Elvish spears automatically hit their target, as long as the target is visible. Caster must be within 150 yards of a forest of trees, or within 75 yards of a lone tree to cast this spell. For every three levels the caster has gained, he or she may direct an additional spear when casting the spell (ie. 4th level Elf would direct two spears). Numerous spears may be shot @ one target, or many.
ENLARGEMENT: Range: 30', Duration: 1 + level of spell caster in turns; This spell increases the size & mass of the object upon which it is cast. It doubles the size of non-living matter, & it increases the size of living matter by one-half (example: a 6' man would become 9' tall). Only one object or thing can be affected by the spell, & the caster must be able to see or touch the object or thing in order to make the spell work. Note it will not add to the magical nature of any object, so a potion enlarged will simply be a single potion w/ a greater volume. It will, for example, make a door stronger, however, as an enlargement spell will cause it to be twice as thick. In cases where the object is very large, the spell is limited by a volume equal to 12 cubic feet/-level of the spell caster, i.e. a 10th level magic-user could enlarge an object up to 120 cubic feet in volume.
ENTANGLING VINES: Range: 8', Duration: 1 turn; The caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, trees, etc will sprout vines that wrap & twist & entwine about creatures, thus holding them fast for the duration of the spell. If a saving throw is made, the effect of the spell is to slow the creatures movement by 50% for spell duration.
ESP: Range: 60', Duration: 12 turns; This spell will allow the caster to "hear" thoughts. The spell caster must concentrate for one full turn in one direction to "hear" the thoughts (if any) of a creature within range. Any single creature's thoughts may be understood (regardless of the language), but if more than one creature is in the line of "hearing", a confused jumble of thoughts will be "heard". In this case, the caster may concentrate in that direction for an extra turn to sort out the jumble & concentrate on one creature. The spell caster may "hear" through 2 feet of rock, but a thin coating of lead will block the ESP. The thoughts of the undead (if any) cannot be "heard" by means of this spell.
FLOATING DISC: Range: 6', Duration: 6 turns; This spell creates an invisible magical platform about the size & shape of a small round shield which can carry up to 5000 coins (500 pounds) of weight. It cannot be created in a place occupied by another object. The floating disc will be created @ the height of the caster's waist, & will remain @ that height, following the caster wherever he or she goes. If the caster goes further than 6 feet from the disc, it will automatically follow, w/ a movement rate = to the caster's. When the spell duration ends, the floating disc will disappear, suddenly dropping anything that was on it.
HOLD PORTAL: Range: 10', Duration: 2-12 turns; This spell will magically hold shut a door, gate, or similar portal. A knock spell will open the held portal. A creature of 3+ hit dice greater than the caster may break open the held portal in one round.
LIGHT: Range: 120', Duration: 6 turns + the level of the caster, in turns; This spell casts light in a circle, 30' in diameter. It is bright enough to read by, but not equal to full daylight. It may be cast on an object. The light may be cast @ a creature's eyes. The creature may make a Savig Throw vs. Spells, but if it fails, the victim will be blinded for the duration of the spell. A blinded creature may not attack. [for CLERICS this spell lasts 12 turns automatically]
MAGIC MISSILE: Range: 150', Duration: 1 turn; A magic missile is a glowing arrow, created & shot by magic, which does 2-7 (1d6+1) damage to any creature it strikes. It will automatically hit any visible target. For every 5 levels the caster has gained, he or she may shoot two more missiles when casting the spell. These may be shot @ one target, or many targets.
MASS CHARM: Range: 120', Duration: special; This spell functions the same as charm person except that it can affect any number of monsters or individuals within range up to a maximum of 30 HD worth. All individuals affected suffer -2 on their Save vs. Spells to resist.
PASS WITHOUT TRACE: Range: Touch, Duration: 1 turn/level; When cast recipient can move through any type of terrain - mud, snow, dust, etc - & leave neither footprint nor scent. Thus, tracking the caster is impossible.
PROTECTION FROM EVIL: Range: 0 (caster only), Duration: 12 turns; This spell circles the cleric w/ a magic barrier. This barrier will move w/ the caster. The spell serves as some protection from "evil" attacks (attacks by monsters of some alignment other than the cleric's) by adding 1 to the cleric's saving throws, and subtracting 1 from the "to hit" die roll of these opponents. The spell will also keep out hand-to-hand attacks from enchanted (summoned or created) monsters (such as living statues), but not missile fire attacks from these creatures. The cleric may break this protection by attacking the monster in hand-to-hand combat, but still gains the bonus "to hit" and saves.
