PBE Games on DriveThruRPG

Showing posts with label staff. Show all posts
Showing posts with label staff. Show all posts

Friday, June 11, 2010

The Staff of Limbs

This rather plain staff appears to be nothing more than a convenient piece of wood cut as a temporary staff by some traveler in need. Each end of its bark-covered length has been carefully trimmed and is slightly rounded by wear. The item's only decorative element is a strip of sweat-stained leather wrapped around the shaft, forming a convenient grip. Despite its plain appearance the Staff radiates Superb alteration and nature magic, and a Great test of divination magic will reveal its enchantment.

The Staff of Limbs can be used as a weapon in combat, serving as a quarterstaff and providing a one rank bonus to both accuracy and defense as it naturally flexes and twists in the bearer's hands to block and strike. The Staff's enchantment gives it Superb toughness, making it very difficult to damage or break.

Six times per day the Staff's wielder can call forth a fence of dead, twisted branches which surround a single target, trapping it within their grasp. This wall has Superb strength and is a permanent creation. The wall is susceptible to both fire and force. If set alight it burns with fierce heat for three rounds, causing Good fire damage each round. It requires three Superb tests of strength to batter an opening through the wall.

Twice per day the Staff's owner can speak a command word and plant it in the ground, immediately causing the staff to sprout into a mighty oak, 60 feet tall and 40 feet in diameter. A series of natural hand and footholds lead up into the tree's branches, where a natural platform large enough to hold six people comfortably sprouts hangs in the greenery. This tree remains in place until the Staff's owner speaks a second command word, instantly reverting the item to its normal form.

Wednesday, April 14, 2010

Igniter's Rod

This two foot long rod is made from sooty black metal that stains whatever it touches with smears of black ash. Twisting coils of copper, steel and lead tubes spring from and wind around this black core, culminating in a tangled knot of metal at the end of the shaft where each tube drains greasy, yellow liquid into a small cup-like container. Within this narrow bowl a tiny blue flame slowly consumes this liquid, giving off faint light and heat, along with the acrid odor of burning metal. Igniter's Rod radiates Epic evocation magic, and a Superb test of divination magic will reveal the command words required to control the device. It has the following powers and capabilities:
  • Eternal Ember - The tip of the Rod burns with an eternal flame which cannot be extinguished. The Rod's owner can command this flame to brighten or dim as desired, the light and heat produced ranging from a match's flame to that of a large torch.
  • Searing Flame - Six times per day the Rod's owner can command it to emit a one foot jet of searing hot flame lasting six rounds. The Flame is hot enough to melt even extremely hard substances such as stone or steel, cutting through a one inch steel rod in a single round. This Flame does Superb fire damage to anything it hits (requiring a successful melee attack to hit an active foe).
  • Lava Belch - Three times per day Igniter's Rod can spew forth a gout of burning liquid lava which can be directed anywhere within 30 feet of the wielder. Sufficient liquid is produced to create a burning pool 10 feet in diameter. Anything struck by this gout (treat as a hurled object to determine where it lands) suffers Epic fire damage when initially struck, followed by three rounds of Great fire damage as the lava continues to sear and burn. Should the lava strike a large body of water it will cause an explosion of steam and rock fragments that inflicts Superb fire damage on anyone within 30 feet of the point of impact. Lava Belch leaves behind a mass of stone approximately 10 feet in diameter and one foot thick when it finally cools.
  • Dragon's Tongue - Once per day the wielder can call forth a massive cone of flame 60 feet long and 30 feet wide at its furthest reach. Anything within this area of effect suffers Epic fire damage unless they make a Superb test of reflexes to avoid the effect, which reduces the damage by three ranks.
Each usage of the Igniter's Rod will set alight any flammable object within the area of effect. The heat produced by the device is so intense that normal fire resistance checks all suffer a one rank penalty. Igniter's Rod must be used at least once per day (any power) or it will randomly launch a Lava Belch to relieve the buildup of magical energies within its matrix.

Wednesday, January 13, 2010

Ice Caller

This six-foot long staff of pure, unmelting ice glistens with energy. Its simple form contains potent magical forces, designed to wreak havoc on the wielder's enemies. It is a device of pure offensive power, and radiates Epic elemental magic. A Great test of divination magic will reveal the command words that unlock the powers of this potent device.

