add magic item images, some wpm creatures

This commit is contained in:
Eric Woodward 2024-02-25 21:27:33 -05:00
parent ea35444749
commit 0474c46e75
40 changed files with 935 additions and 37 deletions

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@ -1,14 +1,14 @@
{
"name": "planar-vagabond",
"version": "0.12.1",
"version": "0.12.3",
"description": "",
"main": "index.js",
"scripts": {
"build": "node app.js build",
"build:prod": "cross-env NODE_ENV=production node ./lib/build",
"serve": "node app.js serve",
"start": "node app.js watch",
"watch": "node app.js watch"
"build": "npx weevr build",
"build:prod": "cross-env NODE_ENV=production npx weevr build",
"serve": "npx weevr serve",
"start": "npx weevr watch",
"watch": "npx weevr watch"
},
"keywords": [],
"author": "Eric Woodward (https://www.itsericwoodward.com)",

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@ -0,0 +1,3 @@
- Immune to damage from non-magical weapons.
- Immune to mind reading / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
- No need to eat, drink, breathe, or sleep.

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@ -1,7 +1,4 @@
### Dagger Properties
- **Light**: May be used in offhand when [dual-wielding](/rules/combat.html#dual-wielding).
- **Thrown**: May be used as ranged weapon
- Short range: 10' max
- Medium range: 20' max
- Long range: 30' max
- **Thrown**: May be thrown and used as a ranged weapon (10' / 20' / 30').

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@ -1,5 +1,5 @@
### Longsword Properties
- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage that round while gaining the following properties:
- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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@ -0,0 +1,6 @@
### Trident Properties
- **Thrown**: May be thrown and used as a ranged weapon (10' / 20' / 30').
- **Versatile**: At start of combat round, if offhand is free, may choose to have trident deal 1d8 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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@ -0,0 +1,6 @@
### Warhammer Properties
- **Blunt**: No cutting edge, may be wielded by a cleric.
- **Versatile**: At start of combat round, if offhand is free, may choose to have hammer deal 1d8 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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@ -47,6 +47,7 @@ export default (() => {
});
}
// put url in DuckDuckGo search on 404 page
if (document.documentElement.className.indexOf('is404') > -1) {
document.getElementById('searchQuery').value =
window.location.pathname
@ -54,12 +55,67 @@ export default (() => {
.replace(/\//g, ' ');
}
// Add site to DuckDuckGo search
document
.getElementById('searchForm')
.addEventListener('submit', (e) => {
document.getElementById('searchQuery').value +=
' site:' + window.location.hostname;
});
// Add shadow to toolDetails that have extra content
// I know - ALL OF THIS CODE just for that little effect
const details = document.querySelectorAll('.toolDetails'),
setBottomShadow = (detail) => {
const {
clientHeight = 0,
offsetHeight = 0,
scrollHeight = 0,
scrollTop = 0,
} = detail ?? {},
currentScroll =
scrollTop / (scrollHeight - offsetHeight);
if (clientHeight === scrollHeight) return;
detail.style.boxShadow = `rgba(0, 0, 0, 0.35) 0px -${
50 * (1 - currentScroll)
}px 36px -28px inset`;
};
let isWaiting;
const throttle = (callback, time) => {
if (isWaiting) return;
isWaiting = true;
setTimeout(() => {
callback();
isWaiting = false;
}, time);
};
window.addEventListener(
'resize',
() =>
throttle(
() =>
details.forEach((detail) =>
setBottomShadow(detail)
),
250
),
{ passive: true }
);
details.forEach((detail) => {
detail.addEventListener(
'scroll',
() => throttle(() => setBottomShadow(detail), 250),
{ passive: true }
);
setBottomShadow(detail);
});
details.forEach((detail) => setBottomShadow(detail));
}, 1);
});
})();