PURIFY FOOD & WATER: Range: 10', Duration: indefinite; This spell will make spoiled or poisoned food & water usable. The spell will purify one ration of food (iron or standard), 6 skins of water, or enough normal food to feed a dozen people.
READ LANGUAGES: Range: 0 (caster only), Duration: 2 turns; This spell allows caster to read (not speak) any unknown language or code, including treasure maps, secret symbols, etc.
READ MAGIC: Range: 0, Duration: 1 turn; By casting this spell, magical words or runes on an item or scroll may be read. W/o this spell unfamiliar magic cannot be read or understood, even by a magic-user. Once looked @ w/ read magic, the item can be read later w/o the spell. A magic-user's or elf's spell book is written so that only the owner may read them w/o using this spell.
REMOVE FEAR: Range: 0, Duration: 2 turns; When the cleric casts this spell & touches a creature, the spell will calm the creature & remove all fear. If the recipient is running away due to magical fear, he or she may make a saving throw vs. Spells, adding a bonus to the roll equal to the level of the cleric (for example, a 3rd level cleric will give a bonus of +3 to the roll).
RESIST COLD: Range 30', Duration: 6 turns; This spell allows a creature to resist the effects of cold. Freezing temps will not harm a creature w/ this spell cast on it. This spell gives all creatures within the spell range a bonus of +2 on saving throws vs. "cold attacks" (such as white Dragon Breath). Any damage from cold is also reduced by -1 point per die of damage rolled (or per hit die of the white dragon). However, any cold attacks will still inflict at least 1 point of damage per die (or hit die) rolled.
SHIELD: Range: 0, Duration: 2 turns; This spell circles the spell caster w/ a magical barrier b/w the caster & his or her enemies. It moves w/ the spell caster. It gives the caster an Armor Class (AC) of 2 against missiles & AC 4 against other attacks.
SLEEP: Range: 240', Duration: 4-16 turns; This spell will put creatures to sleep for 4d4 turns. The caster can only effect creatures w/ 4 +1 Hit Dice or less. [There is more specific info on this spell I will add later]
SPEAK IN TONGUES: Range: 0 (caster only), Duration: 1 turn; This spell allows the caster to speak in a magical language that may or may not be understood by others within earshot. During an encounter w/ a monster, casting the spell will grant the caster +3 on the Monster Reaction table. Also, there is a 35% chance that any other clerics, magic-users or elves present (roll for each) will understand what is said, usually a prophecy, tip, or some sort of divinely inspired wisdom or insider info determined by the DM. This "wisdom" is not known to the caster & is only to be told to one who understands it. What is told to the remainder of the party, etc. is up to the player.
SPEAK WITH ANIMALS: Range: 30', Duration: 6 turns; The caster can talk to any normal or giant form of animal life. It will not affect intelligent animal races or fantastic creatures. This spell will allow the caster to speak to one type of animal (like a dog) within the given range. The animal may be talked into doing a favor if the monster's reaction so indicates. The favor requested must be understood by the animal & it must be possible for the creature to do.
VENTRILOQUISM: Range: 60', Duration: 2 turns; This spell will allow the caster to make the sound of his or her voice come from someplace else, such as a statue, animal, & so forth.
WEB: Range: 10', Duration: 48 turns; Web creates a many-layered mass of strong, sticky strands. Creatures caught within a web become entangled among the gluey fibers. Entangled creatures can't move, but can break loose depending on their strength. Any being with strength in a human range can break free of the webs in 2d4 turns. Creatures of higher strength or magically augmented strength above 18 can break free in 4 rounds. The strands of a web spell are flammable. All creatures within flaming webs take 1d6 points of fire damage from the flames for 2 rounds. After this time surviving creatures are free of the webs.
So "pass w/o trace" has nothing to do with invisibility/hiding; just the footprint/scent thing?
ReplyDeleteRe: elvish spears, what's "one continuous turn of combat"? Could a first level elf fight an entire battle with these rockin' splinters as long as he directs them one at a time/turn?
Pass w/o Trace: correct, you can cast on self or another so that they cannot be tracked. Could be useful depending on the mission. But a fairly cool spell for a ranger, I would think.
