Three Gladiator’s Magic Items

3 magic items for use in a generic fantasy setting (D20 Rules For when things get gladiatorial.

Use at your character’s own peril for most d20 Fantasy games.

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Gladiator’s Sandals:
Once properly attuned, these sandals provide an extra 5′ move per turn when activated. This extra move may only be used 3 times per day (long rest.) Additionally, the wearer may call upon the goddess of speed and grace to grant an extra bonus action once per day (long rest. )

Gladius of Glerth:

This weapon functions as a +3 Shortsword of Sharpness, but there’s a catch. Each time the Sharpness effect is triggered, it ages the wielder by 1d3 years of their life. As far as anyone knows, Glerth lived a long and happy life and died of old age.

Gladiator’s Magnetic Buckler

This +1 Magic Buckler provides +2 AC when used in the off hand. Additionally, it may be used as a Light off-hand bludgeoning weapon that deals 1d4+1 damage.

This item is also mildly magnetic and will pick up a maximum of 5 lbs of metallic items it passes over. The items can be removed and discarded as a free action. This effect is always active and can’t be removed without destroying the item’s magical properties.

Thank you for stopping by today. We’re back to less controversial content for a while. I appreciate you so much for sticking with me.

OGL and CC-BY-4.0 Link.

The Ring of Weirdness

13. Wearer is healed for 3d6 hp. Causes the wearer to glow slightly for 1d6 hours. Feels warm and tingly all over. The ring automatically grants this to its new owner when found. It seems harmless enough…

Forget the One Ring. This is more like the 7.69 Ring.

For use with Dungeon Crawl Classics and other D20 Fantasy RPGs.

When found, this ring will use power number 13 when first activated. After that, roll 1d30 to determine the effect. The ring can only have ONE effect active at any given time.