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@ -344,14 +344,6 @@ table th {
font-style: italic;
}
.headlessTableWrapper thead {
display: none;
}
.nonHumanClassTableWrapper table thead tr:last-child {
display: none;
}
.dividedTableWrapper {
display: block;
margin: 1rem 0;
@ -382,6 +374,23 @@ table th {
max-width: 90%;
}
details.gm-notes {
border: 1px dashed #885c68;
padding-left: 1rem;
}
details.gm-notes summary {
margin-left: -1rem;
}
details.gm-notes ul {
margin-top: 0;
}
.headlessTableWrapper thead {
display: none;
}
a.hiddenLink {
border-bottom: transparent;
color: #fadbb0;
@ -529,7 +538,47 @@ a.licenseLink:hover {
top: 1rem;
}
.menubar {
.menubar {/**
* Scrolling shadows by @kizmarh and @leaverou
* Only works in browsers supporting background-attachment: local; & CSS gradients
* Degrades gracefully
*/
html {
background: white;
font: 120% sans-serif;
}
.scrollbox {
overflow: auto;
width: 200px;
max-height: 200px;
margin: 50px auto;
background:
/* Shadow covers */
linear-gradient(white 30%, rgba(255,255,255,0)),
linear-gradient(rgba(255,255,255,0), white 70%) 0 100%,
/* Shadows */
radial-gradient(50% 0, farthest-side, rgba(0,0,0,.2), rgba(0,0,0,0)),
radial-gradient(50% 100%,farthest-side, rgba(0,0,0,.2), rgba(0,0,0,0)) 0 100%;
background:
/* Shadow covers */
linear-gradient(white 30%, rgba(255,255,255,0)),
linear-gradient(rgba(255,255,255,0), white 70%) 0 100%,
/* Shadows */
radial-gradient(farthest-side at 50% 0, rgba(0,0,0,.2), rgba(0,0,0,0)),
radial-gradient(farthest-side at 50% 100%, rgba(0,0,0,.2), rgba(0,0,0,0)) 0 100%;
background-repeat: no-repeat;
background-color: white;
background-size: 100% 40px, 100% 40px, 100% 14px, 100% 14px;
/* Opera doesn't support this in the shorthand */
background-attachment: local, local, scroll, scroll;
}
background: #282c32;
display: static;
max-height: 1px;
@ -742,6 +791,10 @@ a.licenseLink:hover {
text-align: center;
}
.nonHumanClassTableWrapper table thead tr:last-child {
display: none;
}
.page {
background: #372734;
background: rgba(55, 39, 52, 0.9);
@ -1073,12 +1126,14 @@ a.pageTitle-sublink {
font-weight: bold;
}
.toolDetails {
border: 1px dashed;
display: none;
margin-bottom: 4%;
overflow-y: auto;
padding: 0 2rem;
position: relative;
width: 100%;
}
@ -1114,6 +1169,14 @@ a.pageTitle-sublink {
text-align: center;
}
.bottomShadow {
box-shadow: rgba(0, 0, 0, 0.35) 0px -50px 36px -28px inset;
}
.topShadow {
box-shadow: rgba(0, 0, 0, 0.35) 0px 50px 36px 28px inset;
}
.zineIssue-wrapper .table-of-contents {
display: none;
}

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@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.12.2 / 2024-02-01
Version 0.12.3 / 2024-02-25
<!--
<%=site.version ?? '0.0.0' %>
<%=site.lastUpdated ?? '0.0.0' %>

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@ -0,0 +1,56 @@
---
title: Giant Crab
description: The giant crab creature for OSR gaming.
date_pub: 2024-02-23T16:41:26.000-04:00
section: bestiary
content_type: feature
short_code: bcg
---
Large crustaceans that hunt along beaches and lurk in coastal caves.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 3 (13hp) |
| **Armor Class** | 17 (natural) |
| **Movement** | 20' |
| **Attacks** | 2 (+2) @ 2d6 (pincer) |
| **Alignment** | Neutral |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 7 |
| **XP** | 35 |
</div>
- Attacks any moving creature.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Pincer Damage | Morale |
| :-: | :-: | :-: | :-----: | :-----------: | :----: |
| 5 | 22 | 17 | +4 | 2d6 | 7 |
| 7 | 31 | 17 | +6 | 2d6+2 | 7 |
| 9 | 40 | 18 | +7 | 2d6+2 | 8 |
| 11 | 49 | 18 | +8 | 2d6+4 | 8 |
| 13 | 58 | 18 | +9 | 2d6+4 | 8 |
| 15 | 67 | 19 | +10 | 3d6 | 9 |
[Higher-Level Giant Crabs]
</div>
### Short Stat Blocks
```
> HD 3 (13 hp), AC 17; MV 20'; Atk 2 (+2) @ 2d6 (pincer); AL N; ML 7
> HD 5 (22 hp), AC 17; MV 20'; Atk 2 (+4) @ 2d6 (pincer); AL N; ML 7
> HD 7 (31 hp), AC 17; MV 20'; Atk 2 (+6) @ 2d6+2 (pincer); AL N; ML 7
> HD 9 (40 hp), AC 18; MV 20'; Atk 2 (+7) @ 2d6+2 (pincer); AL N; ML 8
> HD 11 (49 hp), AC 18; MV 20'; Atk 2 (+8) @ 2d6+4 (pincer); AL N; ML 8
> HD 13 (58 hp), AC 18; MV 20'; Atk 2 (+9) @ 2d6+4 (pincer); AL N; ML 8
> HD 15 (67 hp), AC 19; MV 20'; Atk 2 (+10) @ 3d6 (pincer); AL N; ML 9
```

