Showing posts with label New Magic Item. Show all posts
Showing posts with label New Magic Item. Show all posts

Wednesday, February 22, 2012

New Labyrinth Lord Magic Item: The Impossipotions

These strange magical potions are always found in sets of three, and are reputed to have been originally created in the lost city of Ralay Hoa, which is said to be in the unexplored territory of the barbaric tribes of Hana.

They follow the standard rules for potion onset and duration, activating upon the round they are drunk and lasting for 1d6+6 turns. Only one of these potions may be drunk by an individual at a time. If mixed they will cancel one another out.

Potion of Liquidation: Upon imbibing this oily greenish fluid, the user becomes capable of transforming into a liquid state, which can flow through any opening that water can pass through. They can flow along at a rate of 60' (20'). If they choose to remain still, they are indistinguishable from a puddle of slightly greenish tinted water. While the potion is in effect, the user can switch between states at will, and gain a Save vs. Spell in combat to avoid being struck by weapons by spontaneously liquifying. All equipment worn or carried by the user upon drinking the brew will liquify along with them, but any objects picked up or acquired while it is in effect will not. While in liquid form, the user cannot lift or move anything but the lightest, most buoyant objects.

Potion of Coiling: This thick, purplish liquid brings on a strange transformation in the user's limbs when quaffed, causing them to shorten by about 5" and become like tightly coiled steel springs. While under the potion's effect, the user may make leaps of 20' high, or 50' distance, or may move at a rapid, springing gait of 240'(80') if unencumbered. They may also extend their arms out to 50', allowing them to attack distant foes with melee weapons or punches and kicks. The fully extended arm/leg span is 100'. The user may also choose to make a constriction attack, doing 1d8 per round if they manage to successfully grab a foe with both arms. (This requires two separate melee attacks.)

Potion of Multiplication: This murky, reddish tincture allows the drinker to will up to four duplicates of themselves into existence. These doubles act in concert, commanded by a single will. Each has 1/4 the hit points of the original. If slain in combat they vanish instantly. By some strange factor in the potion's magic, in a combat situation the original is always the last to take damage or fall, unless all are subject to an area effect. Any magical devices carried by the user won't be duplicated with enchantments, and will only function as mundane versions of whatever they are. Spellcasters who drink this potion do not gain additional spell uses, but the duplicates can cast different spells from the original's daily allotment. (i.e. A 2nd. lvl wizard with 2 1st. lvl. spells could have one duplicate cast one spell and another cast the other one, using up their memorized spells for the day in a single round)

Sunday, February 19, 2012

New Labyrinth Lord Magic Item: The Bladeless Sword of Justice

Created by the Astrodukes of Fahr to stem the tide of evil, these magical weapons appear as the bronze hilt of a sword lacking a blade of any kind. If casually handled that is all it will seem to be, and it can be easily kept in a belt pouch or pocket.

When wielded with intent by a Lawful being, a blade of invisible force manifests that functions as a +2 magic weapon. Against Chaotic enemies, the blade is razor sharp and does 1d8+2 damage. Against Neutral foes, it becomes more like a blunt rod that does 1d6 damage. Against a Lawful opponent the blade will not manifest.

The length of this unseen blade is variable based on the desires of the wielder, and can be anywhere from dagger to pole arm length with no appreciable change in weight.

When the hilt is handled by a Chaotic being, there is a 20% that the blade will manifest itself, cutting or stabbing them for 1d8+2 damage.

In certain dens of evil where these weapons are known, it's possible to bluff those denizens of lesser intelligence, putting them to flight by brandishing a simple sword hilt bereft of its blade. Such is the fear that the Bladeless Sword engenders in the dire and darksome.

Saturday, November 5, 2011

New Labyrinth Lord (Cursed) Magic Item: The Red Gauntlets of Argack

Once there was a vile warlock who whilst skilled in the dark craft was known for not thinking things entirely through.

Said sorceror, who styled himself Argack the Maledictator, fell afoul of the doughty Handsman known as Pugnacious Phil Potluck, and many of his sinister schemes ended ignobly, beneath the pummeling fists and clog stepping hobnails of the brawny adventurer.

Running out of both patience and teeth, the doer of dire deeds crafted a magical set of gauntlets designed to engulf the heroic brawler's very life in ruin, madness, and misery.

The Red Gauntlets of Argack at first blush could be mistaken for Gauntlets of Ogre Power. Once donned, the wearer is compelled to start punching things. Friends, foes, furniture, foodstuffs, farm animals, all find themselves faced by a frenzy of furious fists. The unfortunate wearer of the gauntlets is fully aware and rational, but can not... stop... punching... things.

They will continue to punch until they are slain, fall unconscious from exhaustion, or are restrained. If the victim is bound, the cursed gloves will compel them to try to break free, bestowing an effective Strength bonus of +3.

Some tellers of tales state that Pugnacious Phil escaped from the Gauntlets by directing their fury at himself, allowing his comrades precious time to remove and discard the accursed handwear. (And gaining the dubious distinction among those of his calling as the only Handsman who had ever beaten himself up.)

A Remove Curse spell is the only way to otherwise get the Gauntlets off of their hapless wearer.

The Gauntlets do 1d4 points of damage + the wearer's Strength Bonus, and attack twice in a round.

The villainous Argack's greatest, and final, mistake was remaining in the same room to gloat after inflicting the accursed Gauntlets on his hated enemy.