  1. Wearer is transformed into a Troglodyte for 1d6 days IF the wearer is still transformed after 3 days, two more troglodytes appear and insist the character is related.
  2. The wearer’s arms are transformed into venomous snakes under their command. The snakes can’t grasp weapons or spell components. but do 1d6 + poison damage. They probably won’t attack the wearer. Luckily, the effect wears off after 1d10 hours.
  3. Wearer and all of their gear turns gelatinous for 1d12 hours. Immune to all non magic slashing and piercing weapons and half damage from blunt. Takes no damage from falls. Floats. Their gelatinous weapons do no damage. Can still cast spells, but with gelatinous results. Half normal movement. Tastes like lime. Wearer returns with full hit points and all gear at the end of the experience.
  4. Wearer appears to be struck by a bolt of lightning and then explodes messily. Illusionary chunks of the wearer and all of his gear deal 1d6 psychic damage to anyone within 10′, Ref Save DC 10 for none. Turns the wearer Invisible as per the spell for 2d10 rounds or until the invisibility is dispelled or revealed whichever comes first.
  5. Wearer and all gear is transformed into a Large Dire Ape for 2d10 rounds. Intelligence is reduced to 5, but the ape gains a +5 Str bonus. The character may not cast spells or use ranged weapons. The ape character will opt for simple, blunt weapons and thrown objects. May be prone to rage. Leaves the wearer craving bananas afterward.
  6. Wearer can only quack like a duck for 1d6 hours. The wearer may not cast any spells with a verbal component and communication will be entertaining. At the end of the effect, the wearer lays a gem encrusted gold egg worth approximately 300gp.
  7. Romantic violin music begins to surround the character and is audible wherever they go for 1d10 hours. The wearer gains a +3 Charisma Bonus while the music is playing. However, the wearer gains 1d6 loyal followers while the effect lasts.
  8. Wearer turns into a nigh invulnerable stone statue for 1d12 minutes. During this time the wearer may not move, speak, cast spells, use weapons or equipment. When returning to normal, the wearer has full health and any negative effect from spell, etc are removed. The wearer still retains sight and hearing
  9. Wearer sprouts 9 bright orange and white fox tails. The wearer gains a +3 Luck bonus to all attack and damage rolls, saving throws, and armor class for 1d10 hours. The tails move with the wearer’s emotions.
  10. Tentacles. The wearer sprouts 1d10 shadowy black tentacles with suction cups and becomes enshrouded with negative shadowy energy for 1d10 hours. The wearer gains a chaotic evil aura and is detectable as undead and demonic while the effect is active. The wearer also gains 2 actions of any type, fueled by the tentacles. The tentacles and shroud also grant a +2 Shadow bonus to Armor Class. The tentacles are partially composed of energy and may not be removed or cut off.
  11. Super Stretchy: The wearer’s limbs elongate and stretch up to 15′ in any given direction. Adds 30′ of movement per turn. The wearer is considered to have 15′ reach. The wearer may also extend his head up to scout around. Provides +3 AC bonus due to stretchiness. Lasts 1d20 minutes.
  12. The wearer gains the ability to throw firebolts at one per action at any target within 60′. Must make a standard ranged attack roll. Each bolt does 3d6 fire damage + possibly igniting combustibles. Effect continues for 1d8 turns.
  13. Wearer is healed for 3d6 hp. Causes the wearer to glow slightly for 1d6 hours. Feels warm and tingly all over.
  14. Wearer is turned into a Muppet. Triple any knockback distances. Takes half damage from normal weapons. Sounds funny. Lasts 1d6 days. Silliness abounds.
  15. Wearer and all gear is transformed into a pixie faerie. Size is reduced to small including Armor Class improvements.. Gains Flight 20′ movement. Reduces ground movement to 10′. Reduce weapon damage by one step. -4 Str and Con. +4 Dex and Cha. Lasts 1d20 hours. May attract other fae.
  16. Every pore of the wearer’s body begins to secrete molten candle wax until the character is transformed into a candle wax construct. Half damage from normal weapons. +2 AC. Lasts 2d6 hours.
  17. Wearer sprouts adorable fluffy cat ears and a long furry tail. +2 Dex Bonus and +4 Charisma Bonus. Gains +20′ Climbing. +2 Stealth (Hide/Sneak) bonus. Lasts 1d6 days. Incredibly cute. Causes tuna cravings. Causes other cats in the vicinity to follow the wearer while the effect lasts.
  18. <Poof!> Wearer displaces 5′ in a random direction AND teleports with all gear 10′ in a random direction whenever they make contact with anything solid. May still cast spells and used ranged attacks as normal. Melee or touch attacks trigger the effect, making them ineffective. If teleport would place the character in a wall or other object, the teleport trips again until the character ends in an empty space. Lasts 1d10 minutes.
  19. Wearer temporarily dispels all magic on their person and any magic object/item within 5′. Effect lasts 1d12 minutes and automatically effects everything within 5′ of the character. Moving out of the radius returns the magic to its owner, item, etc. All magic functions normally for the wearer once the effect ends.
  20. The wearer and all of their gear become intangible for 1d4 days. Immune to eating, sleeping, all damage except by ghost/ethereal-affecting weapons and gains 60′ Dark Vision. However, the wearer can be seen in the Ethereal (Spirit) Plane. Ethereal creatures may not interact with the character, but they may continue to follow or even speak to them. Characters in the material plane can still see and hear the wearer as a pale, dim, ghostly image speaking just above a whisper.
  21. Anything the wearer touches is covered in a thin layer of delicious strawberry jam. It’s sticky and tastes delicious. The jam may be used for anything one would normally use jam for. Effect lasts 1d4 days.
  22. Wearer and all gear becomes a water elemental for 1d10 hours. As an aside, other characters may drink from the wearer to ward off thirst. Wearer can also be boiled or frozen.
  23. Wearer may breathe a 50′ cone 15′ wide Frost breath for 1d6 rounds. Does 6d6 cold damage. Creatures caught within the cone may make a Fort (Con) Save DC12 for half damage.
  24. <Kaboom!> The ring emits a shockwave of concussive force knocking everything within 5’of the wearer back 10′. Additionally, every creature within 20′ including the wearer is magically stunned for 1d6 rounds. Fort (Con) DC 12 Save for half stun duration minimum 1 round.
  25. Topiary: The wearer and all gear is turned into a bushy plant statue. The wearer may still move, cast spells, speak and hear as normal. +2 AC bonus. Immune to normal bludgeoning and piercing damage. Vulnerable to fire damage. While in plant form, the wearer absorbs nutrients and water as a plant would. Lasts 1d4 days.
  26. Wearer polymorphs into a as-yet-unseen creature. Left leg becomes that of an owl. Right leg becomes as a turtle. Torso becomes scaly and gains large bony plates on the back. Sprouts gills but can also breath normally through the elephant’s trunk. Gains a large, sabretooth mouth with multiple rows of teeth like a shark. Eyes sprout out of the head on long tendrils and wearer gains four additional eyestalks facing in random directions. The character’s ears grow to three times their normal size. Character’s hair grows three feet longer and adds a thick beard if one wasn’t already there. Right arm becomes three octopus-style tentacles. Left arm becomes a scorpion-style pincer. Wearer grows a pair of prehensile monkey tails. Character remains in this bizarre state for 1d6 days. No saving throw to avoid the effect. None but the most powerful magics reverse the effect before it expires.
    Charisma is automatically reduced to 3. Wearer can wield a melee weapon as normal. Gains 2 actions. Gains a +4 Luck bonus on all physical skills, armor class, initiative, and saving throws. Regenerates 3 hp per turn. Dark vision and all around vision. Resistant to Fire, Magic, and Cold damage. Doesn’t need to sleep in this state. When the effect expires, character will be at full health with no negative effects and any/all curses removed.
  27. Wearer can suddenly speak, write, and read in every language except Common for 1d6 days.
  28. A whirlwind of razor sharp blades surrounds the character and moves as they move. Any character making contact with the blades takes 6d6 damage Ref (Dex) Save for half damage. If the wielder is foolish enough to make contact with the blades, they will take damage as well. Effect lasts 1d8 rounds.
  29. Wearer turns into a giant vulture for 1d8 minutes. Magically attracts two more giant vultures that remain after the effect wears off.
  30. Clouds form up around the wearer, lightning crackles in the air around them and then they gain the ability to fire lasers from their eyes for 1d4 rounds. The lasers require a regular ranged to hit roll +2 dealing 3d6 damage + igniting any/all combustibles