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@ -46,7 +46,7 @@ Intelligent, amorphous oozes that can assume the form and personalities of anyon
| 12\* | 54 | 16 | +8 | 1d6+1 | 11 |
| 14\* | 63 | 16 | +9 | 1d6+2 | 11 |
[Higher-Level Shape Stealers]
[Higher-Level Face Thieves]
</div>

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@ -0,0 +1,30 @@
---
title: Amber Golem
description: The amber golem creature for OSR gaming.
date_pub: 2024-02-23T22:12:39.000-04:00
section: bestiary
content_type: feature
short_code: bg0a
---
Magically-powered synthetic creature, made of amber and typically shaped like a giant cat (tiger, lion, jaguar, etc).
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------------------- |
| **Hit Dice** | 10\*\* (45 hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 60' |
| **Attacks** | 2 (+8) @ 2d6 (claw), 1 (+8) @ 2d10 (bite) |
| **Alignment** | Neutral |
| **Saving Throws** | D10 W11 P12 B13 S14 (5) |
| **Morale** | 12 |
| **XP** | 2,300 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Able to track prey without error.
- Can detect invisible creatures within a 60' radius.

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@ -0,0 +1,30 @@
---
title: Bone Golem
description: The bone golem creature for OSR gaming.
date_pub: 2024-02-23T22:56:36.000-04:00
section: bestiary
content_type: feature
short_code: bg0b
---
Four-armed, human-sized, magically-powered synthetic constructs created from humanoid bones.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------- |
| **Hit Dice** | 8 (36hp) |
| **Armor Class** | 17 (natural) |
| **Movement** | 40' |
| **Attacks** | 2 or 4 (+7) @ 1d6 (weapon) |
| **Alignment** | Neutral |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 12 |
| **XP** | 650 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to damage from cold, heat (including fire), and electricity.
- May wield either four 1-handed weapons, or two 2-handed ones.

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@ -0,0 +1,35 @@
---
title: Bronze Golem
description: The bronze golem creature for OSR gaming.
date_pub: 2024-02-23T22:54:49.000-04:00
section: bestiary
content_type: feature
short_code: bg0r
---
Enormous, magically-powered synthetic construct, made of bronze, carrying an intense internal heat, and shaped like a fire giant.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------- |
| **Hit Dice** | 20\*\* (90hp) |
| **Armor Class** | 19 (natural) |
| **Movement** | 80' |
| **Attacks** | 1 (+13) @ 3d10 + 1d10 heat (fist) |
| **Alignment** | Neutral |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 |
| **XP** | 4,300 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to damage from fire.
### Molten Blood
When damaged by an edged weapon, liquid fire spurts from the wound.
- Attacker must **Save vs Death** or take 2d6 damage.

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@ -0,0 +1,31 @@
---
title: Clay Golem
description: The clay golem creature for OSR gaming.
date_pub: 2024-02-03T16:45:06.000-04:00
section: bestiary
content_type: feature
short_code: bg0c
---
Large (8' tall), magically-powered, animated humanoid statue, made of baked clay.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------- |
| **Hit Dice** | 11\* (49 hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 20' |
| **Attacks** | 1 (+8) @ 3d10 + curse (fist) |
| **Alignment** | Neutral |
| **Saving Throws** | D10 W11 P12 B13 S14 (5) |
| **Morale** | 12 |
| **XP** | 1,900 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to attacks from non-blunt magical weapons.
- Immune to damage from cold and heat (including fire).
- **Curse**: Damage can only be healed by a divine spell caster of 9th+ level.

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@ -0,0 +1,30 @@
---
title: Flesh Golem
description: The flesh golem creature for OSR gaming.
date_pub: 2024-02-23T22:23:25.000-04:00
section: bestiary
content_type: feature
short_code: bg0f
---
Large (7'+ tall), magically-powered synthetic humanoid, created from body parts that have been stitched-together.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 9 (40hp) |
| **Armor Class** | 11 (natural) |
| **Movement** | 30' |
| **Attacks** | 2 (+7) @ 2d8 (fist) |
| **Alignment** | Neutral |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 12 |
| **XP** | 900 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to damage from cold, heat (including fire), and electricity.
- When damaged by electricity, heals 1 hp per die of damage dealt.

