Can you make the save?

Save or Die Podcast


Author Archive


D&D “Cartoon” Magic Items 3

Posted on September 11, 2010 by DM Mike


As a homage to the Dungeons & Dragons Cartoon (covered in Adventure 3) I’ve created what I consider the specific magical properties of the kid’s weapons. Please feel free to comment on them and let me know if I’ve missed anything. ;)

Bow of True Aim
+3 Bow

The Bow of True Aim appears as a fine yew bow with no , though the bow is bent properly as if it had the tension of an actual stringed bow.. The ‘string’ appears as a magical string of energy whenever a drawing motion is made by the wielder.

Special Abilities
* Fires a Magic Missile once per round, twice if wielder is a Elf, a Ranger, or of 3rd level or higher.
* may fire a bolt equal to a Light Spell once per day per level of the user.
* may fire a bolt equal to a Shatter Spell once per day per level of the user.

Shield of Invincible Steadfastness
+3 Shield

The appearance of the Shield of Invincible Steadfastness is of an ordinary metal heater shield of gold hue, with a black roundel on the surface and an eagle’s head argent within.

Special Abilities
* The shield may act as a Shield spell for up to 6 persons once per day per level of the wielder, so long as neither the wielder nor those being shielded moves or attacks from behind the shield. An additional +1 use a day is granted to Paladins.
* May act as a Minor Globe of Invulnerability in conjunction with the Shield spell above if wielder is 3rd level or higher.
* If wielder is 7th level or higher the shield may act as a Wall of Force spell once per day per level of the wielder over 6th.

Club of the Giantkin
+3 Club

The Club of the Giantkin appears as a simple wooden club of heavy oak, though lighter and could even be wielded by a young boy or girl.

Special Abilities
* The user of this club has increased damage inflicted upon a successful attack, as if the weapon was wielded by a giant according to the following table:

Level Type of
Of wielder Giantkind
1-2 Hill Giant
3-4 Stone Giant
5-6 Frost Giant
7-8 Fire Giant
9-10 Cloud Giant
11+ Storm Giant

* May inflict damage as a Earthquake spell (Companion rules, 7th level Cleric spell pg 13) once per day whenever the ground is struck, causing a small earthquake. This Earthquake is of ½ the effect of the spell, as if cast by a 17th level cleric.

Hat of Inestimable Invocation

This chapeau appears as an innocuous green wizard hat, of conical (pointed) shape.

Special Abilities
* May summon items as noted in the table below, once per day per level of the caster if the conjurer takes one round to concentrate.

D12
Roll Item Conjured
1 Bag of 100 gold pieces
2 Camp fire, 4′ in diameter, already burning
3 dagger
4 Door, iron (10′ wide and 10′ high and barred, must be placed upright, will attach itself)
5 Ladder, wooden (24′ long)
6 lantern (filled and lit)
7 mirror (large)
8 Mule (with saddle bags)
9 pole (10′)
10 rope (50′ coil)
11 sack (large)
12 Window (2′ 4′ up to 2′ deep, will attach as door #4)

* At 4th level the wielder may invoke any item on the table above without needing to roll the item randomly. The wearer may also summon any creature below 8 HD they wish upon a successful saving throw versus magic. Note that the item or animal will exist only 1 turn per level of the wielder and any creatures invoke might not be friendly to the wielder. Also, only one item or creature may be in existence at any given time.

* At 6th level, may be used to invoke the effects of any Magic User attack spell (DM’s discretion) upon a target once per day per level of the caster over 6th. The spell will have the same effect as if cast by an 11th level Magic User.

Staff of Agile Mien
+3 Quarterstaff

This staff appears as a finely carved quarterstaff of heavy oak, but is very light when carried.

Special Abilities
* The staff gives the wielder the ability to perform any acrobatic maneuvers successfully on a successful percentile roll of 75% + their Dexterity attribute or less; with appropriate modifiers as deemed appropriate by the DM.