Once mastered Ice Caller's bearer can activate any of the following powers at will:
  • Ice Storm - Summons a brief storm of fist-sized chunks of ice that rain down on a 30 foot diameter area for three rounds, doing Fair damage to anyone within the area of effect each round. This has the side effect of creating a two foot deep layer of icy rubble in the target area, which hampers movement until it melts. Ice Storm has a range of 120 feet.
  • Icicle - The wielder can cause a razor-sharp icicle to shoot from the tip of Ice Caller, striking the target of their choice (a ranged melee attack success is required). Icicle inflicts Great damage and chills the target, causing them to miss their next action as they shake off the cold.
  • Freezing Touch - When the proper command word is spoken a successful melee attack with Ice Caller inflicts normal melee damage, plus Superb cold damage, encasing the target (up to ogre-sized) in a shell of ice and frost that freezes them in place and slows their movements for four rounds. The target acts at half normal speed and suffers a two rank penalty on all actions that require physical movement.
  • Ice Wall - The wielder can draw a line up to 60 feet long, then speak a command word, which causes a wall of ice one foot thick and ten feet high to spring up along the drawn path. This wall radiates intense cold and does Good cold damage to anyone attempting to break through.
Each invocation of Ice Caller's power draws energy from the environment around the staff itself. The first time a power is invoked a five foot radius aura of cold surrounds the staff. This aura inflicts Poor damage each round to anyone in the area of effect (a resistance check can be applied). Each additional invocation either increases the radius of the aura by five feet or increases the intensity of the aura by one rank (50/50 chance). Note that the wielder is not immune to the effects of this aura. The aura shrinks or loses power (50/50 chance) every ten rounds that pass without a power being invoked.

Thursday, October 22, 2009

Mind Shatterer

Mind Shatterer is a three foot long rod of polished bone, carved with intricate sigils and runes of magical power. Each inscribed symbol is stained a different shade of red, orange or green, creating a garish mosaic. The head of the rod is pierced with several thin strips of bone, and from each hangs a thin strip of rubbery leather which ends in a tiny, curiously misshapen, humanoid skull. The butt end of the rod is finished with a corroded and stained cap of bronze.

Examining Mind Shatterer for magical properties will reveal Epic charm and alteration magic at work. A Superb test of divination magic will fully reveal the device's powers.

Mind Shatterer allows its wielder to inflict debilitating afflictions upon their foes. Using this power requires two full rounds of concentration and the speaking of a command phrase. Each affliction has a range of 100 feet and affects all living creatures within a 15 foot radius (friend or foe). Each has a duration of six rounds. This power can be invoked at will (but see below for potential side effects). The effects of any affliction can be resisted with a Superb test of will. The following afflictions can be invoked:
  • Horror - Anyone within the area of effect is struck with a overwhelming sense of dread and terror. They will drop any held item and flee in a straight line away from the nearest living creature.
  • Suffering - Victims of this affliction are wracked with shooting pains and muscle spasms that make normal actions extremely difficult. All movement rates are halved, and any skill or action check suffers a Great penalty when carried out.
  • Vulnerability - Victims of this affliction are cursed with an inability to avoid physical attack. They will step in the path of a sword blow, lower their shield so arrows have a clear path of flight, or drop their guard to allow their foe a clear shot. Any physical attacks carried out against a target with this affliction always does maximum possible damage.
Mind Shatterer can be used as often as desired, but each invocation has a chance of inflicting a side effect upon the wielder (roll percentile dice):
  • 01-85 No side effect.
  • 86-90 Mind Shatterer inflicts an Average wound on the wielder due to blood drain.
  • 91-95 Wielder collapses, bleeding from the ears. Fair damage and unconscious for 2d4 rounds.
  • 96-99 Wielder collapses, bleeding from the ears. Good damage, unconscious for 2d6 rounds, and drained one rank of vitality for one day.
  • 100+ Wielder collapses, bleeding from the ears. Great damage, unconscious for 2d8 rounds, and drained three ranks of vitality for one day.
Each roll of 1-85 applies a cumulative +5 to subsequent usage rolls, until a negative result is rolled.

Monday, September 28, 2009

Stave of the Woodland Warder

This heavy fighting staff is made from a stout hawthorn sapling and tipped with black iron caps at either end with matching bands of iron spaced at equal intervals along the shaft. A winding pattern of leaf- and blossom-covered vines, which seems to twist and shift of its own accord, winds its way up and down the length of the staff. The artifact is about six and a half feet in total length, and two and a half inches in diameter. If examined for magical properties, the staff radiates Great combat magic and Superb nature magic. A Great test of divination magic will reveal its powers and the means to attune the staff.