ReplyDeleteElvish Spears: 1st off, a TURN in the game is a segment of 10 minutes "game time" whereas a ROUND of combat is 10 seconds "game time"; however, no matter how long a battle, even if it only takes 3 rounds, if done, it counts as one TURN. So in other words, you would only be able to use the spell for ONE TURN OF COMBAT for the day, in other words, one battle... An example would be, if you had used Elvish Spears (forget the fact no trees were available for this example) against the 2 ghouls earlier in the day, you wouldnt be able to use it in combat when meeting a monster later that same day... So in so many words, Elvish Spears is a good spell for fighting a large group of monsters, near trees, where the turn of combat may go on for some time... Make sense?
Can't cast pass w/o trace on a whole party? Say....if a big dog or something was after 'em?
ReplyDelete[can you disable the "captcha" thing that requires entering crazy random letters to authenticate posting these comments?]
Coupla cool Ranger spell ideas worth mentionin':
ReplyDeleteRevitalize Animal (Necromancy)
Sphere: Animal
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 4
Area of Effect: One animal
Saving Throw: None
This spell allows the caster to heal an animal by transferring life force (hit points) from himself to the animal. If the animal is touched with one hand, it regains 1d4 hit points, just as if it had received a cure light wounds spell. Touching the animal with both hands restores 2d4 hit points. In either case, the caster temporarily loses the number of hit
points that the animal regains. The caster will recover his lost hit points 1-4 hours later (if he transferred 3 hit points, he recovers 3 hit points in 1-4 hours). The caster's recovery of these hit points has no effect on the restored animal.
During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. Should the ranger
die during that 1-4 hour period, the recovery process stops immediately and no hit points are recovered.
The animal cannot recover hit points beyond the normal allotment. For instance, an animal that normally has 10 hit points, but has been reduced to 6 due an injury, can't receive more than 4 hit points from this spell. Also, the caster will have at least 1 hit point remaining after using this spell; if the caster has 6 hit points, he won't transfer more than 5 to a damaged animal. Revitalize animal works on animals only; it has no effect on humans, demihumans, humanoids, magical creatures, etc. The spell is not reversible; that is, an injured caster
can't receive hit points from an animal.
Animal Eyes (Necromancy)
ReplyDeleteSphere: Animal
Range: 0
Duration: 3 rounds + 1 rnd/level
Area of Effect: One creature
Saving Throw: None
By using this spell, the caster can temporarily see through the eyes of any animal. The caster points at any single animal within 100 yards, then closes his eyes and remains stationary. In his mind's eye, he sees whatever the animal is seeing. If the subject animal is a squirrel studying the party from a tree branch, the caster sees himself and the party from the perspective of the squirrel. If the subject animal is a bird soaring overhead, the caster gets a bird's eye view of the area below.
The spell has no effect on the subject animal, nor can the caster control the animal's actions in any way. The animal is unaware of the spell and acts as it normally would. The
spell persists until the end of its duration, or the caster moves or takes another action. The caster may voluntarily negate the spell by opening his eyes. The spell also ends if the
animal is killed, or moves more than 100 yards away from the caster. The subject animal must be one normally found in nature. It may not be supernatural,
human, demihuman, nor of extraplanar origin. The spell requires a glass lens no larger than one inch in diameter as a focus, which is
not consumed in the casting.
Chatterbark (Divination)
ReplyDeleteSphere: Plant
Range: Touch
Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: One tree
Saving Throw: None
A variation of the 4th-level priest spell, speak with plants, this spell enables a ranger to ask a simple question to a tree and receive a spoken response. The tree can be any
species, so long as its trunk is at least 1 foot in diameter. Before casting the spell, the ranger must spend at least an hour carving a humanoid face in the trunk; if the ranger has
a proficiency in wood carving (a variation of artistic ability), he can carve a suitable face in one turn.
After carving the face, the ranger spends 1 turn casting the spell, at which time the face becomes animated, twitching and grimacing as if just awakening from a long sleep.
The tree face then looks at the caster expectantly, waiting for a question. The caster may ask the tree any single question that can be answered in a single word or short phrase.
Typical questions might include: "Has a dragon passed this way within the last few days?" "Has it rained here recently?" "Are there any fruit trees nearby?" The tree answers
the question honestly. If the question is beyond the scope of its knowledge, the tree says, "I don't know." After answering, the face disappears.
The DM should keep in mind that a typical tree doesn't know very much, as it has little experience, never travels, and rarely interacts with other living things in meaningful
ways. As a rule of thumb, a tree's knowledge is limited to things it has observed (passersby, weather conditions) and general information about the immediate area
(animal populations, location of landmarks). A tree can't give dependable advice or make judgements. If the DM is in doubt about what a particular tree knows, the tree answers, "I
don't know."