I know, it hasn't been very long since my last magic item, but this is a new one the kids came up with this week.
The Figurine of Hematite Badgers appears to be a small puzzle ball about 3" across. Close inspection reveals the ball is made of 5 small badger figures that interlock. When activated the Figurine of Hematite Badgers transform into 5 badgers of maximum hit points that obey the commands of their owner. If 'killed' the badgers revert to figurine form.
The Figurines of Hematite Badgers may be activated once a day for up to an hour at a time.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Saturday, November 16, 2013
Wednesday, November 13, 2013
Useful Magic Item of the Week - Tinker's Hammer
I love the Mending spell; useful out of combat, sneakily important if you want a homunculus, and a spell no magic-user with an Intelligence under 16 would waste a slot on. I am half convinced that spell was put in the Player's handbook just for me.
But of all the magic-users you know, who ever takes it?
The tinker's hammer is a small tool hammer weighing less than 1/3 a pound. In desperate circumstances it could be used as a weapon, but things need to be pretty bad (speed 2, damage: 1 h.p.,, -2 to hit chain armors, -4 to hit plate armors, proficiency as club). It is, pure and simple a light tool.
Once per day the Tinker's hammer can cast a Mending spell as a 12th level magic-user. The Tinker's Hammer may only repair metal items. If used by a skilled person (in 1e someone with a secondary skill like blacksmith, in 2e the appropriate non-weapon proficiency) the effects of the Mending are increased (and DM's discretion) to repair greater damage or to even restore hit points to full plate armor.
If wielded by a spell caster that knows the Mending spell the Tinker's Hammer can be used an additional time each day by uttering the word 'damn' while using it. No Tinker's Hammer may be used more than twice in 24 hours.
Similar items (the Seamstress' needle, the Leatherman's Awl) exist to repair items not made of metal.
But of all the magic-users you know, who ever takes it?
The tinker's hammer is a small tool hammer weighing less than 1/3 a pound. In desperate circumstances it could be used as a weapon, but things need to be pretty bad (speed 2, damage: 1 h.p.,, -2 to hit chain armors, -4 to hit plate armors, proficiency as club). It is, pure and simple a light tool.
Once per day the Tinker's hammer can cast a Mending spell as a 12th level magic-user. The Tinker's Hammer may only repair metal items. If used by a skilled person (in 1e someone with a secondary skill like blacksmith, in 2e the appropriate non-weapon proficiency) the effects of the Mending are increased (and DM's discretion) to repair greater damage or to even restore hit points to full plate armor.
If wielded by a spell caster that knows the Mending spell the Tinker's Hammer can be used an additional time each day by uttering the word 'damn' while using it. No Tinker's Hammer may be used more than twice in 24 hours.
Similar items (the Seamstress' needle, the Leatherman's Awl) exist to repair items not made of metal.
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