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Showing posts with label elemental. Show all posts
Showing posts with label elemental. Show all posts

Tuesday, August 21, 2018

Curious Objects: Big Magic

When one thinks about finding magic loot in D&D, images spring to mind of glowing swords, magic potions, powerful rings, sorcerous wands, and enchanted armor. The real fun begins in the Miscellaneous Magic tables, though. Crystal balls, bags of holding, magical amulets, and magical cloaks are all classic finds in a dungeon or lair.

All of the above share one similar characteristic: portability. Even a flying carpet, which can seat up to three people and is hardly small, is still by its nature easily moved. There are, however, a few items which -while not immobile- can't be so easily transported.

Bowl of Commanding Water Elementals
This is the largest of the elemental summoning items (X50). It's described as a 3' diameter bowl. I imagine it as a birdbath-like stone basin, but I suppose it could be metal (or an enormous seashell!). Whichever way you imagine it, a 3' bowl is not something one stuffs in a knapsack (weight/encumbrance aside). It only works 1/day and takes 1 turn to prepare. Also, the caster cannot move or cast other spells while controlling the elemental. None of this lends itself to the bowl being moved around a lot. I can even imagine it being a fixture in a wizard's tower, as part of its defenses. This would work especially well if the structure was located near a coastline, river or similar where the elemental can operate easily on or in the water. 

Brazier of Commanding Fire Elementals

The brazier is the next largest elemental based item after the bowl. Braziers are defined as a pan for holding burning coals, usually for cooking and typically with a stand or legs. Braziers are designed to be portable for things like camping, but certainly not carried while lit! Cook's Expert doesn't give an exact size, but a foot or more in diameter and height isn't unreasonable. As a DM, I would interpret this item's 1 turn preparation to include lighting a fire for the elemental to "ignite" from. It also carries the same restrictions about the caster moving about or performing other actions while concentrating on controlling the elemental.

Efreet Bottle 

"This item is a large, heavy, sealed jug about 3' high." (X50). Now, unlike the elemental items, nothing in the bottle's description says one needs to have the bottle once the efreet is bound to the one who freed it, but it could be fun to require it. Perhaps it retreats to the bottle each day after it's completed the task required by its master. The possessor of the bottle must pop the cork each time he wants the efreet to do something. Remember that "[Efreet] are reluctant and difficult servants and will obey their instructions exactly, attempting to distort the meaning of whatever they have been told to do in order to cause trouble for their masters." (X31) So why would it make things easy for the clown summoning it over and over for 101 days? Making the PC drag around a Nebuchadnezzar full of surly smoky servant would probably amuse it.

Drums of Panic


This item is described as "large kettle drums" (plural). It's even in the name: it's not "DRUM of Panic" after all. Now, timpani come in different sizes, but the large ones are about 30" in diameter. Not something one just totes along through the dungeon. Of course the drums' function is better suited to a battlefield situation. It's interesting to note that the save vs magical fear is replaced when the "optional" morale rules are used with a simple -2 modifier. Again, this is an item I see used as a defensive measure for a castle or keep, but you'd have to work out the logistics of not affecting friendlies who are farther than 10' away when the drumroll starts.

Of course nothing says the DM can't make other interesting magic less of a snatchable bauble and more of a fixture or even occasionally left at home. It may make the players have to think a little harder about how to take advantage of "big magic" in the game. 


Saturday, June 2, 2018

Curious Objects: Staff of Wizardry

Once again, he is undeterred!


The staff of wizardry is arguably one of the most powerful magic items in the game. It's effectively the BX equivalent of AD&D's Staff of the Magi. Basically, it is three separate magic staves in one: in addition to its own distinct powers, it has all the abilities of the Staff of Power, which in turn can be used as a Staff of Striking. Let's start with the most straightforward of the three and move upwards, shall we?

Firstly, the Staff of Striking lets the wielder have a stronger melee attack than your average MU is capable of (2d6 damage, but costs a charge). While this staff is unusual in that clerics can also wield it, I do not think that aspect translates to the Staff of Power or Wizardry. While it isn't expressly stated, this is usually ruled to count as a magic weapon attack for purposes of hitting special monsters like gargoyles.

The Staff of Power gives the wielder some nice attack spells: fireball, lightning bolt, and cone of cold. Each dealing 8d6 damage! Sure it costs charges, but an Elf or MU toting one of those around is going to have something to bring to almost any fight. I particularly like that he has a variety of damage types to choose from. Fighting something immune to fire? Cone of cold it is!

The Staff of Wizardry is the main event, though. In addition to all of the above powers, it can also cast quite the laundry list of super-useful (and powerful) spells:

  • Invisibility
  • Passwall
  • Web
  • Conjure Elemental
These are some awfully nice abilities that aren't tying up a spell slot! Something I hadn't previously considered is that the elemental conjuration isn't just for one kind, it's any of the four! We're not done yet, though.

The staff also allows the wizard to create a whirlwind like a djinn. It also doubles as a wand of paralyzation. 

The last trick the staff carries is its "final strike." This release a fireball effect of 8hp damage per remaining charge (not rolled) to anyone within 30'.* This includes the caster or any friendlies, so it's a last-ditch effort, to be sure. It's still mighty impressive.

Staves in BX are found with 3d10 charges, and there is no BtB way to recharge them. So while this is a very powerful item, it is limited. The Elf or MU that found one would probably want to be conservative in its use. With an average of less than 20 charges, it's not going to last forever. In fact, I can imagine an NPC wizard with one who knows it's down to just a couple charges, but does his best to hide the fact in order to appear more dangerous. 