To make use of the Stave's powers it must be attuned to both its bearer and a wilderness locale. The attunement process requires the bearer to stand solitary vigil within the heart of a wilderness region, and offer a blood sacrifice at midnight. Once attuned the bearer can use all the Stave's powers, though some can only be used within the attuned area, and they cannot be used against the natural denizens of the area.

The Stave has the following globally available powers:
  • Good bonus to accuracy and damage when used as a weapon.
  • Sense Nature - While outdoors the bearer can concentrate for one round and obtain a general knowledge of the terrain, features and inhabitants of the area within a one mile radius. This power can be invoked thrice per day.
  • Pathfinding - The bearer gains a Good bonus to tracking tests and a Good bonus to any tests involved in losing their way or becoming lost. This ability is passive.
  • Obscuring Way - The bearer can conceal the tracks of themselves and up to six companions, removing all traces of their passage. This provides a Great penalty to anyone attempting to follow the concealed trail. This power can be invoked thrice per day.

The Stave has the following additional powers and abilities within the attuned area:
  • Sense Nature - This power becomes a continuous passive ability, the information is always available to the bearer.
  • Pathfinding - The tracking bonus rises to Superb and the bearer always knows exactly where they are within their chosen territory.
  • Obscuring Way - The penalty to tracking created by this power rises to Superb. The tracks of up to a dozen creatures can be hidden. This power can be invoked an additional three times within the attuned area.
  • Forest Minion - Twice per day the bearer can summon forth a nature spirit from the attuned area. This spirit will take possession of and animate a plant chosen by the bearer of the Stave for 10 rounds. All minions have Good toughness, but Poor resistance to fire damage. Typical minions include:


    • Vines - A patch of clinging vines 30 feet in diameter comes to life, ensnaring foes with Great strength and causing Poor damage each round they are entangled. Vines move 10 feet per round.
    • Thorns - A patch of spiny brambles 30 feet in diameter comes to life, striking foes within range for Fair damage each round. Thorns move 20 feet per round.
    • Tree - A single large tree comes to life, striking up to three targets per round for Great damage. Trees move 60 feet per round.

Thursday, September 17, 2009

Ransomer

Ransomer is a short, heavy rod of polished redwood. Each end is capped with a lacy filigree of mithril and gold set with tiny globes of lapis lazuli. A deep blue leather grip covers the butt end of the rod. Ransomer is about three inches in diameter, and thirty inches long. Ransomer radiates Epic charm and alteration magic. An Epic test of divination magic will reveal the device's powers:

Upon command Ransomer can completely entrap and absorb the mental energies and physical form of a chosen target. This power requires physical contact (a successful physical attack) and the target can resist the effect (Epic difficulty). This power can be used once per hour, though only one target can be contained within the rod at a time.

With a second command, Ransomer can eject its trapped target contained within a small, unbreakable crystal of lapis lazuli. This crystal is almost impervious to harm (Legendary toughness) and easily fits within a pouch or pocket.

Ransomer's owner can restore a victim stored in the rod or crystal at will, though the crystal must be within line of sight. The rod has sufficient power to maintain one crystal and one trapped victim at a time. If the owner attempts to snare a target while someone is within the rod, that victim is ejected as a crystal. Creating a new crystal automatically frees any previously 'crystalled' victim.

Monday, September 14, 2009

Sliverstone

This six-foot long staff is made from thousands of shards and slivers of crystalline stone, each fragment stacked one upon the other, each glowing with a tiny spark of light. The staff is a bulky three inches in diameter and is on the heavy side (though lighter than a mundane piece of stone that size would be). If examined for magical properties, Sliverstone radiates Superb animation, divination and illusion magic. A Great test of divination magic will reveal the command words required to make use of the item's powers:
  • Light Shards - When this power is invoked the tiny sparks of light that glitter along the staff's length brighten to provide illumination covering a 30' radius area for ten turns. There are three color variants of this power:
    • White - Gentle light, equivalent of daylight fills the area, providing normal illumination. This variant can be invoked at will.
    • Red - Deep reddish light tints the area, providing only dim illumination. Any hidden or secret doors, traps or devices are revealed, glowing brilliant red under this light. This variant can be invoked thrice per day.
    • Purple - Faint purple light saturates the area, providing almost no illumination but revealing any magical objects or enchantments (including invisibility) present. This variant can be invoked thrice per day.
  • Wall of Slivers - Upon command Sliverstone fragments into thousands of individual glowing crystals, which swirl around the bearer in a ten foot thick, obscuring wall of glittering light and motion. This wall provides Epic protection against ranged attacks, deflecting physical missiles and bolts of energy with ease. Anyone attempting to pass through the wall suffers a Great physical attack from the cloud of rock shards each round they remain within the area of effect. This effect lasts six rounds and can be invoked twice a day.
  • Shard Cyclone - When this power is invoked a stream of glowing stone shards bursts forth, cutting a path 30 feet long and five feet wide before vanishing into dust. Anything within this path takes a Great physical attack from the stream of razor-sharp slivers. This power can be invoked at will, but after each invocation the staff must recharge for three rounds before any power can be used.