Please note: There are no saving throws for the wearer to ignore these effects.

Warm Handaxe.

The axe also comes with a bit of personality. First, it has been known to cause random items to burst into flames. It will allow itself to be left outside of libraries, manor houses, and art galleries.

The pyroclastic origins of this item are the subject of much speculation in taverns where adventurers gather.

For use with Dungeon Crawl Classics and similar D20 system RPGs.

This Fiery Handaxe is often the bane of forests and wooden buildings. Its very presence in an area of dry wood or grass could be the start of conflagration. The axe is tame as long as it remains in its special sheath. However, in the hands of a bonded (attuned) user, it is capable of defeating large numbers of enemies in a single fight.

This +1, (+3 vs Corporeal Undead and Trolls) Hand/Throwing Axe deals an extra 1d4 Fire damage on a successful hit. A successful hit will ignite the target for 1d4 Fire damage per turn for 1d3 turns unless extinguished. It also has a 15% chance to ignite nearby flammable objects on contact.

When not in use, the owner may speak a command word to put the axe out so it may be stored. When lifted from its sheath, another command word ignites it again.

The axe has four minor powers that it will reveal to its bonded (attuned) owner.

  • When ignited, it acts as a torch.
  • When sheathed it keeps the owner warm and dry down to -10 degrees Fahrenheit as if they were standing near a campfire.
  • Returns to the user with a command word when unsheathed (as a Free Action.)
  • Can be used to start any campfire or other small fire magically even if the wood or other suitable material is wet. Also suitable for candles and torches.

The axe also has a special power:
Once per turn command, the axe can be hurled toward and enemy as it turns into a miniature fireball that travels in a straight line and strikes one target unerringly dealing 3d8 damage + 1d4 burning for 1d3 rounds. The target may make a Reflex (Dex or Spell) Save at DC 12 for half damage and no burning effect. The little fireball travels up to 60 feet before returning automatically. If used in this manner, the axe returns to the wielder red hot, doing 1d4 Heat damage when caught. It stays red hot for 1d3 rounds. The owner can refuse to catch it until it cools.

This special power may only be used 3 times per day (long rest.)

The axe also comes with a bit of personality. First, it has been known to cause random items to burst into flames. It will allow itself to be left outside of libraries, manor houses, and art galleries.

Second, while it has never spoken it does seem to be listening to its owner’s conversations If it doesn’t like what it is being told to do, it might not ignite or grant use of its powers. On the other hand, it is aggressive- almost zealous anger toward corporeal undead and trolls.

Last, it absolutely hates being wet. It is best cleaned with oil and a cloth before and after use as long as there is no water. It may refuse to function as a weapon in torrential rain, underwater, or heavy snow. It will always keep the owner warm and dry, however.

it is speculated that there may be a companion piece of some sort to this item. It might be a cold pick or another fiery axe of some kind. The blacksmith that forged the axe may even still be alive somewhere in a northern climate.

The Staff of Ebon Bone

This staff appears as a pitch dark polished shaft of solid bone with a skull on top. It glows brightly with necromantic magic and evil. Continual use of this item will eventually begin to lower the owner’s morale and possibly turn them toward evil as intrusive thoughts of destruction and corruption alter their mind. (DM’s discretion on how this should be handled.) The staff must be bound to the wielder before the three powers and the Death Cry can be unlocked.

For D20 Fantasy RPGs (*Originally Basic D&D.)

