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Into The Storm:Ilyush
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== Magic Items == *Staff of Power **Melee: Expending one charge, inflicts 2d6 damage on a successful hit **Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage) **Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight) *Wand of Fireballs (11 charges) **Range: A streak of flame shoots towards an area up to 240’ distant **Area: The flame detonates in a 40’ diameter sphere of fire **Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage *Wand of Summoning - Summons monsters to do the character’s bidding **1st level monsters: Expending a charge summons 2d4 1st level monsters **2nd level monsters: Expending 2 charges summons 1d6 2nd level monsters **3rd level monsters: Expending 3 charges summons 1d4 3rd level monsters **Type of monsters: The referee should randomly determine the type of monsters which are summoned, for example using dungeon wandering monster tables **Arrival time: Summoned monsters arrive at the character’s location in 1d4 rounds **Commanding: Monsters will attack enemies as directed or, if the character can communicate with them, be given other tasks **Duration: The monsters disappear after 1 round per level of the character *Net of Snaring **A 10’ square net of meshed rope with the power to ensnare creatures **Throwing: Can be thrown up to 20’. Creatures must save versus spells or be trapped **Suspending from above: A command word causes the net to drop **Placing on the ground: A command word can cause the net to close upwards **Escaping: Only creatures of giant strength can escape ensnarement. The strands of the net cannot be cut or damaged by mundane means *Figurine of Wondrous Power (Onyx Dog) **Tracking: By scent. Once started, very difficult to put off the trail. Infravision: 90’. Detect invisible: 65% chance. Intelligent: Speaks Common. Usage frequency: Once per week, for up to 6 hours *Ring of Protection +2 **+2 AC bonus **+2 to all saves *Ring of Free Action **This magic item permits the wearer to move freely under any conditions. This applies even if the wearer is attacked by a hold person, slow, or web spell; and also negates environmental effects such as the individual being underwater *Bracers of Armor **Grants the wearer an AC of 13 *Elven Cloak **The wearer of the cloak is rendered almost invisible; there is only a 1-in-6 chance of them being spotted. Invisibility is nullified for one turn if the wearer attacks *Handy Haversack - A well-made but otherwise plain leather haversack with two side pouches and brass hardware **Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight **The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight **No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs **When the user reaches into the pack for a specific item, that item will always be on top *Eyes of Minuscule Sight **A pair of crystal lenses that fit over the eyes, granting the ability to see minuscule details at close range (1’ or less). *Potion of Healing x2 **Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum **Curing paralysis: Paralysing effects are negated *Potion of Speed **Movement: Movement rate is doubled **Attacks: The number of attacks per round the character can make is doubled **Other actions: May be performed at double speed *Potion of Control Plant **Concentration: Exercising control requires concentration **Visual range: The character can only control creatures that they can see **Suicidal commands: Controlled creatures will resist commands that are deadly to themselves **Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distant **Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area *Scroll of Protection from Lycanthropes **When used, conjures a 10’ radius circle of protection around the reader **Effect: A number of lycanthropes are barred from entering the circle. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected **Moving: If the reader moves, the circle of protection follows them **Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it **Breaking: If anyone within the circle attacks an affected lycanthrope in melee, the circle is broken **Duration: 6 turns, unless broken *Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image
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