Difference between revisions of "User:FiddleSticks96/FS96 Sandbox:Items"

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*The trumpet's fickle nature makes it grow bored with its current owner over time. It will disappear after being in the possession of the same owner for 4d8x10 months. It will then reappear in the possession of a random creature (they might open up their sock drawer and find the trumpet...no really), only to move on to a new owner after it grows bored again.
 
*The trumpet's fickle nature makes it grow bored with its current owner over time. It will disappear after being in the possession of the same owner for 4d8x10 months. It will then reappear in the possession of a random creature (they might open up their sock drawer and find the trumpet...no really), only to move on to a new owner after it grows bored again.
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===Mail of Invincibility===
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Belenthrond created the Mail of Invincibility as a way to grant a boon to faithful followers or worthy adventurers. Despite its name, the wearer is not invincible; though they are certainly much harder to kill. The Mail of Invincibility appears as an ordinary steel breastplate of medium size; however, it changes size depending on the size of its owner, so if its owner is of Huge size, the armor will expand to fit them. It may shrink if need be as well. The armor has the same statistics as regular Breastplate except the armor bonus is 15, not 5, and it is indestructible (it cannot be sundered, it cannot be broken, it does not rust). A Spellcraft DC 15 check can be made to determine that the armor is magical in nature but not what the effects are. A Spellcraft DC 25 will reveal that the armor offers multiple forms of magical protection. In addition, the armor grants the wearer all of the following:
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:Damage Reduction 10/-
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:+10 bonus to all saving throws
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:Immunity to Death, Stun, Hold, Mind-Affecting attacks, System Shock, Critical Hits, Imprisonment, Polymorph, Petrification, or other form altering attacks
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:Energy and Magic Resistance 50 (all forms of energy). This does not stack with other resistances
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:Fast Healing 5
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:Cannot be Flanked or caught Flat-Footed
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:Cannot be Turned or Rebuked (undead only)
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:First 20 points of fall damage are ignored
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:Protected as if by a Magic Circle against Evil (if Good) or Good (if Evil) and as if by a Magic Circle against Chaos (if Lawful) :or Law (if Chaotic). In the event the wearer is neutral on one or both axis, they decide whether the protection will be against :Good/Evil and Law/Chaos. In all cases, the circles function at a caster level of 20 and protect only the wearer.
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:Protected as if by an Endure Elements spell
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:Sheen of Deflection (Su): 3 times per day, the wearer may cause the Stoneskin, Blade Barrier, and Entropic Shield spells (all at caster level 15) to be cast on themselves as an Immediate Action. The Blade Barrier follows the wearer and cannot be caused to move in any other way.
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:Grand Escape (Su): 3 times per day, the wearer may cause a Greater Invisibility and Haste spell (both at a caster level of 15) to be cast on themselves as an Immediate Action. This is proof that protection comes in many forms, including turning invisible and running away.
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:Shield of the Ages (Su): Once per day, the wearer may cause a Prismatic Sphere and Globe of Blades spells to be cast on themselves (both of which have a caster level of 20) as an Immediate Action. The Globe and Sphere both follow the caster and cannot be caused to move in any other way.
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:Shield of the Watcher (Ex): Once per week, the wearer may cause themselves to be protected by a very powerful force for 1 minute as an Immediate Action. During this time, the wearer is utterly immune to all forms of harm of any kind (only normal weapons may penetrate this defense). They are effectively invincible for the 1 minute period. In addition, all projectiles (magic ones) rebound back at the original attacker as if the wearer were protected by the Peripety spell. This protection does not actually come from the armor, but from Belenthrond himself. The armor is used as a conduit, and by using this power, the wearer beseeches Belenthrond to protect them. This is perhaps why there is a 1% cumulative chance that Belenthrond will take the Mail of Invincibility away from the wearer each time this power is used, but he will not take it away until the Shield of the Watcher effect ends.

Revision as of 16:34, 22 January 2011

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Author: FiddleSticks96 (talk)
Date Created: 2007-05-29
Status: In progress...
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Trumpet of Crackling Glory

Belenthrond created the Trumpet of Crackling Glory as a weapon for Galosh, a desperate soldier who pleaded with Belenthrond for a way to protect a small village from enemy soldiers; the village happened to be in a strategically valuable location. With the trumpet's power, Galosh singlehandedly defeated all the enemy soldiers that attacked the village. He then set out to become a war hero and made a legend for himself. He quickly became renown as a one-man army, and the rival nation dreaded his arrival on the battlefield. At his height, Galosh challenged an enemy battalion on his own, proclaiming he didn't need the aid of his fellow soldiers. To his horror, when Galosh reached down for the trumpet, he discovered that it was gone. Galosh met his end at the hands of the enemy battalion. The trumpet has since been passed around to any number of individuals, never staying with the same owner for very long.

