Tuesday, September 14, 2021

5 Latter-Day Magic Items Converted to OSE

 Here's five magic items from later editions of D&D converted to rules-light, old school presentations. I've used Old School Essentials as a base, since it's the current lingua franca for much of the OSR.

Thanks to spearsandspreadsheets for giving me some ideas for what to convert!

Dwarven Plate

Sources: 3.5 Dungeon Master's Guide

This massive suit of plate mail is made of adamantine (found in meteorites), impregnable against any attack.
Weight Weighs 1,000 coins.
Protective Qualities The wearer reduces the damage dealt by any physical attacks against them (weapons, monsters, or traps) by 3.
Resistant Highly resistant to any damaging effects and saves as a level 12 dwarf.
Unenchanted Special because of its materials and is unenchanted by default. A spellcaster may be able to enchant it using magical research.

Immovable Rod

Sources: 3.5 Dungeon Master's Guide (note: there's already an OSE version of the immovable rod in the Advanced Treasure book, but this is a bit closer to the original)

This rod is a flat length of iron with a button on one end.
Anchoring: Pressing the button causes the rod to anchor itself to its current position in space. Once anchored, it can only be moved by a wish or other godly magic. (Even gravity does not affect the anchored rod.) An anchored rod can support up to 80,000 coins of weight.
Releasing: Pressing the button again releases the rod.
Ladder: Two or more immovable rods can be used in concert as a ladder unaffected by gravity.
No Charges: Does not use charges, may be used an unlimited number of times.

Ring of Climbing

Sources: 3.5 Dungeon Master's Guide

Grants supernatural climbing abilities.
Climbing: The wearer can climb on most surfaces automatically. They have a 1-in-4 chance of climbing a sheer or slippery wall or other vertical surface. If the roll is failed, the wielder falls at the halfway point, taking falling damage as appropriate.

Ring of the Ram

Sources: 2e Dungeon Master's Guide, Baldur's Gate II

Grants the power to attack enemies or objects with telekinetic force that looks like the head of a ram.

Attacking Enemies

Usage: A target within 30' may be attacked for 1d10 damage.
Resisting: The target may save versus spells to resist being knocked down or pushed away 30'. Circumstantial modifiers may apply (target is unusually stable, unusually strong, or larger than human-sized).

Attacking Objects

Usage: An object within 30' may be smashed open, with a 5-in-6 chance of being broken. Magically locked or held doors or portals can be broken open by this effect.
Resisting: Magical or enchanted objects may save versus spells to resist being broken.

Usage frequency: The ring may be used up to once a day.

Screaming Bolt

Sources: 3.5 Dungeon Master's Guide

A crossbow bolt that screams as it flies, causing fear.
Number Found: 1d4 screaming bolts are found at a time.
Enchantment: +2 bonus to attack and damage rolls when used.
Screaming The bolt screams through the air as it is fired. All enemies of the wielder within 20' of the bolt's arc of fire must save versus spells or be struck with fear and spend their next turn fleeing from the wielder at maximum speed.