This staff appears as a pitch dark polished shaft of solid bone with a skull on top. It glows brightly with necromantic magic and evil. Continual use of this item will eventually begin to lower the owner’s morale and possibly turn them toward evil as intrusive thoughts of destruction and corruption alter their mind. (DM’s discretion on how this should be handled.) Once the wielder has bonded with the staff, it can’t be discarded or destroyed until the bonds are broken by powerful magic or the wielder’s untimely demise. The staff must be bound to the wielder before the three powers and the Death Cry can be unlocked.

IF the wielder should happen to die while in possession of the staff, their spirit will immediately be sent to the creator of the staff as a ghost. It is left to the DM’s discretion as to what happens after.

This +1 Staff deals an additional 1d6 necromantic damage on a successful hit.

The skull grants the wielder 60′ Darkvision, but from the staff’s perspective.

The Staff of Ebon Skull and Bone has three powers that it may share with the wielder whenever it feels they are ready:

First, the eyes of the skull can emit a Necrotic Ray that deals 3d6 necrotic damage. Reflex (Dex) Save for Half. 3x/Day (Long Rest.) Each ray cast costs the wielder 1 hp which can only be healed by natural means afterward.

Second, tapping the staff upon the ground and uttering the proper command word, 1d3 Obsidian Bone Skeletons erupt from the ground and aid the wielder for 2d6 rounds at which time they crumble to dust. Stats below. 1x/Day (Long Rest.) Casting this ability immediately drains the wielder of 1 temporary Con (Stamina) point per skeleton unless a Fortitude (Con) Save DC 12 is made to negate the drain entirely. Attribute points lost in this way recover naturally at 1 per Day (Long Rest.)

Third, by invoking a special command, the jaw of the skeleton’s head opens a blasts a cone of blue and black necrotic frost 60′ long and 30′ diameter. Targets within the cone must make a DC 14 Fort (Con) Save or take 6d6 necrotic damage and be Stunned for 1d3 turns. Successful save for half damage and no stun. Necrotic damage taken from this attack must be healed be natural means only. Ability recharges Once per Week. (5 Long Rests.) Also, the Staff absorbs 1 Temporary point of Str and Cha from the wielder when this power is used. No save. Must be healed naturally.

Learning the ultimate requires the wielder to spend extensive, mind warping time meditating with the staff. The Cry emitted by the skull on the staff is the stuff of which nightmares are made. It is a primal, evil sounding scream that strikes fear in the hearts of common folk.

Ultimate aka the Death Cry: The wielder may command the skull to slay a single target with fewer than 60 hit points unless a Fort (Con) Save DC 14 is made. If the target has 61-100 hit points it will be stunned unable to act for 1d4 turns unless the same DC 14 Fort (Con) Save is made. A successful save negates the damage. No creature with 101 or more hit points is affected.
Alternately, the Death Cry can be used to automatically slay up to 5 creatures with fewer than 4 HD automatically, with no save.
Creatures slain by the Death Cry automatically rise the following round as Obsidian Bone Skeletons under the wielder’s command for 3d6 turns.

The price of using the Death Cry is terrible upon the caster. First, the wielder loses one permanent point of Str, Con (Sta) OR Cha chosen by the caster (or roll 1d3 and choose.) Second, the staff alerts its creator, a high level Demilich to the staff’s presence. Finally, the character has a cumulative 3% chance of summoning a powerful demon devil, demigod, or undead who will attempt to reclaim this staff unless a deal can be struck with the wielder OR the creature is defeated. Each time a creature is defeated in this manner, the 00% chance resets to 3%. (Dungeon Crawl Classics players may change this to a Greater Corruption roll as a 5th level spell.)

Obsidian Bone Skeleton:



These skeletons are immune to non-magical weapons. They are vulnerable to Holy damage. They take damage as normal from blessed regular and magical weapons.


Warhammer of Concussive Force

This item is somewhat of a rough draft. Please feel free to use/modify it according to your campaign, players, and GM preferences. The lore/history may come along later. I’ve used items such as this in other campaigns. As long as everyone has something special, it works out pretty well.

A new magic item for Dungeon Crawl Classics and other D20 compatible fantasy TTRPGs.

Warhammer of Concussive Force aka Rock Crusher:
+1, (+3 vs Constructs and Earth Elementals) warhammer that inflicts 1d6 extra force damage on a successful hit.

On a Critical Hit, the hammer has a chance to rupture the target’s eardrums, DC12 Fort Save leaves the target with partial deafness lasting 1d6 hours. If the save was unsuccessful, the target is deafened for 1d12 days unless healing magic is applied. Creatures without eardrums are immune to this effect.