His perfectly flattened skull is on display in the museum of curios in Castle Rygar.

These magic items are hereby designated as Open Game Content via the Open Game License.

Wednesday, October 19, 2011

New Labyrinth Lord Magic Item: The Belt of the Acrobattlers

This Legendary item from the island nation of Acrobania summons Awesome Forces to the wearer in times of great need.

It takes the form of a wide, white belt adorned with an octagonal buckle device bearing the likeness of a figure wearing a bat winged cloak and black mask with tiny red garnets for eyes.

If the wearer is of Lawful alignment, then once per day they may press a hidden button on the belt's buckle and summon a mighty quintet of 10th. level Handsmen, who will fight on their behalf for 1d4 turns.

When the belt is activated, the garnets on the figure's eyes will begin to flash, and will continue to do so for the duration of the effect.

If any of the Acrobattlers fall in battle, they all will vanish and cannot be summoned again for 1 month.

Once the battle is over, the mighty handsmen will give their summoner a celebratory High Five and then disappear.

Here are the heroes that the belt summons:

THE COMMANDER
HP: 50, HD: 10, AC: 4, DMG: 1d10 punch
Morale: 12, Saves as a 10th. Lvl Dwarf
Clobber: 1-10 on a d20, Knock foe out for 1d4 turns
May cast Charm Person 1/day, Immune to Fear effects

CRASH
HP: 70, HD: 10, AC: 4, DMG: 1d10 punch
Morale: 10, Saves as 10th. Lvl Dwarf
Clobber: 1-10 on a d20, Knock out foe for 1d4 turns
May hurl boulders for 3d6 dmg at 100' range

THE ROBOT
HP: 50 HD: 10, AC: 4, DMG: 1d10 punch
Morale: 8, Saves as 10th. Lvl Dwarf
Clobber: 1-10 on a d20, Knock out foe for 1d4 turns
May launch fist as ranged attack, Range 40/60/80

RICKY
HP: 50, HD:10, AC: 4, Dmg: 1d10 punch
Morale: 8, Saves as 10th. Lvl Dwarf
Clobber: 1-10 on a d20, Knock out foe for 1d4 turns
May cast Haste on self 1/day.

EAGLEBONES FALCONHAWK
HP: 40 HD: 10, AC: 4, DMG: 1d10 punch
Morale: 10, Saves as a 10th. Lvl Dwarf
Clobber: 1-10 on a d20, Knock out foe for 1d4 turns
May cast a 4d6 lightning bolt 1/day.
Invisible Hawk familiar; HP: 4, AC: 8, Save: F1, Morale 7, Dmg: 1d4, Fly: 480'(160')

This magic item is hereby designated as Open Game Content via the Open Game License.

Sunday, August 28, 2011

New Labyrinth Lord Magic Items: The Wing Cloaks of Kagaku Ninpo



Created in a time of strife by the Great Wizard Namboo to defend the peace loving people of his homeland, these five magical cloaks have a long and storied history as mighty tools in the hands of Lawful forces.

Each cloak is patterned after a type of bird, with a scalloped edge cut to resemble a bird's wing and a hood that forms into a sort of stylized beaked helmet resembling the head of the avian it represents. At a word of command they can magically shift to appear as rather nondescript traveling cloaks with garishly striped linings.

All of the cloaks allow the wearer to make leaps of up to 20' vertically or over a distance of 50'. They are also enchanted to bestow a +2 bonus to Armor Class and Saving throws in the manner of a Cloak of Protection.

In addition, each cloak bears unique requirements for use and each carries a unique weapon secreted in special pockets in the "wingtips".

The Cloak of the Eagle
This bright, white cloak will only function if the wearer is Lawful. It comes equipped with a razor edged, crescent shaped boomerang made to look like a stylized bird, which does 1d6 damage, has a range of 10/20/30, and returns to the users hand after each throw.

The Cloak of the Condor
This brooding, black cloak allows its wearer to declare a favored enemy, granting a +2 to hit and damage against them. Its hem is lined with 8 throwing darts that do 1d4 dmg, can be thrown at a range of 15/30/45, and which replenish once per day. There is also a 50' line with a collapsible grapple hidden in the right wingtip.

The Cloak of the Swan
This elegant, snowy white cloak will only function for female wearers. It comes with a spinning disk weapon attached to a 30' length of line that does 1d4 on impact and can be commanded to explode for 2d6 points of fire damage once per day. It can be commanded to return after each throw.

The Cloak of the Sparrow
This tiny, dark blue cloak is sized for halflings, and can only be used by them. Each wingtip contains a bolo with a range of 15/30/45 that can be used to either trip and immobilize a fleeing foe or disarm them. A missed throw with this weapon will return to the user.

The Cloak of the Horned Owl
This large, green cloak is wearable by anyone with a Strength over 12. The wingtips are weighted and do 1d6 damage on impact. (The user may make two attacks per round)

Whirlwind Attack
When all five cloaks are brought together, the users may summon and control a whirlwind similar to that of a djinni, 10' wide at it's base, 20' wide at its apex and 70' high, which does 2d6 pts to all that it contacts and throws creatures of 2hd or less 10' if they fail a save vs. death. This attack lasts for 5 rounds and can be done once a day.

These magic items are hereby designated as Open Game Content via the Open Game License.