MAGIC OF THE HOLIDAYS
A holly, jolly assortment of festive items to delight and
amaze. All presented in OD&D style. Some are taken from published Avremier
supplements. Others are offered here for the very first time. Happy holiday
mayhem!
MISCELLANEOUS
WEAPONS:
Peppermint Shank: This
is a striped candy cane of ordinary size and appearance. If the bottom end is
sucked into a point (requiring a full turn), the item becomes a magical
stabbing weapon of +3 enchantment that pierces armor of armor class 3 or worse.
A stab inflicts 2d6 piercing damage and creates a freezing rush through the
target that causes blindness and paralysis for 1-4 turns. After one such use,
the peppermint shank becomes broken and non-magical.
Snowstar: Magical (+1) shurikens of unmelting ice that can
be thrown, three at a time, up to
60', for 1-6
piercing and cold damage each. They will melt when hurled in
combat.
SCROLLS:
Wish List: This scroll has written outlines and space for three
wishes to be scribed upon its surface. The first wish may contain up to six
words. The second wish may contain up to ten words. The third wish may contain
up to 20 words. Each space starts with “I Wish,” and those two words are not
counted against the limit of each wish. The Referee determines if the writer
has been “nice” enough for each wish to be granted properly.
WANDS AND STAVES:
Icicle Wand: This is an
(unmelting) icicle, enchanted to
produce a ray of
bitter cold that inflicts up to 12d6
of damage and freezes the target in
place for an equal number of turns.
The exact dice of damage (and freezing) is
chosen with each
use, which diminishes the icicle until it is gone after a total
of 12 dice used. The wand does not affect a creature of greater hit dice than the amount of damage dice chosen. Magical fire damage melts the icicle by
an equal amount of dice.
Staff of the
Uttermost North: This is a
red-and-white-striped pole with a gleaming golden knob at the top. Used as a
weapon, the staff performs as a morning star +3. The bearer is immune to
non-magical cold or ice and takes half damage from magical cold/ice effects (or
none, on a successful save). The bearer also knows the direction of true north
at all times. The Staff also has the following powers:
Detect Good/Evil: As the Cleric spell.
Dimension Door: As the Magic-User spell.
Control
Weather: Changes to colder temperatures, or to snowy precipitation, use no
charges.
MISCELLANEOUS
MAGIC:
Bag of Toys: Resembling
a Bag of Tricks, this seemingly-empty bag contains objects that may be pulled
forth, one at a time. At first glance, each object resembles a child’s toy.
Each toy animates in some way and exists to serve the user. Only one toy can
exist outside of the bag at a time. Each may be commanded to return to toy form
and returned to the bag.
Die Roll
|
Toy
|
Properties
|
1
|
Rocking Horse
|
Becomes a heavy warhorse in full plate armor to serve.
|
2
|
Rag Doll
|
Becomes a small-size animated companion similar to a
homunculus.
|
3
|
Wooden Sword
|
Serves as a Dragon-Slaying Sword +2.
|
4
|
Wooden Top
|
Spin to create a whirlwind as from a 12 HD air elemental.
|
5
|
Tin Soldier
|
Becomes a 3rd level Fighter with sword and
plate mail armor.
|
6
|
Dragon Puppet
|
Wear on hand to cast three breath weapon effects as a dragon
of minimum HD. Determine dragon color randomly.
|
Carulee’s Bonny Bear: A soft, black, plush bear with eyes of dark
sapphire. Has a calming effect (save vs. Paralyzation) on anyone who touches
it, even suppressing a berserk rage. If held while sleeping, the sleeper gains
double the normal amount of hit points when recovering from wounds, and cannot
be affected by mind- or dream-altering magic while sleeping. The sleeper always
feels well rested regardless of the conditions of his/her “bed.” Once per day,
if held and rocked for one round, while humming or singing a lullaby, the bear
creates a “zone of sanctuary” for the user. Any creature wishing to harm the
user must save vs. spell or ignore them in favor of others. If the user makes
an offensive action, the effect is lost. This effect lasts for up to eight
rounds, as long as the user sings.
Hat of Animation: When
this item is placed upon the head (or what passes for one) of a medium-size
humanoid figure formed entirely of a single natural material, that figure is
brought to life. This is not merely animation, the figure is alive and aware –
if childlike in mentality, at first. The effect ends if the hat is removed for
any amount of time. The newly-animated figure is kindly disposed toward the
individual that brought it to life, but is not under any form of control or compulsion.
Such creatures can move and function as well as their anatomy allows. They do
not need to eat, breathe, or sleep.
Irundoth’s Wintry
Cottage: Snow globe music box with tiny cottage inside. Turning the key as
far as it will go plays a song for one minute, at which point the globe expands
to encompass a full-size rustic cottage sitting in the middle of a perpetual
snowfall. A cobblestone path untouched by snow leads from a little wooden gate
to the porch of the cottage. The gate is the only entrance to the
extradimensional space that contains the cottage. The snow falls at a rate of
one inch per hour. After twelve hours of use, a tone like a gigantic wind chime
will sound twelve times, and the cottage becomes a snow globe again — trapping
anyone that fails to leave. The cottage also reverts to snow globe form if the user
walks back out through the gate.
Jangleball: Large jingle bell creates a
50’ burst of sound when thrown, dispelling the bindings of 3d6 hit dice of
skeletal and zombie undead – causing them to fall apart, inert.
Jingle Harness: A
red leather harness of the type used for draft animals pulling a wagon or
sleigh, this item is adorned with silvery jingle bells. Any hooved animal of
about the size of a horse or reindeer may wear the harness to gain 2x normal
movement speed, flight (up to 12”/turn), and a “sanctuary” property that forces
any creature wishing harm to the beast to make a saving throw vs. Spells,
unless the animal attacks them first.