Adds +2 magical bonus to Mining checks if used as a tool.

Once per day (Long Rest,) the owner can command the hammer to shatter a 10′ cube of stone into rubble. This effect does 6d6 concussion damage to constructs and Earth Elementals as well.

Once per day (Long Rest,) the hammer’s owner can invoke the spirit of the hammer to issue a thunderous blast of concussive force in a 5’x15′ cone. Targets within the cone must make a DC12 Fort Save or take 6d6 damage, be knocked back 15′ from the target and deafened for 1d12 rounds. A successful save deals only 3d6 damage and partial deafness for 1d6 rounds.

Legendary Ability: The hammer can be struck upon the ground to cast Cause Earthquake as the spell. ONLY if the hammer wills it through its wielder. This effect can’t be used more than once per week.

Rock Crusher is not truly intelligent, but it does take some time to bond with its new owner before it will begin to reveal all but its most basic abilities. (The bonuses to hit and damage, Mining.) The hammer prefers to be wielded by Dwarves, Gnomes, or other earth-based species first. It also does well in the hands of righteous clerics and warriors with a kind heart who are willing to protect families and homes.

*Note: The wielder is immune to the effects it projects. Friends, pets, and party members are not immune, however.
**Note: The hammer is the opposite of stealthy. All of its abilities are accompanied by loud booms and bellowing crashes. Other creatures in the vicinity will be alerted to its use if they are able to detect any sound.

This item is somewhat of a rough draft. Please feel free to use/modify it according to your campaign, players, and GM preferences. The lore/history may come along later. I’ve used items such as this in other campaigns. As long as everyone has something special, it works out pretty well.

Thanks for stopping by. I appreciate you. Game on!

A Magic Shield For a Curious Paladin

Sometimes the face will confer added minor abilities to the shield and its owner. A demon face might come complete with horns protruding from the shield. Sometimes a face will cause thorns to protrude from the front and sides of the shield. A celestial/angel might cause the shield to cast a glaring light that repels evil if needed. The exact game mechanical effects are left up to the Judge/GM/DM/Rabble Rouser.

A magic item for Dungeon Crawl Classics.

This +1 Shield has a shiny metal of curious origins around its edges. At first it doesn’t appear to be much more than a regular shield, except the material it is made from is not of earthly origins. It is lighter than most shields, and exudes a sense of well-being when picked up.

After a few days, the owner will notice a change in the outer appearance of the shield. Some days it is white with a chrome metal edge. Some days it is almost pure black. If the owner rides through a forest, it may turn green and have an ivy pattern around its edges. In a desert, it turns a dark brown color.

It is most curious underground. The shield itself turns gray and the circle in the middle appears as a mercury pool of shiny metal. That’s when things get most interesting.

The owner can will the shield to give off light as a lantern. The shiny metal property can be used as a mirror if desired. Regardless of the appearance, the shield always confers a +1 bonus to Armor Class.

Photo by Jonathan Cooper on Pexels.com

After a time, the shield will begin to manifest faces. Each face is a different being-some human, some elf, some celestial and some demon. Each has a different personality. Each has something different to say to the owner. If the face speaks, it is unclear whether the shield is intelligent or if the phrases were somehow preprogrammed into the images. A phrase is rarely repeated unless it has some significance to the owner.

Sometimes the face will confer added minor abilities to the shield and its owner. A demon face might come complete with horns protruding from the shield. Sometimes a face will cause thorns to protrude from the front and sides of the shield. A celestial/angel might cause the shield to cast a glaring light that repels evil if needed. The exact game mechanical effects are left up to the Judge/GM/DM/Rabble Rouser.

Please also note that the shield is technically cursed. It will stay with the character who first wields it or with their armor if they take it off. If discarded, forgotten, or stolen it will reappear with the owner within 24 hours. The shield will even begin to taunt its owner if more than one attempt to discard it is made. Likewise, it can’t be painted or otherwise covered. It is indestructible except for powerful magic.

If the owner is rude to the shield, it may start mocking them openly, making noise when the character attempts to be stealthy, say inappropriate things during social encounters, etc. However, if the character takes care of the shield, cleaning and polishing it regularly and maybe engaging in polite conversation, the shield can become sort of an intelligent companion.

The shield can also influence the owner’s mood to a lesser extent. While the shield has no discernible agenda of its own, it may sense the mood of the group and reinforce that of its owner. Sometimes a face will appear to be happy. Sometimes if the group is quiet or sullen, the shield will exude a sense of melancholy. It is always unclear if there is an underlying intelligence or if it is simply mirroring what is around it.

