Tuesday, March 22, 2011

"Manacles of Kel" Wondrus Item

Golden Crown Aura faint divination CL 5th Price 8438 gp
Description These well crafted manacles can lock either on wrists or ankles, and the chain link connecting the two can be attached or dis-attached. There is no key for them as they work command word. While locked on a subject, the subject suffers 10 points of nonlethal damage and is fatigued. Neither can be alleviated while the manacles are in place. The subject can also only speak and understand Kalduhr.

Tuesday, March 1, 2011

"Sleeping (Like a Log) Bag" Wondrus Item

Golden Crown Aura faint transmutation CL 3rd Price 13500 gp

Description This sleeping bag appears to be a regular woolen sleeping bag with wood buttons down the side. However, it is especially made to help the lone wilderness traveler to a safe night's sleep. When a full round is spend donning the sleeping bag, the wearer transforms into a tree as per the Tree Shape spell, and is simultaneous subject to the Endure Elements spell, as long as he remains in the sleeping bag. Removing the sleeping bag is a move action and ends both effects immediately.

Construction Craft Wondrous Item, Tree Shape, Endure Elements; Cost 6750 gp

Monday, January 31, 2011

"Extinguish" Cantrip

hand with magic light This spell is a reversed form of the light cantrip intended to balance the field for dark dwellers. In most situations the dark dwellers do not need to create darkness, it is already there if they just turn out the lights. With this cantrip a first level sorcerer could be a big nuisance to a dungeon exploring party, who might have to employ two spell casters to have solid light, or resort to using torches etc. Also it establishes a reason to use light spells of a higher level like Daylight.

Extinguish
School abjuration; Level bard 0, cleric 0, druid 0, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target see description
Duration instantaneous
Saving Throw none; Spell resistance no
The spell can either extinguish all small flames within 20 ft radius; torches, lamps, and lanterns. Or extinguish one stronger source such as one non-magical campfire or person on fire, or one cantrip level light source.

Saturday, January 29, 2011

"Camp Lamp" Wondrus Item

Golden Crown Aura faint abjuration CL 3rd Price 11500 gp

Description This magic lamp appears to be a regular hooded lantern that burns 6 hours on 1 pint of oil. However, the lamp sheds magic light for 20ft radius, which can be blacked out by the wielder of the lamp. With a successful DC 15 Use Magic Device check, the wielder can also make the 20ft radius area subject to Endure Elements and Alarm. If the spell is on wielder's spell list no check is necessary. The lamp works only as long as there is oil in it.

Curse Some Camp Lamps are cursed causing them to malfunction at critical times. A cursed Camp Lamp may malfunction once every six hours of burn time (20% chance), plus whenever the alarm goes off (50% chance). In both cases it will set off Pyrotechnics as per the spell centered on the lamp. There is an equal chance of either effect, prompting a DC12 save, and the Camp Lamp will be un-operational for 3 minutes.

Construction Craft Wondrous Item, Light, Alarm, Endure Elements; Cost 6375 gp

Friday, November 13, 2009

Light and Darkness Rules

Jyske Lov These are alternate and I think superior rules governing illumination. The goal is to have darkness be dangerous without being completely deadly to characters without darkvision, and still have Darkness spells be useful to dark dwellers.
I operate with three levels of illumination: Light (no concealment), Dim Light (concealment 20% mischance), and Darkness (total concealment 50% mischance).
I do not give "Bright Light" its own illumination category, because it is has the same concealment properties as Light, and that is what illumination is about. Whether the light is hurtful to a creature's eyes is a separate issue.
We all have a pretty clear idea of what happens when we light a torch in the dark, and the standard rules work fine for mundane light. A torch creates 20 feet radius of Light and an additional 20 feet of Dim Light. The problem occurs when we introduce magical light and darkness.

Darkness Spells

hand with magic light They look very similar to the standard versions, but have been changed slightly because the standard rules for how magical light and darkness interact were unbalanced. So here are the rules I recommend for magical light and darkness.

Darkness
School abjuration [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: Touch or 25ft + 5ft/2lvl
Target: 20ft radius area
Duration: 1 min/level (D)
Saving Throw none; Spell resistance no
This spell has two uses, first it can causes darkness to spread out from object touched to a 20-foot radius. The area is impenetrable to mundane light, and lower level magic light create only shadowy illumination in its normal light radius and nothing beyond that. Daylight (spell) functions normally in the area of darkness, except it does not hurt light sensitive eyes within the area of the darkness spell. Darkvision functions normally.
Alternately Darkness can be used to dispel any one light spell of equal or lower spell level within 25ft + 5ft/2lvl.

Deeper Darkness
School abjuration [darkness]; Level cleric 3
Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: 25ft + 5ft/2lvl
Target: 60ft radius area
Duration 10 min/level (D)
Saving Throw none; Spell resistance no
This spell causes darkness to spread out from an object to a 60-foot radius. The area is impenetrable to mundane light, and low level magic light. Daylight (spell) creates only shadowy illumination in its normal light radius and nothing beyond that. Darkvision functions normally.
If targeted Deeper Darkness can be used to dispel any one light spell of equal or lower spell level.

NB I created a new cantrip: Extinguish

Friday, October 23, 2009

Dwarf Traits

warrior puzzle I ran a short session with all dwarf characters, so I thought it appropriate to create some dwarf character traits.
Guard: Your were trained as a guard to be ever vigilant of possible threats, which granted you a +1 on Initiative and Perception.
Burrower: You have worked in deep mine shafts where oxygen consuming fire was rarely used, and your Darkvision has extended by 30 feet.
Voice of Authority: You were always very confident that you are right, and developed a tone that reflected that certainly resulting in +1 on all skill checks involving speech.
Hoarder: You grew up in an environment saturated with greed, where quickly spotting the biggest portion or clearest gem was the only way to get a fair share. As a result you gained a +1 trait bonus on Perception and Appraise.
Industrious: You were brought up with a heavy emphasis on industry as the quintessential dwarf virtue, and you never had an idle moment, resulting in +2 on one Craft/Profession and +1 on all others you have ranks in.
Dwarf Defender: You are sworn to protect your fellow dwarfs and gain +1 to attack any foe that injured and allied dwarf in the previous round.
Honest: You were brought up in a tight nit clan where you lived or died by your word, and carry the ethic of honesty granting you +1 on Sense Motive and Diplomacy.
Good Student: From a very young age you developed a thirst for knowledge and studied incessantly, which gives you a +1 on all Knowledge checks that you have ranks in.
Mountaineer: You were always curious of what was behind the next rock or hill, climbing peaks from an early age. +1 Climb, +1 Knowledge Geography and Survival in mountains.
Respected: Your family is well respected among dwarfs, you receive +1 Diplomacy towards dwarfs, and grant dwarfs within 30 ft. +1 on fear saves if they know of your heritage.