This artifact appears as an elegantly adorned, gold and silver colored, double-spiral trumpet no longer than 1 foot from end to end. The trumpet is encrusted with one ruby, sapphire, emerald, diamond, and topaz around the rim. Each gem glistens with an inner light, making the trumpet obviously magical. The beauty of this trumpet belies its destructive power. When blown, it lets out a thunderous roar that sounds like a mixture of all manner of natural hazards; such as a lightning storm, a volcanic eruption, a hurricane, etc. The possessor of the trumpet gains Energy Resistance 25 (all forms, this does not stack with other resistances, if more than one resistance of the same kind is present, use whichever is higher). The trumpet may generate any one of the following effects each time it is blown. Blowing the horn takes a standard action. The user cannot decide what power will be cast, as it is totally random, but they can be sure the effect will always be destructive. The user must choose a direction or target before they know what is actually being cast. The user is totally immune to all spells cast by the trumpet; however, the user is not immune to any indirect damage caused by the spells cast by the trumpet (example: the user blows the trumpet inside a cave, the trumpet casts earthquake, the user will still suffer damage from the cave in if they cannot get out of the way. example2: the user blows the trumpet and the trumpet casts a whirlwind spell, the whirlwind rips some trees out of the ground, one of the trees smashes into the user, the user still takes damage from getting hit by a tree). The spells cast by the trumpet have a caster level of 20. The trumpet has hardness 10 and 4 hp. If it is destroyed, it erupts as if it were a Hellball, damaging all in the area of effect. The trumpet will reform in a random location 1d6x4 years after it is destroyed. The location is entirely random, it could be anywhere, but it will always reform on the same plane it was destroyed and in a place where it can be found. Belenthrond can choose where it will reform, and/or cause it to reform on a different plane, if he wants to.

Roll a d100 to determine the effect:
Table: Trumpet of Cracking Glory
Die Result Effect
1-6 chain lightning
7-12 Fire Storm
13-18 greater shout
19-24 freezing sphere
25-30 acid fog
31-36 Breath weapon of an ancient black dragon.
37-42 incendiary cloud
43-48 ice storm
49-54 call lightning storm
55-60 sunburst
61-66 control weather*
67-72 Meteor Swarm
71-78 storm of vengeance**
79-84 elemental swarm
85-90 whirlwind
91-96 earthquake
97-100 Reroll twice***

*The trumpet automatically creates a weather pattern appropriate for the current season.

**This spell will persist for its normal duration even if the user does not concentrate on maintaining it.

***The trumpet casts both spells. Reroll in the event that the roll lands on the same spell twice.

  • The Trumpet of Crackling Glory has a mind of its own. It always takes a liking to its current owner, but it is fickle at best. There is a 5% chance that, when blown, the trumpet will either cast an additional spell or not work at all. If an additional spell is cast, roll as normal to determine this extra spell. In the event that the extra spell lands on the Reroll Twice action, reroll only once. The Trumpet will never cast more than 3 spells in one action. To determine whether the trumpet casts an extra spell or does not function, roll a d100. If it lands on 1-50, an extra spell is cast. If it lands on 51-100, it does not function.
  • The trumpet's fickle nature makes it grow bored with its current owner over time. It will disappear after being in the possession of the same owner for 4d8x10 months. It will then reappear in the possession of a random creature (they might open up their sock drawer and find the trumpet...no really), only to move on to a new owner after it grows bored again.


Mail of Invincibility

Belenthrond created the Mail of Invincibility as a way to grant a boon to faithful followers or worthy adventurers. Despite its name, the wearer is not invincible; though they are certainly much harder to kill. The Mail of Invincibility appears as an ordinary steel breastplate of medium size; however, it changes size depending on the size of its owner, so if its owner is of Huge size, the armor will expand to fit them. It may shrink if need be as well. The armor has the same statistics as regular Breastplate except the armor bonus is 15, not 5, and it is indestructible (it cannot be sundered, it cannot be broken, it does not rust). A Spellcraft DC 15 check can be made to determine that the armor is magical in nature but not what the effects are. A Spellcraft DC 25 will reveal that the armor offers multiple forms of magical protection. In addition, the armor grants the wearer all of the following:

Damage Reduction 10/-
+10 bonus to all saving throws
Immunity to Death, Stun, Hold, Mind-Affecting attacks, System Shock, Critical Hits, Imprisonment, Polymorph, Petrification, or other form altering attacks
Energy and Magic Resistance 50 (all forms of energy). This does not stack with other resistances
Fast Healing 5
Cannot be Flanked or caught Flat-Footed
Cannot be Turned or Rebuked (undead only)
First 20 points of fall damage are ignored
Protected as if by a Magic Circle against Evil (if Good) or Good (if Evil) and as if by a Magic Circle against Chaos (if Lawful) :or Law (if Chaotic). In the event the wearer is neutral on one or both axis, they decide whether the protection will be against :Good/Evil and Law/Chaos. In all cases, the circles function at a caster level of 20 and protect only the wearer.
Protected as if by an Endure Elements spell
Sheen of Deflection (Su): 3 times per day, the wearer may cause the Stoneskin, Blade Barrier, and Entropic Shield spells (all at caster level 15) to be cast on themselves as an Immediate Action. The Blade Barrier follows the wearer and cannot be caused to move in any other way.
Grand Escape (Su): 3 times per day, the wearer may cause a Greater Invisibility and Haste spell (both at a caster level of 15) to be cast on themselves as an Immediate Action. This is proof that protection comes in many forms, including turning invisible and running away.
Shield of the Ages (Su): Once per day, the wearer may cause a Prismatic Sphere and Globe of Blades spells to be cast on themselves (both of which have a caster level of 20) as an Immediate Action. The Globe and Sphere both follow the caster and cannot be caused to move in any other way.
Shield of the Watcher (Ex): Once per week, the wearer may cause themselves to be protected by a very powerful force for 1 minute as an Immediate Action. During this time, the wearer is utterly immune to all forms of harm of any kind (only normal weapons may penetrate this defense). They are effectively invincible for the 1 minute period. In addition, all projectiles (magic ones) rebound back at the original attacker as if the wearer were protected by the Peripety spell. This protection does not actually come from the armor, but from Belenthrond himself. The armor is used as a conduit, and by using this power, the wearer beseeches Belenthrond to protect them. This is perhaps why there is a 1% cumulative chance that Belenthrond will take the Mail of Invincibility away from the wearer each time this power is used, but he will not take it away until the Shield of the Watcher effect ends.