* Can be telescoped magically into itself to create a small rod of 6 inches length or extend up to 10 feet in length.
* Can be used as a brace or lever, granting the wielder a Strength equal to a Hill Giant.

Cloak of the Chameleon

The appearance of this cloak is of gray wool, with a hood and clasp at the front.

Special Abilities

* Grants +25% to all Hide in Shadows or Move Silently rolls if worn by a Thief.
* Bestows upon the wearer a +3 to saving throws versus Breath Weapon, Magic, and Wands.
* When the hood is raised to cover the head, the cloak becomes a Cloak of Invisibility, as if the 2nd level Magic User spell was cast upon the wearer. This does not muffle sound save for the addition to Thief skills noted above.

Magical Library Shelves Comments Off

Posted on August 17, 2010 by DM Mike

Magical Library Shelves

There are times when the harried Dungeon Master needs to populate a Magic User’s library with some tomes that aren’t spell books. After all, there is certainly much theory involved with magic that go beyond a mere recitation of spells!

Below is given a table for random books that might be found in such a library. None are magical in and of themselves, but a DM might consider giving a Magic User or Elf with such books a bonus when researching spells or creating magic items; reflecting a greater understanding of the theory and practice of dweomercraft.

Roll 1D10 and such are the number of books in the library. Then roll on the chart below:

Title/Author
1. Predatory Plants by Robilar the Garden Master
2. Tactics of the Unification Wars by Matronius
3. Flotation by Device by Tenser the Mighty
4. Hands of Fate by Bigby the Grand Incanter
5. Tantric for Dummies by Murgen of Haven
6. Prayers of the profound by a Humble Brother
7. Zoology Arcanix: A Study of the Unnatural by the Hierophant Golden
8. The Banished and Corrupt: Orcine tribes of the Northland by Ambrose Magellan
9. Circles, Pentacles, and the Protection of Self by Mordenkainen the Master
10. Heath Gnoll Legends by Abd La-Hazred
11. The Trigram and Associated Glyphs by Rah-sylon the Inestimable
112 Uses Of Elemental Ichor in Fire Spells by Cameron
13. The Brown Workbook of Archmage Zelimzam; edited by Dansayre
14. History of the Decayed Empire, Vol I: 307 to 433 F.C. (Unknown)
15. History of the Decayed Empire, Vol II: 430 to 710 F.C. (Unknown)
16. History of the Decayed Empire, Vol III: 717 to 802 F.C. (Unknown)
17. Maxander’s Libram by Ambrose Magellan
18. Account of An Expedition To The Sargos Ruins by An Apprentice
19. Glottal Stops in Command Words: Uses and Limitations by Rarye the Incanter
20. Towards An Understanding of Phantasms by Miasna the Mystic
21. The Oneirodaemonomicon of Broodhal The Younger; editor unknown
22. Ritual and Symbology of the Caledon Cults by Venton ap Wyngarde
23. The Skies and Stars Alight (book on Astrology) by Crucis Del Minarian
24. Confessions of Silver (Autobiography) by Silver Lord Argus
25. Historie of the Ende of the Imperium (Ancient History) by Tigelennius
26. Incantations Alpha (Theories of Incantation) by Maragon Kaitain
27. Vortexes & Thunderclaps (Weather) by Gustav von Meteorsburg
28. The Logic of Numerics by Gystiana Magna
29. Rainbow Sorcery: colors and Communion by Patriarch Manfred
30. Pantheons of the Northlands by Tigellinius
31. Caledon and its peoples by Anna Mach Neela
32. The Glyphs of Autumn by Sigved und Schwartzuberflek
33. The Underrealms vol I, Gnomes and their kin by Reynald of Forests deep
34. The Underrealms vol II: Goblins and Dwarves by Reynald of Forests deep
35. The Swords of Truth by Grandmaster Archilius
F36. ell Knaves and their Kin by Grandmaster Archilius
M37. acrodemonology by Canopus Major
M38. icrodemonology by Canopus Minor
C39. elestines and their Kin by Dominus Augusta Kylia XI
40. Aphroincantations and their uses by Murgen Kaitain
41. Oceans Deep and Mysteries beneath by Unknown
42. The Chimera and its ingredients: Uses and Discoveries by Edrick the Inquisitive (posthumous)
43. Codex Legii of the Basine Confederacy by Hermann von Skroder
44. Epistles Aqui by Matriarch Roweena
45. Analectorum de Profundia by Brother Tao
46. Martyrdom of Joels the Pious by unknown
47. Goblins and Goblinoids: facts and myths by Rallston of Haven
48. Libra de Malificum by Ralston of Haven
49. The Fish War by Hermann von Skroder
50. Legend of Tartanpion the Half-orc by Edwin of Silverdale
51. The Grand Herbalist’s Compendium by Avon rhagg Mynydd
52. Lost Magic of the Ancients by Murgen Kaitain
53. Biography of Tarajel de Ofalon “the Great” by Sage Dominick
54. Marcellus’ Diary / Years 1243-1247 F.C. by Agapitus Maximus
55. Legendorum of Tuntz by Valmere of Thundaria
56. Dragon Warlords’ Warfare Tactics : A Study by Hermann von Skroder
57. Epistle of the Fifth Archprelate by Abbess Consuela of Leeshire
58. Apology of the Shepherd of Tyrn by Unknown
59. Tragedy of Philius and Danaeda by Jonothan Bailswick
60. The Book of Darach’that by Rasillon Woldvank
61. The Sermon of the Lake of Fire by Brother Ingisson
62. Treatise on the Monastic Life by Brother Tao
63. Letter to the Tyrant of Kepherdown by Borodin Cetillius
64. Zaach’Nath Ool Fanecht by Avon rhagg Mynydd
65. Life of Gadaaldad the Impetuous by Edwin of Silverdale
66. Chronicle of the Temple of St. Julius by Khorath
67. Secrets of the Forge: The Famous Dwarven Blade and its Manufacture by Tosvig of Axehead
68. Chronicle of the Dukes of Ygthiri by Skald Xeno
69. Third Crusade of Aws Noir by Hermann von Skroder
70. Liber de Astoundis by Maragon of Khosia
71. The Song of Talonar by Borodin Centurrius
72. Apologia Against Those Who Deny the Power of Humility
73. History of the 2nd Mages Guild by Gurmen Kaitain
74. Brünshild Saga by Unknown
75. Concerning the Deeds of the by Halvard Adeptus Major Cursed One
76. Consolation of Goodness by Sister Marii
77. Secret Weapons of the Warcasters during the goblin wars by Gurmen Kaitain
78. Siege Techniques of Sulvar the Mighty : A Study unknown, edited by Hermann von Skroder
79. Rule of the Sacred Flower by Dessalidia Yanto
80. Homily on the Paralytic of Aquinas by A Sage
81. Treatise on Rulership: The Almighty and the Crown by Dominus Augustus Talonarius Magnificus
82. A Reply to the Heretics of Haven by Patriarch Embden
83. A Cyclopedia of Magical Gems by Rasillon
84. A Cyclopedia of Magical Stones by Maragon
85. A Cyclopedia of Magical Metals by Taranine the Delver
86. On the inscribing of Scrolls by Ignatius, Sage of Verdantia
87. Runic Conjurations by a Grand Incanter
88. The Familiar as an extention of Magery by Symonia al Zarinne
89. Magical Materials: The powerful and the profane by Maragon
90. Song of Ice Magic by Pioter of Shadowvale
91. Song of Fire Magic by Yanson Ironshod
92. Song of Earth Magic The Venerable Pow
93. Song of Wind Magic Roselyn of the hawkers
94. Beyond the Curtain: Necromancy and the Dead by Rallston of Haven
95. Blood and its Thaumaturgical Efficacy by Ree-shard of Orleans
96. The Journal of maragon of Khosia by Maragon of Khosia
97. Etiquette of the Infernal: Conversing with the Damned by Lord Robilar
98. Supplication to the Divine by Father Colin
99. Dispelling Magicks of Power by Rarey the Enchanter
100. Master of the Spell by Mordenkainen of Greyhawk

