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Posts tagged ‘kitchen sink’

Kitchen Sink Brust

May 4th, 2016

Jhereg - Steven BrustSteven Brust’s Vlad Taltos novels are absolutely delightful and frequently brilliant fantasy series which starts as a simply marvelous urban fantasy and then remarkably transforms itself into something completely different and utterly thrilling. I’ve previously reviewed the first eight volumes in the series:

This is the first installment of our kitchen sinking series, where I’ll be using Brust’s stories as an inspiration for brainstorming for a variety of unique magic items.

RUBYGAZER: A rubygazer takes the form of a tube that can fit snugly into one hand. Each end of the tube is fitted with a lens crafted from ruby crystal. If one places the tube against a wall no more than 10 feet in width, they can look through the tube as if their eye were placed upon the opposite side of the wall. The properties of the rubygazer distort both depth perception and, for reasons of complicated arcane geometry, a sense of proper scale. This imposes a -5 penalty to Perception checks while using the rubygazer and prevents the use of magically or supernaturally enhanced senses, although the view is still generally clear enough to teleport safely.

Moderate divination; CL 5th; Craft Wondrous Item, clairvoyance; Price 7,500 gp

GAZELENS: A gazelens can be fitted to a pair of spectacles or designed to be set directly into the user’s eye. In either case, the gazelens can be used in concert with a rubygazer that is within 600 feet, allowing the wearer of the gazelens to look through the rubygazer as if it were in their possession. A gazelens is essentially useless (although very pretty) without a gazer to use it with.

Moderate divination; CL 5th; Craft Wondrous Item, clairvoyance; Price 7,500 gp

FLASHSTONES: A flashstone can be thrown as a ranged attack with a range increment of 20 feet. (Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square.) When the flashstone strikes a hard surface (or is struck hard) it triggers the spell effect stored within it.

Creation: Flashstones are created by alchemically infusing them with brewed potions. As such they require the Brew Potion feat. Unlike a potion, there is no limit to the level of spell which can be infused into a flashstone, but only spells which affect an area can be usefully triggered. Flashstones have a base price of the spell level x caster level x 50 gp.

CANTRIP STICKS: The name “cantrip stick” is something of a misnomer because these items are not limited to containing merely cantrips. A cantrip stick is essentially a cheap, single-use wand (except that they use a command word activation and can be used even by non-spellcasters). Their cheap, easy construction makes cantrip sticks somewhat unreliable, however, and there is a 1 in 20 chance when they’re used that they will simply fail to trigger. (If this happens, there is an additional 1 in 20 chance that the cantrip stick will suffer a backlash: The cantrip stick explodes causing 1d6 points of damage per spell level to the character holding it (Reflex save, DC 15 + spell level, for half damage) and expending the stick’s charge to no effect.)

Cantrip sticks are often used by armies. In the military, it is customary to snap a cantrip stick in half once it has been expelled (because otherwise someone else might assume that there was still a charge in it).

Creation: A cantrip stick requires the Craft Wand feat and can contain any spell of 4th level or lower. Cantrip sticks have a base price of the spell level x caster level x 25 gp.

LEYRIPPER: These spiral, fluted, hollow tubes – often carved from ebony – are designed to latch onto the ley signatures in magical items and disrupt them (literally ripping them out of the item). As an attack action, leyrippers can be targeted at any potion, wand, staff, or other item which has charges within 120 feet. On a successful ranged touch attack, the targeted item (or its wielder) must succeed on a Will save (DC 18) or lose 1d6 charges. In addition, these charges are unstable and cause a micro-explosion inflicting 1d6 points of damage per charge lost to the item’s wielder. An item cannot lose more charges than it currently has. Potions are considered to have a single charge.

Strong abjuration; CL 12th; Craft Wondrous Item, greater dispel magic; Price 72,000 gp

LIGHTROPE: A lightrope is a six-inch length of cord which, when twirled slowly in the hand, illuminates. The amount of illumination provided by the lightrope can be very carefully controlled by the speed of the twirling. During combat, the amount of effort required to twirl the lightrope at varying speeds is represented by the type of action used to twirl it (see table.

As a full action, the lightrope can create an intense burst of light which will slowly fade over the course of five rounds (as shown on the table).

Faint Evocation [light]; CL 6th; Craft Wondrous Item, daylight; Price 8,000 gp

ActionBrightShadowy
Free (Burst 5th Round)n/a5 ft.
Free (Burst 4th Round)15 ft.30 ft.
Move (Burst 3rd Round)30 ft.60 ft.
Standard (Burst 2nd Round)60 ft.120 ft.
Full (Burst)120 ft.240 ft.

LIGHTROPE, BLACKLIGHT: A blacklight lightrope operates in a fashion similar to a lightrope (requiring a free action to twirl each round), but instead of casting illumination it creates an emanation of blacklight in a 20 ft. radius. The area is filled with total darkness which is impenetrable to normal vision and darkvision, but which the person twirling the blacklight lightrope can see through normally.

