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Treasure

Welcome To Diskworld World of Terra Spells and Psionics Monsters Treasure Religion The Rules

Treasures of Terra

Treasures have a few rules that I do use in my games. Foremost is my rule about to hit. Wih all the bonuses players get I noticed my players had it too easy hitting creatures, they walked through battles at ease and were bored with the encounters. To limit this and make it a challenge Imade the rule that magical weapons do not supply a to hit bonus unless it was either intelligent and could help guide the hero or it was a magical missile launcher, such as a bow, which does not grant a bonus to dmg.

Brute Formula (1000)

Turns the user into a Neanderthal brute. His Str, Dex, and Con scores increase by 25% but his Int, Wis, Chr, and Com drop to 5. He grows +2’ and becomes a semi intelligent beast. He will do whatever his instinct tells him and has no concept of allies or memory of what he did under the influence of the Formula, but the brute does. There is only a 1%/use cumulative that he becomes aware that there is a brute within him. After the first dose he craves the urge to take it again and seems to know exactly how to make it. He is allowed a ST vs. Polymorph to resist the urge if he becomes aware of the Brute. There is a base chance of 5+1%/lvl that the brute will become helpful if good aligned.

Codex of Travel (XP: 3000)

Only a few of these books were ever made. They appear to be regular books, no two are the same color or appearance. When opened they are blank, except the first page which will have a small map of wherever the user is standing. The book changes maps as the user travels. When he enters a new area it will start on a new page, moving the last one back. It holds infinite pages and the caster can call forth any page he wants. Should the page ever leave the book it becomes a normal piece of paper. The book will still function but that map is lost. On the cover of each book is a command word. When the user points to a place on the map and says the command word and the name of the place he, and only he, is teleported to that place. Command words of other Codexes will not function. Should another user pick up the book the book will go blank again. If the first user reclaims the book the new users maps are gone and the old ones replace. A year of ownership must be done before the old user’s maps are forever gone but only the user can read his own maps.

Daggers and Stones of the Ten:

The Daggers of the Ten are badges that the Ten carry to symbolize their duty and dedication to protecting Terra. Without the Gemstones the daggers are merely +2 daggers. Only with the stone can the Dagger get a special function. The stones are the true power and have a power of their own. If ever separated from the Ten, the daggers will try to return, so long as the stones are still in place. If the stones are removed, they will seek out those worthy of them and who will take them to the Ten. They cannot be destroyed and any attempts causes the daggers to immediately return to the Ten.

Name (Gemstone/Color) Stone                  Dagger

Good (Opal/White) Protection from Evil      Prot/Evil 10’

                          Hold Evil                     Dispel Evil

                                                          +5 vs Evil.

Evil (Obsidian/Black) Protection from Good  Prot/Good 10’

                            Hold Good                 Dispel Good

                                                          +5 vs Good

Love (Rose Quartz/Pink) Charm Person       Dire Charm

                            Empathy                   Suggestion

                                                           Hold Person

Hate (Jade/Green) Taunt                          Berserk Fury

                          Confusion                    +5 attack rolls

                                                           Domination

Life (Sapphire/Blue) Cure Serious Wounds    Heal

                            Regeneration              Restoration

                                                            Resurrection

Death (Smoky Quartz/Gray) Cause Serious    Harm

                            Ghoul Touch                Slay Living

                                                            Wither

Light (Topaz/Yellow) Continual Light            Sunray

                            Dispel Darkness            Blindness

                                                            Detect Lies

Dark (Amethyst/Purple) Darkness, 15’          Vampiric Touch

                             Dispel Light                Fear Aura

                                                           Summon Shadow

Fire (Ruby/Red)         Prot from Fire & heat  Fireball

                             Pyrotechnics              Flame Strike

                                                            Prot from Fire, 10’

Ice (Diamond/White-Blue) Prot from Cold     Ice Storm

                             Resist Fire                Prot from Cold, 10’

                                                           Cone of Cold

 

Gloves of Fighting (XP: 1000)

This pair of thick, leather gloves, when worn together, raise anyone’s THAC0 by 1. They do not provide any plus in regards of what can be hit, even if used to punch.

Items of Ability (XP: 3000)

There are 7 different items, one for each ability score. They only provide a +1 bonus when worn and once removed the bonus leaves. The items are: Hat of Intelligence, Gauntlets of Strength (both must be worn), Shoes of Dexterity (both must be worn), Girdle of Constitution, Crown of Wisdom, Mask of Charisma, and Collar of Comeliness. These items cannot raise ability scores above 25.