Tuesday, June 30, 2009

Liberator's Hand

This item is a short staff, three feet in length and two inches in diameter, cut from a single piece of ivory. The surface of the staff is carved, featuring a long hand grip covering the middle third of its length. Each end of the grip is stylized to represent a horizon, with three setting or rising suns spaced equally around the staff's circumference. The radiating rays of each sun are inlaid in mother of pearl, becoming an interlocked mesh of pearly sheen as they wrap around the remainder of the staff's length. Each end of the staff is set with numerous black pearls and capped with a small silver globe. Liberator's Hand is clearly a ceremonial object rather than a weapon, though it could be used for defense in a pinch. If tested for magical properties the item radiates Superb protection and dispel magic, and Great alteration magic. A Superb test of divination magic will reveal its properties:
  • Combat - Liberator's Hand is a Poor quality weapon, though its Superb toughness means it is unlikely to break if used as such.
  • Protection - The owner gains a Superb resistance bonus to charm and enchantment magic so long as the item is held. This is a passive effect.
  • Light of Will - The wielder can command the item to radiate a soft white light in a 30 foot radius. Anyone within this area gains a Good resistance bonus to magical effects that cause negative emotions (fear, despair, etc.) This power can be invoked thrice per day and lasts ten rounds.
  • Liberating Touch - The wielder can touch (successful melee attack required vs. an unwilling target) the victim of any charm or enchantment magic and dispel the effect (Superb potency). This power can be invoked thrice per day.
  • Voice of Freedom - When the staff is held and this power is invoked the owner gains a Good bonus to their public speaking ability, becoming an enthralling orator. This bonus rises to Great if the speech is focused on freedom and liberty. This power can be invoked once per day and lasts one hour.

Tuesday, June 2, 2009

Ghostmaker

Ghostmaker is a slender, six foot long staff of pale ash. One end is capped with a web of silver inlaid into the wood and extending a foot or so up the shaft. The other end is capped with a similar webbing of gold. Each web is surrounded by a faint nimbus of energy, faint lines of purple power that twist and bend in convoluted knots of energy. If examined for magical properties, Ghostmaker radiates Legendary alteration magic. The secrets of its power can be unlocked with a Superb test of divination magic.
Ghostmaker has the following characteristics:
  • It serves as an Average quality weapon, though its lightweight construction reduces its melee damage potential to Mediocre.
  • Ghostmaker's bearer can see out of phase, ethereal, astral, phase shifted, or otherwise altered beings as if they were normal creatures on the material plane.
  • Any creature struck with the silver end of the staff must make an Epic resistance check vs. magic or be instantly thrown out of phase with the material world (see below). This effect lasts one hour, except that once per day the wielder can make the effect permanent.
  • Any creature struck with the gold end of the staff must make an Epic resistance check vs. magic or be instantly and fully manifested on the material plane. If the creature normally inhabits an alternate plane or has phase shifting abilities, this effect lasts one hour, otherwise it is permanent.
A creature placed out of phase by Ghostmaker remains on the material plane as an invisible, insubstantial ghost. Time passes normally in this state, but the target does not age, require sleep, air, or sustenance. They can perceive the material world, but cannot affect it.

