Old School Magic Items in DCC - Part II



So, it’s time for another batch of ‘old school’ but iconic magic items you might want to introduce to your DCC campaign!  In many cases, the rules for these magic items are simpler than their OSR counterparts – and in some cases, a side effect or quirk has been added to make it more than ‘you get a +X to something’.
 

Belt of Giant Strength
     When worn for an extended period, they slowly increase the Strength of the wearer, so their modifier becomes at last +1 for every week it is worn, up to a +6 modifier, which can affect melee attack rolls, damage modifiers, and Strength checks.
     While worn, the person bearing the belt must eat and drink four times as much as they normally would, and if the belt is removed, not only do they immediately lose the effects of the belt, their Strength is sapped and they take 1d6 temporary Strength damage.
 

Bracers of Defense
     When worn as a pair, these bracers grant the wearer a bonus to AC (Roll 1d12: (1-10) +1, (11-14) +2 (15-17) +3, (18-19) +4, (20) +5), but does not combine with any other bonuses to AC (including armor worn).

Brooch of Shielding
     An ornate piece of jewelry, often with an inset gem, and can be used to fasten a cloak.  It will be able to absorb up to 1d10 x 1d10 hit points of damage from Magic Missile directed at the wearer before melting.
 

Dust of Disappearance
     This magical dust bends light around the subject it is sprinkled on, rendering them invisible for 1d8 rounds.  Aggressive actions can be taken by the subject that will not disrupt the invisibility effect.
 

Gloves of Dexterity
     When worn as a pair, they increase the wearer’s Agility such that they have an ability modifier of +2, which may affect AC, Reflex saves, missile attack rolls, or Dexterity checks.
 

Gauntlets of Ogre Power
     When worn as a pair, these steel gauntlets increase the wearer’s Strength such that they have an ability modifier of +3, which affects melee attack rolls, damage bonuses, and Strength checks.
 

Gloves of Swimming and Climbing
     When worn as a pair, these leather gauntlets grant the wearer a Climb or Swim movement rate equal to their regular movement, and they do not have to make an ability check to do so except in extreme circumstances.  These gauntlets do not grant the ability to breathe water.

Jewel of Monster Attraction (Cursed Item)
     This gem is cursed, DC 18 Will save if picked up or suffer -2 Luck and double all chances of random encounters, bearer will not set it aside or part with it, and it will surreptitiously return to the bearer until the bearer burns at least 1,000 gp worth of wealth, or is subject to a Remove Curse check of 27+).  If the save is made, the bearer immediately is compelled to drop the jewel where he stands.
 

Periapt of Health
     This engraved gem gives the bearer a +5 to save against all diseases.
 

Ring of Protection
     This ring grants the wearer a bonus to both AC and saving throws (from +1 to +5, Roll 1d12: (1-10) +1, (11-14) +2 (15-17) +3, (18-19) +4, (20) +5), but does not combine with any other bonuses to AC (including armor worn) or saving throw bonuses.  The wearer can touch another person to grant them the bonus to saving throws as well.

 

Thoughts?  Ideas?  Suggestions?  Drop me a note at archadethered@gmail.com

 


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