Thanks for stopping by. Have fun monkeying around with this shield.

Somebody Ordered a Warhammer.

Your character is not Thor. This is not Mjolnir. Invoke the true power of this weapon at your character’s own risk. For use with Dungeon Crawl Classics RPG or other d20 fantasy RPG.

Someone asked for more magical warhammers. So, here we are.

1. The Hammer of Lightning Bolts. (You are NOT Thor.)

This +1 magical warhammer automatically returns to the wielder when thrown.
When the hammer strikes a target it deals an additional 1d8 lightning damage (Fortitude DC 12 to avoid this effect.)
On command, it produces Light as per the spell.
The hammer’s real power comes into its invocation. When invoked, Once per Day, it calls down a bolt of lightning where designated within 100′ that does 6d8 damage (Reflex Save DC 14 for half)
Invoking the hammer’s full power comes at a price. Roll 1d30 and consult the table below:

1 Hammer evaporates into thin air instantly and reappears randomly elsewhere never to return.
2-11 No side effect.
12-13 A cloud appears above the user’s head for a day. It reflects their emotions.
14-17 Hammer is struck by lightning for 3d8 damage, DC 10 REF save for half.
18-19 A cloud of charged lighting appears around the user, constantly shocking them for 1 point of damage for 1d4 rounds.
20-23 A large cloud appears around the target. It causes 1d3 points of lightning damage as it shocks him for 1d4 rounds.
24-27 The hammer’s wielder is enveloped in a field of lightning. The electricity inflicts an additional 1d6 damage and transfers a charge that does an additional 1d4 damage to the target and anyone in a 10′ radius wearing any sort of metal.
28-29 The hammer’s owner/wielder is blasted by a massive lightning bolt. It inflicts an additional 4d8 damage and shocks anyone within 15′ with metal on them for 2d8, DC 10 REF save for half.
30-31 The character’s nervous system is turned into an electrical superconductor. It inflicts an additional 3d8 damage and the target is electrocuted, suffering an additional 1d8 damage each round until he makes a
DC 10 FORT save at the start of a round.

You Find a +1 Sword, But…

A new 1d12 table of magical swords. Some are cursed, others are just strange. Have fun!

This is a take on the Improv technique of Yes, but…

Roll 1d12 to see what the gods of magic and (mis) fortune have in store for you.

  1. It’s not obviously cursed. It’s still +1 to hit, but on any max damage or critical hit, the sword shatters and can’t be repaired without extreme magic.
  2. It’s a Sword of Magma. It’s a Sword +1 that becomes +3 Flaming when the command word on the hilt is spoken. However, when flaming, the sword begins to emit molten lava until the command word is spoken again. The lava will drip/run back onto the wielder dealing 1d6 fire damage until extinguished or removed. The lava begins to make the blade heavy after 3 rounds granting a cumulative -1 to hit. The lava all magically disappears when the command word is spoken again.
  3. It’s stuck in a large stone. The sword glows of magic. Only the weakest (Lowest Strength, Constitution is the tie-breaker.) member of the party can pull it out. It’s still +1 to hit, +1 damage. IF the wieder’s Strength is below 12, it rises to 12 while the sword is held.
  4. The new owner is permanently attuned to it. It is a permanently cursed sword that will ALWAYS find its way back to its new owner. Only death unlocks the curse. It can be thrown into an active volcano and the next day, it will reappear on the owner’s person or convenient nearby location. Scabbard included.
  5. It can’t decide on a size. When found, it has the hilt of a dagger and a scabbard of a longsword. Any time it is drawn, it changes shape. It can be anything from a dagger to a zweihander (2 Handed/Greatsword.) It shrinks back down to dagger size as soon as the tip of the blade touches the opening of the scabbard again.
  6. It’s super lightweight. The wielder may choose to swing this longsword with Agility (Dexterity) to hit/damage. It also floats on water. It does not have an encumbrance value. It can also be used as an offhand weapon with no penalty.
  7. It’s all good until you try to pick it up. This sword is super heavy regardless of type. It can only be used without penalty by characters of 16 Strength or higher. it is considered unnaturally heavy. Triple encumbrance for the wielder while in its sheath. Non wielders suffer five times the encumbrance of a regular weapon.
  8. It’s really shiny! This is a sword +1, +3 vs Un-dead. It has a permanent Light spell cast upon it and always glows brightly when removed from its sheath.
  9. It’s all good until you say the word engraved into the blade. When invoked, the sword summons a Velociraptor that will immediately attack the closest target. If slain, the raptor can be summoned again the next day. This power can be used 1x/day. The raptor always has max hp. It disappears after 10 rounds or 10 minutes if summoned out of combat and for some reason it doesn’t try to eat the wielder.
  10. The sword hums within 66′ of a demon or demonkin. The closer the demon, the louder the hum becomes. It can’t be silenced by any means. +1/+3 vs Demons.
  11. Its blade is made of solid ice. +1, +3 vs Fire elementals. The sword freezes solid again as soon as the hilt makes contact with the sheath.
  12. It’s a perfectly normal sword. And it will tell you that telepathically. It likes to speak to its new owner a lot. It’s very chatty, in fact. It might have other intelligent weapon properties, maybe? (*It could just be telepathic, too. The final properties are up to the DM/GM/Judge.)
Quick bladed weapon table.