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@ -0,0 +1,25 @@
---
title: Golem (Creature)
description: The golem creature for OSR gaming.
date_pub: 2023-04-23T18:42:00-04:00
section: bestiary
content_type: feature
short_code: bg0
---
Magically-powered, synthetic beings built from various materials by high-level spellcasters.
!!!include(bestiary/golems/immunities.md)!!!
- Construction requires a sizable amount of time and effort.
### Subtypes
- [Amber Golem](./amber-golem.html): Made from amber, often created to look like giant cats (tigers, lions, jaguars, etc).
- [Bone Golem](./bone-golem.html): Four-armed, human-sized, and made from humanoid bones.
- [Bronze Golem](./bronze-golem.html): Enormous, made of bronze, and shaped like a fire giant.
- [Clay Golem](./clay-golem.html): Large (8' tall) animated humanoid statue made of baked clay.
- [Flesh Golem](./flesh-golem.html): Large (7'+ tall), created from body parts that have been stitched-together.
- [Iron Golem](./iron-golem.html): Huge (12' tall) animated iron statue, armed with a massive sword.
- [Stone Golem](./stone-golem.html): Large (10' tall), and made of solid stone.
- [Wood Golem](./wood-golem.html): Small (3' tall), rough-shaped humanoids made of wood.

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@ -0,0 +1,37 @@
---
title: Iron Golem
description: The iron golem creature for OSR gaming.
date_pub: 2024-02-23T23:32:55.000-04:00
section: bestiary
content_type: feature
short_code: bg01
---
Huge (12' tall), magically-powered, animated iron statue, armed with a massive sword.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------------- |
| **Hit Dice** | 18\* (81 hp) |
| **Armor Class** | 17 (natural) |
| **Movement** | 20' |
| **Attacks** | 1 (+12) @ 4d10 (sword) or 1 @ poison breath |
| **Alignment** | Neutral |
| **Saving Throws** | D8 W9 P10 B10 S12 (9) |
| **Morale** | 12 |
| **XP** | 3.150 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to damage from cold and heat (including fire).
- When damaged by fire, heals 1 hp per hit point of damage dealt.
### Poison Gas Breath
May exhale a 10' cube cloud of poison gas.
- May be used up to once per encounter.
- Anyone caught in cloud must **Save vs Poison** or die.

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@ -0,0 +1,39 @@
---
title: Stone Golem
description: The stone golem creature for OSR gaming.
date_pub: 2024-02-23T23:41:08.000-04:00
section: bestiary
content_type: feature
short_code: bg0s
---
Large (10' tall), magically-powered synthetic humanoid made of solid stone.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 14\* (63hp) |
| **Armor Class** | 15 (natural) |
| **Movement** | 20' |
| **Attacks** | 1 (+10) @ 3d8 (fist) |
| **Alignment** | Neutral |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 12 |
| **XP** | 2,300 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- Immune to damage from cold, heat (including fire), and electricity.
### Slow Aura
Nearby creatures are slowed down.
- 10' radius
- Affected creatures must **Save vs Spells** or be slowed for 1 turn.
- Slowed creatures:
- move at 1/2 speed, and
- can only take an action (attack or cast spell) every other round.

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@ -0,0 +1,30 @@
---
title: Wood Golem
description: The wood golem creature for OSR gaming.
date_pub: 2024-02-23T23:33:13.000-04:00
section: bestiary
content_type: feature
short_code: bg0w
---
Small (3' tall), magically-powered, rough-shaped humanoids made of wood.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 2+2 (11hp) |
| **Armor Class** | 12 (natural) |
| **Movement** | 40' |
| **Attacks** | 1 (+2) @ 1d8 (fist) |
| **Alignment** | Neutral |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 12 |
| **XP** | 25 |
</div>
!!!include(bestiary/golems/immunities.md)!!!
- -1 to initiative due to speed
- -2 to saves against fire-based attacks, which deal +1 damage per die

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@ -4,7 +4,7 @@ description: A small collection of bestiary that can be encountered in the astra
date_pub: 2023-02-17T00:26:00-05:00
section: bestiary
content_type: feature
short_code: mm1
short_code: b1
---
Below you'll find a small sampling of the various humanoids and other creatures one can encounter while traveling the planes.
@ -20,6 +20,7 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Flamehound](./flamehound.html): A monstrous, intelligent, devious, fire-breathing hound, about as big as a small pony, who loves heat and often dwells near a volcano.
- [Gelatinous Cube](./gelatinous-cube.html): A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, which absorbs meat and living creatures as it moves (slowly) through dungeons.
- [Ghoul](./ghoul.html): A grisly, bestial, undead humanoid with an appetite for human flesh.
- [Golem](./golems/index.html): A magically-powered synthetic being that can be built from various materials.
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
- [Horse](./horses/): A four-legged herd animal with a long head, often domesticated and used for transportation or agriculture.
- [Knight](./knight.html): A cavalier with a code, often found mounted and on a quest.