*** Thanks for inspiration to the D20 Netbook of Books, which can be found at:

http://www.dcrouzet.net/nbobooks/

Though the system given at the link above is really more for creating individual books, the detail given for said books is much greater than the above table.

Classes/Race: Fairies or the Fay 1

Posted on August 17, 2010 by DM Mike


The Fairy, or Fay as some know them, are a strange woodland race akin to the Elves. They share many of the physical aspects of the Elves such as sharply elegant features, lithe forms and pointed ears, but their sizes range from 1-2 feet in height. They also have iridescent wings on their backs for flight and antennae emerging from their foreheads, with one above each eye. They are fair of complexion, though their hair and wings may be of any of the colors of the rainbow, and those Fairy with bright colors take inordinate pride in their appearance.

Fairy society is divided into two camps, the Seelie and Unseelie courts. These courts exist in pocket dimensions that have access to the Prime Material Plane but are not part of it. Fairies owing fealty to the Seelie court are mostly Lawful in alignment, while those choosing to be part of the Unseelie court are usually Chaotic. There are Neutral Fairies in each court, but they are few as the gnossis of the courts tend to draw most Fay to either Law or Chaos. A very small number of Fairy wander the Prime Material Plane, seeking new experiences and comrades in the world.

Prime Requisites: Intelligence, Dexterity

Initial Languages: Common, elvish, gnomish, insect, bird, pixie, fairy

Racial Bonuses:
* Fly at 180’ per turn
* a +2 bonus to hit in flying combat (both combatants flying)
* -4 to AC when fighting M or L creatures (not applicable for area effect attacks)
* Surprised only on a 1 in 8
* Turn invisible once/day, increasing to twice at 3rd level, three times at 6th, and four at 9th.
* Shapechange to any non-fantastic creature of equal mass once per day, increasing to twice at 3rd level, three times at 6th, and four at 9th
* Use the Elf table for combat and saving throws

Restrictions:
* Cannot have a strength greater than 9
* Due to their small size, shields cannot be used by fairies
* Fairies cannot carry more than 800 gp in encumbrance allowance, though fairy sized gear will weigh 1/3rd its normal weight.
* Fairies must pay 2 times the listed cost for replacement gear (not at character generation) due to their small size requiring custom fittings.
• Can only attain the 10th level of experience.
• Fairy weapons do ½ damage as normally listed for weapons in the D&D rulebook (i.e. a sword 1d8 would do 1d4 damage, a dagger 1d4 would do 1d2 damage, etc.)
• Fairys cannot wear armor greater than chain mail.

4-sided
Dice for
Experience Accumulated Level Spells
Points Level Hit Points Title 1 2 3 4 5 6
0 1 1 + 1 Mossfern 2 – - – - – -
4,200 2 2 + 2 Wildwood/Wildflower 3 – - – - -
8,400 3 3 + 3 Brightleaf/Brightflower 3 1 – - – -
16,800 4 4 + 4 Brightwood/Starflower 3 2 – - – -
33,600 5 5 + 5 Oakenroot/Rowanroot 3 2 1 – - -
67,200 6 6 + 6 Oakleaf/Rowanleaf 3 2 2 – - -
138,400 7 7 + 7 Oakenwood/Rowanwood 4 2 2 1 – -
276,800 8 8 + 8 Oakenheart/Rowanheart 4 3 2 2 1 -
553,600 9 9 + 9 Fairy Lord/Lady 4 4 3 2 2 -
1,107,200 10 10 + 10 Master/Mistress of the Fay 4 4 3 3 2 1

Cantrips: For Magic Users in Basic/Expert D&D 3

Posted on August 16, 2010 by DM Mike


The Cantrip is a tiny spell created by practicing students of the magical arts during their apprenticeship and while a minor dweomer they still have some uses to the adventuring Magic-User. Elves do not obtain cantrips at first level as they don’t learn such in their youth, though a friendly Magic User may teach them at a later date.