Faint Evocation [darkness]; CL 6th, Craft Wondrous Item, blacklight; Price 36,000 gp

WEB ROPE: Crafted from the thick strands of giant spider web and alchemically stabilized for durability and long-lasting use, web rope is tacky to the touch and possesses an uncanny grip. It grants a +4 circumstance bonus to Use Rope checks and a +2 circumstance bonus to Climb checks. It can also be used as a grappling hook (with the sticky end of the rope attaching itself securely to exposed surfaces). This requires greater skill (DC 15, +2 feet per 10 feet of distance thrown), but has the benefit of weighing less and creating less noise in its use.

Cost: 50 gp (50 ft.); Weight: 2 lbs. (50 ft.)

FORM-FITTING BOOTS: Footwear modified to become form-fitting magically adjusts its size and fit to the wearer’s foot. (This is a physical process which can be felt by the wearer, often with the first boot adjusting itself even as they don the second.) This is mostly a matter of comfort and styling, but such footwear does make things a little easier on the feet, reducing the damage from forced marches by 1 point (minimum 1).

Cost: This minor effect can be placed on any footwear for 25 gp.

TELEPORTATION KEYSTONES: A teleportation keystone allows its carrier to teleport into the area affected by a teleport block spell. (If multiple characters are teleporting at the same time, only one of them needs to carry a teleportation keystone in order for the entire group to successfully penetrate the block.)

Each keystone is linked to a specific casting of the teleport block spell and has no effect on other teleport block spells. Before the teleport block spell is cast, the keystone (or keystones) that are going to be associated with it must be prepared. This requires ten minutes of work per keystone and a Spellcraft check (DC 15, preparer can Take 10). When the teleport block spell is cast, the caster can make a Spellcraft check (DC 10 + 2 per additional keystone) to associate a teleportation keystone to the teleport block. If the check fails, the teleportation keystone doesn’t function.

A single teleportation keystone can be associated with multiple teleport block spells. It only needs to be prepared once, but a separate Spellcraft check must be during each casting of teleport block.

If a teleport block is made permanent, the teleportation keystones associated with it can be simultaneously made permanent by expending an additional 50 XP per keystone.

The physical form of a keystone can be almost anything (although small, smooth, oval stones marked with runes are common).

TELEPORT BLOCK
Abjuration
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 full round
Range: 0 ft.
Area: One 10-ft. cube/level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

You create an area in which no teleportation spell will work, either coming in or going out.

Material Component: 10 gp worth of gold dust.

This material is covered under the Open Game License.

Go to Kitchen Sinking

Kitchen Sinking

May 4th, 2016

One of the things I find notable about roughly the first decade of Dungeons & Dragons is that it was truly a kitchen sink of fantasy tropes. And, most importantly, it was an active kitchen sink: Anybody and everybody could dump stuff into it and it never really felt like it would make anyone blink an eye. Some of this was new and original content, but a lot of it was being drawn from whatever the author’s favorite fantasy novel of the moment was. And the resulting mythic goulash was pretty awesome with a lot of unexpected synergies

Then, at some point along the line, the D&D kitchen sink slowly coagulated into an immutable canon and it became increasingly unacceptable to add new elements to the milieu. Even when new items and the like were created, they often seemed to exist within the existing parameters of the game instead of pushing the boundaries of D&D’s fantasy palette.

One place where this is really obvious is the planar cosmology of the game: If you look at the early years of TSR modules, it’s pretty clear that whenever somebody wanted to include a new plane of existence they would just toss it on the pile and roll with it. Then, at some point, the Great Wheel was codified and that particular kitchen sink was sealed.

4th Edition kind of shook things up with new PC races and an all-new planar cosmology… but it quickly became apparent that they they’d replaced one sealed canon with a different sealed canon.

To make a long story short: Recently I’ve resolved to rip the lid back off the kitchen sink and start pouring stuff into it. I may not be able to shift the core approach of the D&D or Pathfinder supplements, but I can make it so that my personal campaigns aren’t quite so strongly defined by the “official canon” of the core rulebooks. I can infuse my game with all the cool stuff from whatever fantasy novel I’m currently reading. And I can make a point of including cool stuff in my adventure modules without feeling artificially shackled to the “known facts” of what the D&D multiverse is supposed to look like.

I’m going to be starting with some of the nifty keen stuff from Steven Brust’s Vlad Taltos novels, because (a) there’s a lot of awesome stuff that’s easily transplantable in there and (b) it’s what I happened to be reading when I decided that this was a thing that I would be doing.

If you want to do some similar kitchen-sinking featuring your favorite fantasy authors (or films or television shows or heavy metal albums), throw it up on your blog or post it to a messageboard and then throw a link in the comments below.

(I’ll also be adding links to this post as my own kitchen-sinking efforts go live.)

As a general disclaimer, I will note that my goal with kitchen sinking is not necessarily to faithfully replicate the material from which I’m drawing inspiration. (Similarly, rangers in AD&D are gifted in the use of using crystal balls because Aragorn was gifted in the use of a palantir. But AD&D’s crystal balls aren’t palantirs.) I’m also going to frequently take the seed of an idea from the source material and freely riff upon it in order to create entirely new things.

KITCHEN SINKS
Kitchen Sink Brust

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