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Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

Saturday, January 14, 2017

Swords & Wizardry Complete 3rd Printing Arrived Today

The new printing of Swords & Wizardry Complete arrived today.


The artwork and layout are beautiful.

Saturday, April 20, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day Seven


Herestauss' Treatise on the Unknown Inhabitants of the Ancient World (Magic Item)

Herestauss' Treatise is a magical speaking book, with blank pages. The user may ask the book a question on supernatural creatures (as defined in the GM's own campaign). The book will answer by opening and closing its cover like a mouth. The Treatise's knowledge is not complete. It will know an answer to a question based on the rarity of creature about which the user inquires. Typically this involves subtracting the creature's HD from 10 and multiplying by 10 to get a percent chance to know. For example, the book can answer questions on 1 HD zombies with 90% accuracy; on 4 HD gargoyles with 60% accuracy, etc. When the book knows the answer it will reply truthfully. When it does not know, it will provide a partially correct answer, or an incorrect answer, or no answer at all, at the GM's discretion.

Inspired by a book title appearing in Maupassant's short story "The Horla."

Click Here for Swords and Wizardry Appreciation, Seven Magic Items, Day 1 

Friday, April 19, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day Six


Lleweden's Healing Losenges (and other magical cures)

Lleweden's Healing Losenges are the poor adventurer's cure for injuries of all types. They can be purchased in most apothecary shops, and cost only 10-20% of the price of a Potion of Cure Light Wounds. Each losenge heals 1 point of damage.

Lleweden was one of the most famous apothecaries of his day. He is remembered for Lleweden's Bezoar Drops, which neutralize lesser poisons, and many modern scholars believe that it was Lleweden, not Castor, who developed the world's most effective cure for paralysis, namely Castor's Oil of Movement.



Click Here for Swords and Wizardry Appreciation, Seven Magic Items, Day 1 

Thursday, April 18, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day Five

Cosmo's Reliable Worm Syrup

Cosmo's Reliable Worm Syrup is a magical potion that does exactly what the label says. It removes all forms of worms and dungeon parasites from the victim's system. Unlike most potions, it must be taken three times per day, over 1d6 days. Side effects may include nausea, dizziness, severe cramps, and diarrhea (entailing penalties to hit, move, AC and loss of hp, at the GM's discretion).

Wednesday, April 17, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day Four


The Eye of the Storm (Magic Item)

The Eye of the Storm is a beautifully cut round amethyst, with dark swirls within it. The holder of the Eye may call upon the power of the storm to create a violent hurricane in his/her vicinity. The storm will create magical winds reaching hundreds of miles per hour, picking up all individuals and objects not bolted down within a 100 yard radius and throwing them violently away from the user.

Victims of the Eye outdoors must roll a save to avoid being dashed against an obstacle and killed instantly; falling damage may still occur. If the Eye is used indoors – e.g. a dungeon – victims are dashed against the nearest wall and killed instantly, no save. At the GM's discretion, very high level PCs, NPCs and monsters may take damage equal to 50% of their total hp, rather than suffering instant death.

The user of the Eye, along with anyone within a 10' radius of him or her, will suffer no ill effects from the storm, as this area is completely calm.

The Eye of the Storm can only be used only once per year. The Eye recharges on the stormiest day of the height of the campaign world's storm season. The GM, at his/her discretion, may also require a ritual for the recharge to occur.



Tuesday, April 16, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day 3

Ruegger's Perfect Arrows

Ruegger's Perfect Arrows are quite rare (and extremely expensive if made available for purchase). Each arrow is enchanted to automatically strike the target and do double maximum damage. Each arrow can be used only once. They strike the target with such force that they shatter and are unusable afterward.

Monday, April 15, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day Two

Flayed Hand (Cursed Magic Item)

A Flayed Hand is the result of a magic-user's failed attempt to create a Hand of Glory. It is typically "a dried black hand, with yellow nails, the muscles exposed and traces of old blood on the bones." The hand's only magical property is its unquenchable desire to strangle its owner. As soon as anyone takes possession of it, it jumps (magically) for the owner's throat. On a failed save, the victim is strangled to death. On a successful save, the victim successfully grapples the hand, but must find a way of securing it (locking it in a chest, etc.) or it will make an additional attack as soon as it is released. Even if the hand is secured, the curse remains upon the victim, and if the hand escapes it will relentlessly pursue the victim. Only a "remove curse" spell cast on the victim can bring an end to the hand's desire to pursue and strangle him. The GM may determine how, if at all, the hand can be destroyed (magic/silver weapons, fire, acid, etc.).

Inspired by, and Brief Quotation from, Guy de Maupassant's short story, "The Flayed Hand."

Sunday, April 14, 2013

Swords & Wizardry Appreciation, Seven Magic Items, Day One


Like many others, I'm doing a whole week of posts to celebrate Wednesday's Swords & Wizardry Appreciation Day. I'll post one new magic item per day. Today's item is:

Torquemada's Crown (Magic Item)

Made of iron and crafted in the shape of a crown of thorns, this is a magical interrogation device. Placed upon the head of any human, demi-human or humanoid, the individual wearing it must answer truthfully to any question, or else suffer damage determined by the severity of the lie. The smallest white lie – a lie that could harm no one – will deal 1d6 damage to the individual wearing the crown. A lie which could result in temporary harm to someone does 2d6 damage. A lie which could result in permanent harm to someone will cause 3d6 points of damage. A lie that could potentially result in someone's death will do 4d6 damage. At the GM's discretion, damage dice may be increased or decreased, and saves may be allowed.