Cantrips are cast like normal spells, only the number that a Magic User may keep in their mind at one time is equal to their Magic User level plus their Intelligence bonus. Therefore, a 1st level MU with a 16 Intelligence (+2) would start with 3 cantrips, while a 6th level MU with a 13 Intelligence (+1) would be capable of casting up to 7. As with other spells, cantrips may be memorized multiple times as desired. If a caster wished, 4 cantrips could be memorized in lieu of a 1st level spell.

A 1st level Magic User starts out with 1d4 + Intelligence modifier of cantrips known and written in their spell book. Others may be obtained during adventures just as any other spell.

CANTRIPS LIST

1. Anatomics
2. Bug
3. Clean
4. Enrich
5. Exterminate
6. Firefinger
7. Hairy
8. Haunting
9. Legerdemain
10. Repair
11. Temperature
12. Transmogrify
13. Unseen Hand

Anatomics (Evocation)

Level: 0
Area of Effect: One person
Duration: 1 action
Saving Throw?: None

When this cantrip is cast, the subject will involuntarily emit a body noise or reaction of the casters choosing. Such simple reactions can be a belch, blink, nod, yawn, etc; but nothing sophisticated

Bug (Summoning)

Level: 0
Area of Effect: 10 feet
Duration: Permanent
Saving Throw?: None

When this cantrip is used, the caster summons an insect from someplace — where is of no importance, for the creature appears in seconds. The bug will appear in whatever spot the caster is gazing at, up to a 10 foot distance from him or her. The bug is, of course, annoyed, and it is 90% likely to sting or bite (if possible) any living creature it finds itself upon. (This will certainly cause the subject to react violently if it would otherwise be so affected by such).

Clean (Abjuration)

Level: 0
Area of Effect: 4 sq. yards
Duration: Permanent
Saving Throw?: None

This cantrip enables the caster to remove heavy soil, dirt, and like foreign objects from floors, walls, dishes, windows, clothing, etc. The subject surfaces are then spotless, but care must be taken in removal of pigments and the like, so usually only one type of material will be treated in a single application. The reverse of this cantrip dirties and befouls any surface equal to the area of effect.

Enrich (Enchantment)

Level: 0
Area of Effect: One object
Duration: up to 6 turns
Saving Throw?: None

This cantrip enables the caster to give the subject a superior or better or different aspect of its to the senses; be they sight, smell, sound, touch or taste. Thus, mush can be made to taste as if it were lobster bisque, but the dweomer will not actually affect quality or wholesomeness. It can also be used to restore faded hues or to tinge those already colored with a different hue. A rough canvas garment can be made to feel like silk or velvet. A rotten egg can smell like fresh daisies, and a irritating sound can be made to sound like a canary’s song. However, the cantrip may only effect one sense per casting.

Exterminate (Abjuration)

Level: 0
Area of Effect: One small creature
Duration: Permanent
Saving Throw?: See below

When this cantrip is used, the caster may kill a small pest such as a fly, mouse, (non-giant) rat, beetle, or the like. It is useful for indoor and outdoor applications. If the subject is very small, an area of up to 1/2 cubic foot can be rid of pests. This cantrip is effective against magical creations and normal-sized creatures magically shrunk to insect-size, with a saving throw applicable to negate. The dweomer however has no effect on polymorphed creatures and similarly enchanted beings.