*Cook lists both 20' and 30' as the radius, but the Rules Cyclopedia says 30', so I went with that.

Monday, March 19, 2018

RSA/RMA: Invisible Stalker



It's a spell! No, it's a monster! No, it's a spell and a monster! It's the Invisible Stalker! It's a Random Spell + Monster Assessment!

This one has been around for nearly every edition of D&D that I know of, yet it seldom comes up in play. The BX version of the creature only appears if summoned via the 6th level MU spell of the same name, which may be unique for a creature listed in the monsters section; unless you include elementals, which can be summoned in three different ways (staff, device, or spell).

Invisible Stalker (from Cook)

AC: 3
HD: 8*
Move: 120' (40')
Att: 1
Dmg: 4d4
No. App: 1
Save: F8
Morale: 12
Treasure: Nil
AL: N

Since it's summoned via a 6th level spell, it makes sense that this is a fairly tough creature: good AC, high HD, respectable damage, and infallible morale score are enough to make a bad time for anyone the stalker is sent after or who gets in its way.

The stalker is summoned via spell to perform some task for the magic-user. It could be to kill someone, but it might be an entirely different objective. Unlike automatons like zombies or golems, the stalker is 'very intelligent.' So much so that it may try to subvert the spirit of the command while obeying the letter of it because it resents being summoned (much like an Efreet).

Other factors that make the stalker so dangerous is its innate invisibility. While BX does not go into detail, other editions describe the ability as persisting even if the creature attacks and not being affected by dispel magic. Further, it surprises on a 1-5 (thanks to the invisibility) and is described as a "faultless tracker" (similar to an Amber Golem).

There is no duration to the spell. The Invisible Stalker remains until its task is complete, it's slain, or the 5th level clerical spell dispel evil banishes it. A scenario that requires the presence of fairly powerful characters: a 7th level cleric for banishing and/or an 11th level MU for summoning. This implies that the creature really shouldn't be too common before PCs have a few levels under their belts. ISs do not appear randomly; in the wilderness or in dungeons. They should be placed deliberately if they show up at all (unless summoned by a PC).

As a DM, I can imagine scenarios where an NPC wizard summons an IS and sends it on a mission that conflicts in some way with the PCs' goals. It isn't sent specifically to kill the party, but it will eliminate obstacles as necessary. Remember that stalkers are intelligent, they will solve problems creatively.

Likewise, I expect a scroll or other non-permanent item that allows summoning an Invisible Stalker falling into the party's hands could cause a good deal of plot-fodder. If they aren't careful, they may find that they don't quite get the results they hoped for.


Friday, January 26, 2018

RMA: Efreeti (Lesser)

A little while back, I talked about djinn. Specifically summoning them with a magic ring. Today I want to talk about their fiery counterparts, the Efreet.


Right off the bat, I should mention a small thing that I can't help but speculate over: both the djinn and efreet listed in the BX monsters are labeled as "Lesser" varieties of their respective types. Were Greater versions ever presented in classic D&D? Perhaps in a module? If anyone knows, I'd love to hear! I assume, since they are both elemental types, this is a callback to the differences between "staff" and "conjured" fire/air/earth/water/elementals. Perhaps a topic for another day?

Moving on, specifically about our smoldering subject, let's look at the stats.

Efreet (Lesser) from Cook:

AC: 3
HD: 10
Move: 90' (30')
Fly: 240' (80')
Att: 1
Dmg: 2d8 (+1d8 fire)
No. App: 1 (1)
Save: F15
Morale: 12
Treasure: nil
AL: C

We can see that efreeti are a bit more powerful than their airy nemeses. Better AC & HD. Better saves and damage, too. In addition to their basic stats, they have an assortment of powers.

"Efreet can create objects, create illusions, and turn invisible
like djinn. They are also able to create a wall of fire up to 3 times
per day. An efreeti may transform its body into a pillar of flame that
will set fire to all flammable items within 5 feet. They can retain the
flame shape for 3 rounds maximum. The fire will also do an additional
1-8 points of damage to all creatures struck by the efreet.
They may fly and carry up to 10,000 en weight while flying."

So a bigger, scarier version of a djinn, right? The wall of fire and the pillar of flame thing are impressive in a fight, but not that much more dangerous, To me, the key part of this creature lies in its description's final paragraph:

"Efreet can be summoned by high level magic-users who 
have researched the special spells required. Once summoned, 
Efreet can be forced to serve for 101 days. They are reluctant and difficult 
servants and will obey their instructions exactly, attempting to distort the 
meaning of whatever they have been told to do in order to cause trouble for 
their masters. Efreet hate Djinn and will attack them on sight."
(emphases mine)

Firstly, I really like spell research call-out. It expressly says "Sure this is possible, but it's not your run of the mill magic item or spell slot." Next, the built-in animosity of an efreet servant reminds me of spells like Contact other Plane or Spiritwrack and dealing with "allies" that are not squarely on your side. Following instructions exactly is reminiscent of wishes, too (X59).

What's interesting is that the description says that efreeti "hate" djinn and will attack on sight, but there is no mention in the djinnis' description of how they feel about efreeti. It's worth noting the alignment. Efreet are chaotic, whereas djinn are neutral. One can imagine a great deal of fodder for world-building in that. Perhaps there is some ancient hatred stemming from an interplanar war? Maybe a trip to the City of Brass would yield some answers?