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@ -0,0 +1,60 @@
---
title: Giant Scorpion
description: The giant scorpion creature for OSR gaming.
date_pub: 2024-02-23T21:30:04.000-04:00
section: bestiary
content_type: feature
short_code: bsg
---
An arachnid the size of a small horse, with pincers and a tail stinger, typically found in deserts, caverns, and ancient ruins.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------------------------- |
| **Hit Dice** | 4\* (18 hp) |
| **Armor Class** | 17 |
| **Movement** | 20' |
| **Attacks** | 2 (+3) @ 1d10 (claw), 1 (+3) @ 1d4 + poison (sting) |
| **Movement** | 50' |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 11 |
| **Alignment** | Chaotic |
| **XP** | 125 |
</div>
- Usually attack on sight.
- When a claw hits, +2 bonus to sting attack on same target.
### Sting
- When stung, victim must **Save vs Poison** or die.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Claw Damage | Sting Damage | Morale |
| :--: | :-: | :-: | :-----: | :---------: | :----------: | :----: |
| 6\* | 27 | 17 | +5 | 1d10 | 1d4 | 10 |
| 8\* | 36 | 17 | +6 | 1d10+1 | 1d4+1 | 10 |
| 10\* | 45 | 18 | +7 | 1d10+1 | 1d4+1 | 11 |
| 12\* | 54 | 18 | +8 | 2d6 | 1d6 | 11 |
| 14\* | 63 | 18 | +9 | 2d6 | 1d6 | 11 |
[Higher-Level Giant Scorpions]
</div>
### Short Stat Blocks
```
> HD 4* (18 hp), AC 17; MV 50'; Atk 2 (+3) @ 1d10 (claw), 1 (+3) @ 1d4 + poison (sting); AL C; ML 11
> HD 6* (27 hp), AC 17; MV 50'; Atk 2 (+3) @ 1d10 (claw), 1 (+3) @ 1d4 + poison (sting); AL C; ML 11
> HD 8* (36 hp), AC 17; MV 50'; Atk 2 (+3) @ 1d10+1 (claw), 1 (+3) @ 1d4+1 + poison (sting); AL C; ML 11
> HD 10* (45 hp), AC 18; MV 50'; Atk 2 (+3) @ 1d10+1 (claw), 1 (+3) @ 1d4+1 + poison (sting); AL C; ML 12
> HD 12* (54 hp), AC 18; MV 50'; Atk 2 (+3) @ 2d6 (claw), 1 (+3) @ 1d6 + poison (sting); AL C; ML 12
> HD 14* (63 hp), AC 18; MV 50'; Atk 2 (+3) @ 2d6 (claw), 1 (+3) @ 1d6 + poison (sting); AL C; ML 12
```

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@ -0,0 +1,17 @@
---
title: Vampires
description: Various vampire creatures for OSR gaming.
date_pub: 2024-02-03T16:07:44.000-04:00
section: bestiary
content_type: feature
short_code: bvm
---
Undead creatures which survive by drinking the blood of others.
!!!include(bestiary/vampire.md)!!!
### Subtypes
- [Vampire (Standard)](./vampire.html): Standard vampire creature.
- [Master Vampire](./master-vampire.html): Ancient variety, capable of casting spells with their blood.

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@ -0,0 +1,63 @@
---
title: Master Vampire
description: The master vampire creature for OSR gaming.
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
subsection: vampires
content_type: feature
short_code: bvmm
---
An ancient, undead creature that survives by drinking the blood of others, and can cast spells with their blood.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------------------------------- |
| **Hit Dice** | 10d10\*\* (55 hp) |
| **Armor Class** | 20 |
| **Movement** | 40' |
| **Attacks** | 1 (+9) @ energy drain (touch, 1d6+4) or charming gaze |
| **Alignment** | Chaotic |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 |
| **XP** | 1,250 |
</div>
!!!include(bestiary/vampire.md)!!!
### Spellcasting
- Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it.
**Known Spells**
- First level:
- [Read Languages](/spells/read-languages.html)
- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
- Second level:
- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
- [Invisibility](/spells/invisibility.html)
- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
- Third level:
- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
- [Suggestion](/spells/suggestion.html)
- Fourth level:
- [Improved Invisibility](/spells/improved-invisibility.html)
- [Polymorph Others](/spells/polymorph-others.html)
- [Polymorph Self](/spells/polymorph-self.html)
- Fifth level
- [Animate Dead](https://oldschoolessentials.necroticgnome.com/srd/index.php/Animate_Dead)
- [Telekinesis](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis)