Light Bow (XP: 5000)

A long bow found without a string and will appear useless. If strung it will retain its magical properties but will act only as a regular long bow. If wielded by someone proficient in the long bow and grasped as if it had a string, the archer must only pull back as if an arrow was connected. A thin, glowing strand of magic will appear between the ends and if released it will shoot a glowing missile, much like a Magic Missile. Like MM it does 1d4+1 damage and each arrow is considered a +1 for what it can hit. The bow itself gives the archer a +1 to hit. Unlike MM the arrows do not automatically hit. The number of arrows produced is limitless but it can only fire 2 arrows/rd.

Parrying Dagger of Slipping (XP:700)

This parrying dagger does normal damage if used to attack. Its magical abilities only function if the wielder uses it for defense. The user must have proficiency in dagger to use. The dagger itself is a +1-+5 but this bonus is not to damage. Rather, should the user use the dagger for defense only, the opponent must make a Dex check at -1/+ of the dagger. The user must be holding a weapon, natural weapons are immune. Should the attacker fail his weapon becomes coated as a Grease spell and it slips from his grasp. He can pick it up next round but will be unable to attack. There is a Dex check every time he tries to pick it up, at a cumulative +1/rd since dropped as the Grease melts away.

Potion of Super Healing (XP:500)

These potions come in a dark red, thick liquid that resembles blood but smells like roses. The entire bottle must be drank to have any affect. This potion will completely heal any lost hit points and cures all poisons and non-magical diseases in the drinker. It does not restore lost levels, regenerate limbs, or cure paralysis or petrification. It has no affect on the undead or on those whose hp are below their -Con.

Shadow Gauntlet (XP: 1000)

The shadow gauntlet is a black, single glove made of leather. It fits over the right hand and ends halfway between the elbow and the shoulder. When worn it adjusts to fit the user’s hand and the user can feel through it as if he wasn’t wearing a glove. While wearing it the user can reach through any shadow and reach out of another shadow. He need not see the shadow to reach out of it but he must have some idea where it is. Items cannot be brought through the shadow, either going in or out. If a light source should end either shadow the user’s arm is ejected safely.

Sheath of the Assassin (XP: 1000)

The sheath looks like a plain, leather dagger sheath. Any dagger placed inside it becomes magically coated with a potion held inside. The sheath holds up to 1D8 doses of any potion the user puts inside but mixing potions may be hazardous (DM’s discretion). When found roll on the potion’s table to discover what the last user had inside it. Once coated a weapon will retain the magical properties as long as the weapon is drawn. Once used, even if the attack missed, the dose is used up. If resheathed without being used the dose is returned to the sheath, making the dagger normal until sheathed once again. It works even with magical daggers.

Sling Stones of Impact (XP: 40 ea.)

These 1d8+2 stones come in a small leather pouch. They resemble regular stones one might find lying

in the middle of the road. Each stone does 1D10+2 damage when they hit. Objects struck, including armor and clothes, must make a ST vs. Disintegration or have a 3 inch hole put in them. The stones do not provide any bonus to hit but are considered +2 weapons for what they can hit.

Thunder Arrows (XP: 500)

Found in clusters of 1D4 these arrows resemble plain, ordinary arrows missing the feathers. When launched from a bow they erupt in sound. All within 10’ of the flight line must ST vs. Spell or become deaf for 1d6 rds. The archer is immune, though any allies are not. When they strike they do 1d6 damage plus 2d8 concussion damage. Once fired, hit or miss, the magic is used up.

Unholy Slayer +5 (XP: 10,000)

These weapons are crafted especially for the Dark Order. In the hands of anyone not evil they are +2 long swords. In the hands of evil they are +5 long swords. In the hands of LE anti-paladins they are +5 long swords that shed a dark violet light. They grant a Protection from Good at 10’ radius and can be used to Detect Good. They do +10 to Good aligned opponents and 10% are Intelligent and have special abilities up to the DM.

Vampire Slayer (XP: 3000)

This long sword will appear to just be a hilt when found. If the command word is spoken the blade will appear. The blade is made out of solid light and casts an illumination as a lantern. Anyone in darkness when the sword is activated, including the user, must ST vs Spell or be blinded for 1d4 rds. The blade will only appear indoors or at night as any sunlight, even from magical sources, causes the blade to disappear. Shadows, Vampires, and other monsters specially susceptible to sunlight take 1d12+3 damage. This weapon does count as a +3 weapon in regards to what it can hit but creatures not harmed by sunlight suffer only regular damage. This also affects items vulnerable to sunlight, such as a drow’s armor, as well.

Violin of the Vistana (XP: 7000)

Whether or not these items were actually created by the Vistana is unknown. The Violin has the ability, if played by someone who is proficient, to created illusions as the player imagines them. Originally thought to be used to tell stories they can also create Advanced Illusions as long as the player continues to play. The images formed are from the player’s imagination.