1-2. Dagger
3-5. Shortsword
6-8. Longsword
9. Bastard Sword (Hand-and-a-Half Sword.)
10-11. Two Handed Sword.
12. Polearm (Flamberge, Bardiche, Naginata or some other blade on a pole.)

Bastard Sword (Hand-and-a-Half) deals 1d8 damage wielded one handed and 1d10 damage wielded two handed with no penalties switching between the two. Costs 17 Gold. Must be forged by a master blacksmith and are usually tailored to a specific wielder.

This table is compatible with Dungeon Crawl Classics and can be easily adapted to most Old School Renaissance games with little effort.

5 Magical Crossbows and Their Effects

The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:

For Dungeon Crawl Classics or other OSR style games.

Regular Crossbow:* Damage: 1d6 Range: 80/160/240 Cost:30SP

1. Crossbow of the Venomous Asp

This crossbow +1 to hit/+1 damage fires a blazing bolt of green energy toward the target of the firer’s choosing. If the bolt hits, the target takes 2d6 poison damage (DC 12 Fort Save for half poison damage) in addition to the damage caused by the bolt. This effect lasts 1d3 rounds or until a second Fort save is made, healing magic or the target expires.

This effect may be used up to 3 times per day. A command word must be spoken each time the power is used.

2. Repeating Crossbow of Shards

This +1 to hit/ +1 damage crossbow comes equipped with a hopper on top and a crank that allows it to hold up to 9 quarrels. This weapon comes equipped with a curious selector switch on the side:
Single Shot, as a regular +1 Crossbow
Automatic: The Crossbow is hand cranked and shoots a single attack roll. The target is hit with 1d3 quarrels per shot with 3 quarrels always being expended.
Shard: This causes the crossbow to magically split the quarrel into a 5′ x 30′ Cone of splinters. Those caught in the cone must make a DC 12 Ref save or take 1d10 points of damage. This effect only expends one quarrel and may be used as often as the character firing it desires.

3. Screaming Skull Thrower of Death.

This crossbow has what appears to be a skull at the end of it. There are glowing red gems set in the eye sockets. The stock appears to have been carved from solid black wood of unearthly origin and the arms are engraved with demonic runes. The entire weapon has an ominous glow.
It is considered extremely dangerous, cursed, and will bond with a character that has suitable skills as a crossbow archer.

This weapon retains a +3 to hit/+3 damage bonus.
The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:
1. The shooter is instantly reduced to 1 hp. Must make a Fort save or be rendered unconscious.
2. (DCC Characters) Roll once on the Greater Corruption Table and apply the effects.
3. The character is haunted for one day by an antagonistic spirit. -2 to any roll involving concentration.
4. (DCC Characters) Roll once on the Major Corruption Table and apply the effects.
5. The character is deafened for 24 hours.
6. (DCC Characters) Roll once on the Minor Corruption Table and apply the effects.
7. The firer gains the amount of temporary hp equal to the total amount lost by the target from this attack.
8. The character summons an imp. It will harass and antagonize the owner of the crossbow until banished, killed, or 24 hours expire.
9. The character is struck blind when not holding the weapon. This effect lasts 1d3 days.
10. The weapon emits a Banshee scream. The ghost attacks with a bone-chilling
scream. Every living creature within 100’ automatically takes 1d4 sonic damage and is potentially deafened for 1d4 hours (DC 12 Fort save to resist). The ghost can issue this scream up to 3 times per hour. Dogs, horses, and other domesticated animals are automatically spooked by the scream.
11. The target temporarily loses an additional 1d6 Con regardless of the save as does the weapon’s firer. The firer’s hair automatically turns white permanently and the character is wracked with chills for 24 hours. -3 on all activities.
12. The firer has attracted the attention of a deity or other divine being. The final effect is left for the Judge to decide.