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---
title: Vampire
description: The vampire creature for OSR gaming.
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
subsection: vampires
content_type: feature
short_code: bvms
---
Undead creature that survives by drinking the blood of others.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 40' |
| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
| **Alignment** | Chaotic |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
| **XP** | 1,250 |
</div>
!!!include(bestiary/vampire.md)!!!
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | XP |
| :---: | :-: | :-: | :-----: | :---: |
| 8\*\* | 36 | 17 | +7 | 1,750 |
| 9\*\* | 40 | 17 | +8 | 2,300 |
[Higher-Level Vampires]
</div>

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@ -2,7 +2,6 @@
title: Mystic class
description: The Mystic class for OSR gaming.
date_pub: 2023-04-01T11:17:00-04:00
date_upd: 2023-04-30T09:39:00-04:00
section: classes
content_type: feature
short_code: cmy

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@ -0,0 +1,25 @@
---
title: Cape of Muun'teh'bahn'k
description: A black cape with red and gold arcane symbols sewn into the trim.
date_pub: 2023-03-13T01:22:00-04:00
section: magic items
content_type: feature
short_code: mc0m
status: hidden
---
<div class="imgWrapper">
![The Cape of Muun'teh'bahn'k, created with [Copilot](https://copilot.microsoft.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
</div>
A black and red cape decorated with gold arcane symbols.
- Smells faintly of brimstone.
### Teleport
While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day.
- When cast this way, the cape and wearer vanish in a cloud of smoke and appear at their destination in a similar cloud of smoke.

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@ -12,9 +12,9 @@ Lyffan muskets are something to behold - a streamlined amalgamation of wood and
<div class="dividedTableWrapper">
| Weapon | Weight (Coins) | Damage | Properties |
| ------------- | -------------- | ------ | ------------------------------------------------------------------------------------ |
| Lyffan Musket | 75 | 1d8 | Loud, Melee, Missile (540 / 4180 / 81120), One-shot (d10), Slow, Two-handed |
| Weapon | Weight | Damage | Properties |
| ------------- | ------- | ------ | ------------------------------------------------------------------------------------ |
| Lyffan Musket | 7.5 lbs | 1d8 | Loud, Melee, Missile (540 / 4180 / 81120), One-shot (d10), Slow, Two-handed |
</div>

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@ -2,12 +2,19 @@
title: Mirror of Telepresence
description: A magical mirror that allows its user to view and speak with others remotely.
date_pub: 2023-05-07T11:39:00-04:00
date_upd: 2023-05-21T15:02:00-04:00
section: magic items
content_type: feature
short_code: mm0t
short_code: m1mt
---
<div class="imgWrapper">
![A mirror of telepresence, created with [Copilot](https://copilot.microsoft.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/mirror-of-telepresence-1.jpg 'A mirror of telepresence')
![A mirror of telepresence, created with [Copilot](https://copilot.microsoft.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/mirror-of-telepresence-2.jpg 'A mirror of telepresence')
</div>
A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane.
- Size and shape vary by usage: can be large and ornate or small and compact (pocket-sized).

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---
title: Wand of Desparking
description: A magic wand for arcane spellcasters that can temporarily disable an automaton.
date_pub: 2024-02-25T19:25:22.000-04:00
section: magic items
content_type: feature
short_code: m1wd
status: hidden
---
<div class="imgWrapper">
![A Wand of Desparking, created with [Copilot](https://copilot.microsoft.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-of-desparking.jpg 'A wand of desparking')
</div>
A simple, 16" steel shaft with a small yellow crystal at one end.
- As long as at least one charge remains, the crystal glows slightly.
### Activation
When waved at an automaton within 50', a small yellow bolt shoots out of the crystal, zapping the automaton.
- The targeted automaton is disabled: it's still conscious and capable of seeing and hearing, but unable to move or attack.
- Disabling effect lasts for 1d6+6 turns.
### Usage Die
- Starts at d10.
- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer.
- When no more charges are left, it becomes inert.

