So, let’s talk old school D&D magic items and converting
them to DCC.
In my Barrowmaze dungeon located in my DCC world, there are a
lot of traditional D&D/AD&D magic items seeded throughout the location. While I have toned down or removed some of
the treasure listed in the published adventure, I do want to keep that Old
School feel, and include things like bags of holding or incense of
meditation.
Some magic items convert over identically – a +1 dagger is still
fundamentally a +1 dagger, no matter if it’s D&D or DCC. However, some magic items are highly complex
entries in the AD&D Dungeon Masters’ Guide (like half a page of small 4pt text),
but when introduced to some of the streamlined DCC rules, these magic items translate
rather elegantly, leaning on attribute checks, Luck, and so on … here’s a few I
have converted, trying to keep to the spirit of the original item rather than
word for word mechanics:
Bag
of Holding
This sack that is a portal to an
extradimensional space, that can hold up to 500 lbs or 70 cubic feet, assuming
it can fit in the mouth of the bag. If
overloaded, or sharp objects are put into the bag that will pierce it, the bag
ruptures becoming non-magical, and all contents are lost.
If you have to rummage through the bag for
something urgently, make a Luck check to quickly find it.
The wearer of these boots makes almost no
sounds of footfall, whether walking through mud, on dried leaves, or through
underbrush, creaking floorboards, or the like.
As well, the wearer leaves no footprints or tracks. If someone tries to hear someone or track
someone wearing these boots, it would be a DC 25 ability check (Listening checks are based on Luck, tracking might be based on Intelligence).
Cloak of Elvenkind
When worn, this plain grey cloak blends
with the environment, granting the wearer a +10 to an Agility check to hide in
natural surroundings (forest, etc) and a +5 elsewhere.
Crystal Ball
A magical glass orb that allows the user
who knows the command words to attempt to view a remote location, as if they
were a spellcaster using the spell Wizard Sense, making a caster check
using their INT modifier and a further +4.
Every time a crystal ball is used, there
is a 1% cumulative chance that a powerful wizard or demon takes notice, and
will hunt down the user at some point in the near future.
The crystal ball is delicate, and if
dropped or targeted there is a 50% it can be broken.
If the caster happens to be a
Wizard or Elf that knows the Wizard Sense spell, a crystal ball can be
used as a focus, granting +4 to the caster check without mishap.
Appearing to be normal sticks of incense,
when lit they exude a sweet scent that focuses the mind of a cleric if they
pray for eight hours inhaling the smoke, it will grant +2 to all idol magic,
turn undead, or lay on hands checks for the next day.
Javelin of Lightning
When thrown, this javelin transforms into
an actual bolt of lightning, automatically striking any target within 50’ with
3d6 points of electrical damage. Anyone
adjacent to the thrower or the target (within 5’) is caught in the discharge,
suffering 1d6 electrical damage.
Luckstone
When in the possession of someone, it
grants a +4 to that person’s Luck score while carried. Each day there is a 1% non-cumulative chance
the Luckstone is misplaced and cannot be found, with the benefit lost.
Pearl of Power
When used, it allows a Wizard or Elf to
recover a lost spell of up to 3rd level. When used, there is a 10% chance the pearl’s
power is permanently expended, and it crumbles to dust.
This ring contains the spell Dispel
Magic, that can be used solely to spell duel as if the wearer was a wizard,
if they are targeted by a spell or in the area of effect of a spell.
As in any spell duel, the wearer may go in
a higher initiative sequence, and attempt to interrupt the opposing caster’s
spell with Dispel Magic, with a caster check equal to their INT modifier
plus a further 1d6. Consult DCC Core
Rulebook p.96 for information.
Scarab of Protection
This jeweled clasp is often engraved with words of warding, and when worn it grants a +1 to all saving throws and will absorb up to 3d6 points of ability damage – once these points of ability protection are expended, the scarab crumbles to dust.
Nice!
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