4. Blood Drinking Crossbow.

This cursed +1 to hit/+3 Damage crossbow drains 1d6+3 hp from a living target upon a successful hit (Fort Save DC 12 for half.) On a critical hit, the target must make a Fort Save DC14 or lose 3d6 hit points. (Half on a successful save.) However, the owner of this crossbow is a lighthouse beacon to attract any creature that feeds on blood (Vampires, Succubi, etc.) These creatures will be attracted to the crossbow and it’s owner if they are within 100 yards.

If this crossbow is abandoned or destroyed, the former owner takes 1 point of permanent Con drain until they recover the item or expire. If the weapon is stolen or misplaced and recovered by someone else, they take the same Con drain until it is returned.

5. Firecracker.

This crossbow is +1 to hit/+1 Damage, +3 Damage vs creatures vulnerable to fire. On command, the crossbow emits lights equal to a standard torch. 3/day for 6 rounds, any ammunition loaded into this weapon bursts into flame when launched. Inflicts additional 1d6 damage and ignites targets on fire (Ref save to avoid; DC 13.) On a critical miss, the firer must roll on the Major Corruption Table and be affected by the results. Also, every time a quarrel is fired and ignited, there is a 1 in 30 chance the gods themselves might take notice of this incredible weapon.

Promptober Day 31: Forbidden Books.

This seemingly innocuous cookbook contains a variety of strange recipes that range from bizarre, maybe disgusting, to poisonous and all the way up to powerfully cursed. It may save lives in a pinch or even provide PCs some magical benefits. On the other hand, these recipes could lead to lots of trouble.

Sure we’ve heard of the Necronomicon Ex Mortis, but what other scary books are there?

A few ideas for fantasy TTRPG book generation:
The Book of Shadows. Every witch has one. Some more frightening than others. Some hags would certainly have these on hand. An adventurer brave (or foolish) enough to interpret such a book would be privy to new spells. But at what cost?

Manual of Golem Creation. This tome contains all of the information needed to build a golem of one specific type. The question becomes how far would someone to go build one of these monstrosities?

Toben’s Spirit Guide. (*Editor’s Note. This book was inspired by a reference in the original 1984 Ghostbusters and subsequent RPG franchise. It can be found here.) This book contains references to dozens of spirits, ghosts, wraiths and spectres. For the unaware, it may also contain ways to summon them.

Spellbook of the Crazed Apprentice. This book was written by the seemingly unremarkable apprentice of a certain famous wizard whose title ended in “the Mad.” (*Watching out for copyrights on this one.) The apprentice improved upon or even perfected some spells. A player character casting them might suffer ill side effects.

Diary of a Death Knight. This simple journal holds an insidious secret. It contains the tales of a renowned paladin, his fall from prominence, and his eventual embrace of evil. Reading this book has a chance to corrupt or even convert a knight or warrior into one of these foul beings.

The Dark Cookbook. This seemingly innocuous cookbook contains a variety of strange recipes that range from bizarre, maybe disgusting, to poisonous and all the way up to powerfully cursed. It may save lives in a pinch or even provide PCs some magical benefits. On the other hand, these recipes could lead to lots of trouble.

The Alchemist’s Almanac. This book contains a variety of potion formulae. It is invaluable to alchemists and witches alike. Some versions of this book may contain twisted recipes for foul mutations and poisons as well. Characters may wish to use new formulae at their own risk.

The Book of Extradimensional Portals. This book is extremely thick and exceedingly rare. It contains magic rituals and in some cases locations for opening portals to other planes of existence. There is also a convenient appendix in the back containing banishment and portal sealing spells. One would be well advised to read the entire entry on any given portal before undertaking opening one.

The Accursed Memoir. Similar to the Diary of a Death Knight, this tome details a wizard’s creation of a phylactery and transformation into a lich. Wizard characters reading this can follow its step by step instruction to become a lich at their own peril. The last entry in the memoir describes the rush of power and further desire to gain even more power by becoming a demilich.

The Duplicitous Tome of the Diabolical Illusionist. (*This would make a good dungeon reward.) This tome is written in ink that glows faintly of magic. Some of the spells are illusory script. Some are sigils and glyphs intended to harm the reader. There are also powerful spells for an illusionist wizard who doesn’t lose their very mind trapped within its pages.

I didn’t list the Ogrenomicon, the Book of Ogres that I’m working on for Dungeon Crawl Classics. It will appear in the portfolio section of this site as soon as its ready. It’s my labor of love.

Thanks for stopping by. I’ll be catching up a lot of #Monstober and a few #Promptober entries in November. Lol! I appreciate your patience.

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