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@ -103,9 +103,9 @@ PCs with DEX 13+ can dual wield certain weapons.
- When using 2 Light weapons, may make an attack with each one.
- When using a one-handed weapon and a Light weapon, may only make one attack, but +1 to the attack and damage rolls.
#### Missile Attacks
#### Ranged Attacks
Missile attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
Ranged attack rolls are modified based on the character's Dexterity, the target's cover, and the range to the target.
<div class="dividedTableWrapper">
@ -125,8 +125,7 @@ Missile attack rolls are modified based on the character's Dexterity, the target
- -1 to -4 penalties may apply when attacking targets behind partial cover.
- Targets behind total cover cannot be hit.
- The range of missile attacks are usually determined by the type of missile used.
- Attacks beyond long range are not possible.
- Attacks beyond long range are not possible.
<div class="dividedTableWrapper">

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@ -17,7 +17,7 @@ When reality is altered this way, it's called magic, and the characters who can
Each spellcasting class has an associated type of magic: arcane, divine, eldritch, or psychic.
There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.
There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) may be performed by non-spellcasters.
### Memorizing Spells
@ -34,6 +34,7 @@ Memorized spells are cast by replicating necessary hand gestures and spoken word
- The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced).
- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise).
- The caster must have one hand free (or a magic item in one hand).
- If in combat, the caster cannot have been wounded by an attack this round.
Ritual spells may be cast by performing the ritual as described.
@ -61,7 +62,7 @@ New spells may be found and learned (or created) via research.
Alchemical formulas (for brewing potions and such) can be learned and used by anyone with access to the proper equipment.
- Some arcane spellcasters store learned alchemical formulae within their spellbooks.
- The difficulty with most potions is not in the brewing, but in acquiring the ingredients (and/or the correct formula).
- The difficulty with most potions is not in the brewing, but in acquiring both the correct formula and ingredients.
### Arcane Magic
@ -179,9 +180,11 @@ Ritual spells may be cast without being memorized / granted through prayer or su
- Any sacrifices made as part of the ritual (with willing and/or virginal sacrifices yielding more power), and
- Any components used during the ritual (with more powerful rituals requiring rarer or more difficult to obtain components).
All spellcasters know [Read Magic](/spells/read-magic.html) as a ritual, taking 1 turn to cast.
### Magic Saves
Saving throws versus magical effects get an additional modifier, based on the character's Wisdom.
Saving throws versus magical effects get an additional modifier, based on the character's Wisdom (WIS).
<div class="dividedTableWrapper">
@ -197,4 +200,179 @@ Saving throws versus magical effects get an additional modifier, based on the ch
</div>
### Magic Items
#### Identification
Most magic items can be identified via trial-and-error: using a weapon, wearing a ring, sipping a potion, etc.
- High-level NPC spellcasters may also identify magic items, typically for a fee or exchange of services.
- This may take some time, based on the rituals required (and the spellcaster's schedule).
- Some powerful magic items (ex: [the Crystal Skull of Jund](/magic-items/crystal-skull-of-jund)) are themselves capable of identifying (most) other magic items.
#### Use
Most magic items must be used, worn, or held in the normal way for an object of that type (attacking with a weapon, wearing a ring, etc).
- Some magic items have continuous magical effects, such as the bonuses on weapons and armor, or most rings.
- Unless an item's magical effect is continuous, activating a magic item requires its user to spend an action concentrating, preventing them from performing another action during that round (except as noted).
- An item's effect can typically only be activated once per round (except as noted).
#### Usage Die
Some magic items have limited uses, tracked via a **Usage Die**.
- The item description will indicate the starting die type.
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
- After dropping a die step from a d4, the magic item has only 1 use remaining.
- When no more uses are left, the item becomes inert.
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
#### Types
**Armor and Shields**
- Subject to normal class restrictions on armor and shield usage.
**Miscellaneous Items**
- May be used by any character (except as noted).
- May be used any number of times per day (except as noted).
**Potions**
- May be used by any character (except as noted).
- May be identified by sipping.
- Identifying solely by taste, smell, or appearance can be misleading.
- Takes 1 round to drink a full dose.
- Effect of a full dose lasts 1d6+6 turns (except as noted).
- Referee should roll and track duration in secret.
- Mixing potions (drinking two with ongoing effects) has the following effects:
- The listed effects of both potions are cancelled.
- Drinker becomes ill and is disabled for 1d6 turns due to sickness.
- Note this doesn't apply to potions with instant / permanent effects (ex: healing).
**Rings**
- May be used by any character (except as noted).
- Effect is activated while worn on a finger, thumb, or similar appendage, and is continuously active while worn (except as noted).