Wednesday, April 29, 2009

Rod of Mirrors

The Rod of Mirrors is a six foot rod of flat black metal, three inches in diameter. The lower portion is etched with a swirling pattern of fine lines that swirl up the rod like flame, barely visible. The top foot of the rod is cut and polished into a chaotic array of half-inch wide silver facets that cover its entire surface. The rod is quite heavy, though not so heavy as to be unwieldy. If checked for magical properties, the rod radiates Superb alteration and Good protection magic. A Good check of divination magic will reveal the rod's magical properties:
  • Fair damage bonus when used as a melee weapon.
  • The rod reduces the effect of any harmful energy magic that would affect the wielder by one rank. This includes both area of effect and targeted spells.
  • Three times per day the wielder can command the rod to absorb spells for ten rounds. This power will absorb all targeted spells, both harmful and beneficial, directed at the wielder. The energies of an absorbed spell remain stored for one day (see below).
  • The wielder can release the energy of a previously absorbed spell, directing it against a single target of their choice exactly as it was originally cast against them. This power can be invoked thrice per day.

Wednesday, April 1, 2009

Jester's Rod

With a nod to today's date and the good old wand of wonder...

The Jester's Rod is a wooden walking stick, about two inches in diameter. The rod has a rounded iron head carved with the face of a cheerful, grinning imp. The shaft of the rod is brightly painted with alternating bands of red, blue and yellow. The lower end of the rod is finished with a plain iron ferrule.

Determining the rod's magical properties will reveal Great alteration magic at work. A Great success at divination magic will reveal one of the rod's command words, though an Epic success is required to determine what the words actually do. Any items created by the rod last for one hour unless used up. Created items can also be dispelled (Great test of dispel magic). Alterations effected by the rod are permanent.

Word of change: this word can be used once per day.

  • 1-2 Any liquid within 10' of the user is altered, becoming:

    • 1-4 Water (1-3 fresh, 4-6 salt)
    • 5-6 Wine
    • 7 Blood
    • 8 Vinegar
    • 9 Acid
    • 10 Poison

  • 3-4 Living creature grows 50%, gaining proportional strength. Target is:

    • 1-3 Nearest ally
    • 4-5 Nearest foe
    • 6 The user


  • 5-6 Living creature shrinks 50% losing proportional strength. Target is:

    • 1-2 Nearest ally
    • 3-5 Nearest foe
    • 6 The user

  • 7 Four to six nearby vermin or insects grow to giant size and attacks!
  • 8 Up to 50 coins carried by the user become more (1-4) or less (5-6) valuable (gold becomes silver or vice versa for example).


Word of creation: this word can be used twice per day:

  • 1-2 Animate vines spring forth in a 5' wide, 10' high circular hedge
    with a 20' in radius. Anyone entering the area of effect is snared and
    entangled until they succeed at a Great test of strength.
  • 3-4 Three animated swords appear 10' from the user. Each attacks a
    nearby target, moving on to the nearest living creature (10' per round)
    if their initial target is slain. Initial target is (roll for each):

    • 1-2 Nearest ally
    • 3-5 Nearest foe
    • 6 The user

  • 5-6 A magical fount appears at a random location within 30' of the
    user. Any living creature drinking from the fount is healed a Great
    amount.
  • 7 A complete duplicate of a random nearby creature appears and
    immediately begins assisting its original to the best of its
    ability. Target is:

    • 1-3 Nearest ally
    • 4-5 Nearest foe
    • 6 The user

  • 8 A complete duplicate of a random nearby creature appears and
    immediately begins attacking its original to the best of its
    ability. Target is:

    • 1-2 Nearest ally
    • 3-5 Nearest foe
    • 6 The user



Word of projection: this word can be used once per day.

  • 1-2 Magical projectiles shoot forth, striking for Fair
    damage. Targets are:

    • 1-3 Four nearest foes
    • 4-5 Four nearest allies
    • 6 The user (four separate attacks).

  • 3-4 A cloud of biting, stinging insects swarms forth, creating a 10'
    radius cloud in a random area 20' from the user. Anyone in the cloud
    suffers Average damage from bites and stings. The cloud moves 10' per
    round towards the nearest living creature.
  • 5-6 Illusionary copies of the nearest three allies spring forth,
    confusing friend and foe alike. The copies vanish if struck but otherwise
    duplicate the actions of their original.
  • 7 A cloud of dense fog billows forth in a 30' diameter sphere
    centered on the user. The fog effectively blinds anyone in the area of
    effect and if constrained by walls, expands to fill any available space.
  • 8 A stream of oily, slick liquid shoots forth, coating the ground in a
    30' long by 10' wide path in front of the user. Anyone in the area of
    effect drops what they are holding and falls. Any action in the area of
    effect requires a Great test of agility.