Firefinger (Alteration)

Level: 0
Area of Effect: 1/3′ line
Duration: 1 round
Saving Throw?: None

The firefinger cantrip enables the caster to cause a jet of flame up to one-half foot in length to shoot forth from his or her finger. The flame is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, providing the materials are relatively dry. The flame persists for up to 1 round.
The reverse of this Cantrip extinguishes a small flame such as used in a lantern or candle. A torch is too large a flame to be effected with this cantrip.

Hairy (Alteration)

Level: 0
Area of Effect: One object
Duration: permanent
Saving Throw?: none

While this cantrip is not actually one of the standard useful ones which apprentices reverse for mischievousness, it is one which is generally used for no good purpose. It causes hair, fur, or hairlike growth to thicken and lengthen. Thus, a head of hair, a peach, a beard, a cat, or whatever could be affected. The growth will cause the subject material to increase from 2-12 inches in length. The subject material must be trimmed or cut to remove the cantrip’s effect. This cantrip can be reversed to shorten growth or effectively shave, but since the effect on short material (growth under 1 inch in length) is complete absence of growth for 2-12 days, it is not often used.

Haunting (Illusion)

Level: 0
Area of Effect: Special
Duration: See below
Saving Throw?: yes

This cantrip creates the illusion of any number of ghostly sounds such as a faint groan, creak, footfalls, etc. Naturally, those creatures within hearing distance are allowed a saving throw versus spell, and if it succeeds, the individual will hear no such noise. The sound only lasts from 1-20+ Magic User’s level in seconds.
y
Legerdemain (Illusion)

Level: 0
Area of Effect: One small item
Duration: 1 round
Saving Throw?: nil

This cantrip enables the caster to secret or cause to appear a small object in his hand without seeming to do so. The item created to appear from nowhere is illusory, and will disappear in 1 round.

Repair (Alteration)

Level: 0
Area of Effect: One object
Duration: Permanent
Saving Throw?: None

This cantrip repairs small breaks in objects. It will weld a broken ring, chain link, medallion or ripped material, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a Repair cantrip. This cantrip will not repair magic items of any kind.

Temperature (Evocation)

Level: 0
Area of Effect: 1′ cube
Duration: special
Saving Throw?: none

A cantrip of this nature allows the caster to cause non-living liquid or solid material to become about 40°F. warmer or cooler than it was, subject to a minimum temperature of freezing. The warming or chilling effect lasts for but an instant, after which the subject returns slowly back to ambient temperature as normal for the current climate.

Transmogrify (Alteration)

Level: 0
Area of Effect: One creature/item
Duration:
Saving Throw?: See below

By means of a transmogrify cantrip, the caster alters one small object to another, although the change must be within the same kingdom, and only animal and vegetable objects are affected. Thus, a piece of parchment can be changed to a brightly colored cloth square, then the cloth can be changed to a rose by another use of the cantrip. Likewise, a bird can be changed into a bat, the bat to a flying squirrel by another use of the same type of cantrip, and so forth. Each alteration requires a transmogrify cantrip. The cantrip will not cause more than a 50% increase or decrease in size/volume, and the effect will last for a base time of 1 turn. If the change is radical, then the time will be reduced accordingly; i.e., changing a dead object to a live one is a radical change and will last only 1 round. On the other hand, a very slight alteration such as color change or the like will last for 1 or more days. A saving throw against this magic does not apply as long as small, animal-intelligence, non-magical creatures of normal sort are concerned.

Unseen Hand (Conjuration)

Level: 0
Area of Effect: One creature/item
Duration: 1 action
Saving Throw?: Save vs. Magic to avoid a 1 round distraction.

By means of this cantrip, the caster causes an unseen hand to perform simple actions such as open/close a door, lift a small object and carry it (1 lb limit) within 10 feet radius of the caster, and poke or pinch a target as desired.
If this cantrip is used on a spellcaster, the target must make a saving throw vs. magic, with success meaning that the target is not distracted. Failure causes a 1 round distraction and may interrupt spell casting at DM’s discretion.



↑ Top