- If more than two rings are worn by a character, the effects of each cease to work (except as noted).
- Cursed rings cannot be deactivated in this way.
**Rods**
3' long, 1" diameter solid cylinders, occasionally decorated with runes, glyphs, or other magical accessories.
- May be used by any character class.
- Start with [Usage Die](#usage-die) at d8 (except as noted).
**Scrolls**
Aged sheets of paper or parchment with magical spells inscribed on them.
- May be read aloud to cast inscribed spell.
- In combat, reading a scroll aloud takes 1 round.
- When read aloud, the words on the scroll disappear.
- A light source is required to read a scroll aloud.
**Staves**
- 6' long, 2" diameter pole-like items, occasionally decorated with runes, glyphs, or other magical accessories.
- May only be used by spellcasters (except as noted).
- Start with [Usage Die](#usage-die) at d12 (except as noted).
**Wands**
- 1.5' long, thin rod-like items, occasionally decorated with runes, glyphs, or other magical accessories.
- May only be used by non-divine spellcasters (except as noted).
- Start with [Usage Die](#usage-die) at d10 (except as noted).
**Weapons**
Usage: Per normal class restrictions.
<!--
#### Sentient Weapons
!!! REWRITE to account for elemental and soulbound items.
- reaction roll? saving throw?
A small number of magic weapons have intelligence and are considered to be sentient.
**Sentient Weapon Traits**
1. Determine special purpose, if any.
2. Determine INT and personality.
- If a sentient weapon has a special purpose, its INT is 12.
- Otherwise, its INT is determined by rolling 1d6+6.
3. Determine means of communication.
- Sentient weapons with INT 9 or less can only communicate empathically
- Those with INT 10+ can speak out loud, with the referee determining the known languages.
- Those with INT 11+ can read any language they can speak.
4. Determine alignment.
5. Determine powers.
6. Determine Ego.
- Ego is the "force of personality" of the weapon.
- If a sentient weapon has a special purpose, its starting Ego is 12.
- Otherwise, its Ego is determined by rolling 1d12.
**Using a Sentient Weapon**
- Sentient weapons are often exceedingly powerful, but can also be dangerous to wield.
- To activate a sentient weapon's power:
- The weapon must be in the wielder's hand, and
- The wielder must concentrate to activate the power.
**Sentient Weapon Alignment**
- The only way to determine a sentient weapon's alignment is for someone to touch it.
- When a character comes in contact with a sentient weapon, if the character and weapon have different alignments, the character must **Save vs Spells** each round they're in contact with the weapon or take damage.
- Lawful weapons inflict 1d6 damage per round to neutral-aligned characters and 2d6 to chaotic-aligned ones.
- Neutral weapons inflict 1d6 damage per round to lawful or chaotic-aligned characters.
- Chaotic weapons inflict 1d6 damage per round to neutral-aligned characters and 2d6 to lawful-aligned ones.
**Exerting Control**
- A sentient weapon may try to exert control over its wielder
A sentient sword has its own personality and can, at times, attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:
First contact: Upon the character first touching the sword.
Wounded: When the character is reduced to half hit points or less.
Jealousy: When another magic weapon comes into the characters possession.
Alignment difference: Upon every use, if the sword and the character are of different alignments.
Special purpose: If the sword has a special purpose: every time the special purpose is applicable. (e.g. when encountering a character or creature of the type the sword is designed to slay.)
Control Checks
!!!REWRITE to include a check or saving throw from the character being controlled.
When one of the aforementioned circumstances occurs, a control check is required:
Determine the swords Will score:
The sum of its INT and Ego.
Add one for each extraordinary power the sword has.
Add 1d10 if the sword and the wielder of are different alignments.
Determine the wielders Will score:
The sum of STR and WIS scores.
If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points).
Compare the Will scores. If the swords Will score is higher, it takes control of the characters actions.
When the Sword Takes Control
The referee determines the behaviour of the character, via the sword, for example:
Jealousy: Discarding other weapons, or ignoring newly discovered magic weapons.
Glory: Charging into battle, in order to gain glory for the sword.
Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!
Ending Control
Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.
-->
!!!include(license/wotc-cc-by.md)!!!

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@ -37,6 +37,6 @@ Below you'll find a growing list of magic spells from across the multiverse.
- [Read Thoughts (1 A)](./read-thoughts.html)
- [Speak in Tongues (3 AD)](./speak-in-tongues.html)
- [Speak with Dead (3 ADR)](./speak-with-dead.html)
- [Suggestio (3 A_n](./suggestion.html)
- [Suggestion (3 A_n](./suggestion.html)
- [Teleport (5 A)](./teleport.html)
- [Whisper (1 AD)](./whisper.html)

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@ -26,3 +26,5 @@ Caster may read and decipher magical text (including script or runes), including
- Reading the magical runes and words inscribed on an object or surface.
Once the caster has deciphered an inscription with this spell, they can re-read the inscription at will without casting Read Magic again.
All spellcasters can cast this spell as a ritual, taking 1 turn to cast.