Old School Magic Items in DCC - Part I

 

So, let’s talk old school D&D magic items and converting them to DCC.

I
n 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.
 

Boots of Elvenkind

     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.
 

Incense of Meditation

     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.
 

Ring of Spell Turning

     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.

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