[New Spell] Possessed by the Enemy

Possessed by the Enemy

‘My wand!’ squeaked the gnome illusionist. ‘It’s gone! How?!’

A faint tittering laugh could be heard that faded into the distance.

‘Treachery for certain,’ Fellhorn the druid said.

‘Probably taken by that wizard you embarassed a couple of towns back,’ replied the elf ranger.

‘We have to catch him! I need that wand badly,’ urged the gnome.

Three days later the trio of adventurers caught up to Skralt the wizard, yet he had no wand on his person.

‘What does this mean?’ Fellhorn asked the wizard.

‘That this annoying gnome has bigger enemies than me,’ Skralt replied.

The elf ranger removed his backpack and went through his own things.

‘Not me either, he must have a very powerful enemy indeed,’ the elf said with a wry smile.

The gnome frowned.

Possessed by the Enemy (Arcane)

Level 4

Range: 10’+3’/level.

Duration: Instantaneous (see below).

A nasty spell that causes the most prized possession of the target to now be owned by their most powerful enemy. While there is no Saving Throw to resist this the casting wizard may be forced to reverse the spell if pressed to within 24 hours. If no specific enemy is known then the local tyant/depost comes into possession of the prized object.

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[New Monster] Kalastofus

Kalastofus

[A sickly green light illuminates this small room of roughly hewn stone. Hovering a couple of feet above the cold stone floor is a strange mixture of scaly, spindly arms and coiling tentacles, a creature with an unhealthy mouth full of shark-like teeth is apparently distracted; its long, mottled tongue laps at a strange liquid that has collected on the ceiling, unaware of anything going on around it. Suddenly the light, which is radiating from a few dubious looking fungi, fluctuates wildly, turning the air various shades of blue then red then yellow before returning to green once again. As if on cue, the horror turns towards the door, and vile, hate-filled eyes open all about the circumference of the mouth. With an evil hissing the creature begins floating towards the door.]

Kalastofus

No. Enc.: 1-4(1d8)

Alignment: Chaotic

Movement: 90’ (30’)

Armor Class: 5

Hit Dice: 2

Attacks: 2

Damage: 1d6 (bite or claw)

Save: F2

Morale: 6

Hoard Class: VI

The unearthly Kalastofus is a horrid looking creature from an unknown plane, some speculate to be deep in the depths of the planar landscape, in some remote and hellish realm far past the Astral. This weird monster naturally floats about two feet off of the ground on the material plane for completely unknown reasons. While it is a mass of tentacles and arms that coil and search about constantly, the creature is so chaotic that it cannot organize an attack with more than two appendages or a bite and an appendage attack per round. The Kalastofus will not bargain or negotiate and will attack until looks like it could die, and then the creature will attempt to flee.

Without a lot of defenses or allies, the Kalastofus will attempt to form a symbiotic relationship with any type of creature or plant that will keep it alive longer on this plane, so that the creature can do whatever it is that they do on the Prime Material plane.

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[New Magic Item] Coin of Cadaverous Chaos

Coin of Cadaverous Chaos

Bakra-do the mercenary entered the inn to find his old friends and sometimes traveling companions. In his pocket he bore an enchanted coin given to him by a concerned priest.

Searching through the crowd the mercenary zeroed in on his friends.

Chalk welcomed Bakra-do over to their table, getting an extra chair for his friend.

‘It is a busy night, how did you find us so fast?’ the wizard asked.

Bakara-do jerked a thumb towards Valance.

‘I just looked for the skeleton in the crowd,’ he said with a grin.

‘I’m not that skinny, am I?’ asked the priest of the Spider God.

An enchanted coin that has become a talisman of sorts, this magical coin sometimes reveals much more than its bearer wanted to see.

Benefit: Always ‘on’, this magic item reveals Chaotic or Evil beings and the level of their villainy. To the one carrying this coin those who are Chaotic in nature appear as undead, the more vile they are the more dessicated the individual looks. For example a mildly Chaotic person could appear as a ghoul or fresh zombie while a complete villain will appear skeletal. While this can cause confusion with actual undead creatures in dungeons or wilderness settings it is very accurate and horrifying in villages, cities and towns full of living individuals. Any Chaotic individual that sees this coin will likely (85% chance) attack the coin’s bearer with a +1 to strike and +1 to damage in combat.

Usable by: Anyone, often not Chaotic.

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[New Spell] Tenfold Enchantment

Tenfold Enchantment

The gnome illusionist was talking to the three gnome bards intently in the middle of a forested claearing while Fellhorn and the elf ranger waited impatiently. Then the illusionist broke away with a slippery smile on his face as he took off a pair of gloves.

‘Let’s go!’ he whispered with urgency to the other two.

‘Why are you wearing gloves?’ the elf asked.

‘Where are those useless talismans you had around your neck earlier?’ Fellhorn asked.

The gnome patted a pouch at his side that clinked with coins.

‘We need to get out of here and disappear before the enchantment wears off on those fake charms, I shudder to think of the devastation three gnome bards can cause!’ the small illusionist replied as he hurried along down the path.

Fellhorn and the elf ranger both groaned, yet also sped up their pace.

Tenfold Enchantment (Illusionist)

Level 2

Range: Self or Touch.

Duration: Effect lasts for one turn (ten minutes) per level of caster.

An illusionist spell that must be cast upon a pair of gloves being worn by the target of the spell, this enchantment makes the value of anything of value held in one hand or both hands cupped together ten times more than it is in reality. Most merchants or buyers will be instantly duped. Those with a reputation for being extremely good or with level twice as high or more than the caster receive a +2 Saving Throw versus Spells (for example, a 3rd level illusionist casting this spell will fool a 2nd level thief but not a 6th level thief). This will not give objects of no value, like rocks or dirt any value and if cast upon these will only infuriate the potential buyer.

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[New Magic Item] Talisman of Bloodstaining

Talisman of Bloodstaining

‘Gloves are forbidden in this town!’ objected Bakra-do. The mercenary was hired to kill a leader of the local thief’s guild that was not obeying the Grand Guildmaster of the realm.

‘That’s right, no gloves,’ replied the town watchman as he collected the entry fee from the mercenary.

The wily Bakra-do, sensing some mischief, waited a few days in a shoddy inn near the guild of thieves.

Not two days passed before another would-be assassin was caught in the public square, literally with red hands. Bakra-do found out that this man had only wounded the leader of the local guild, yet he was marked and caught by some magic. The local duke, a cousin to the leader of the petty thief’s guild, had the would be assassin thrown into his dungeon to be executed.

Calling in a favor owed him by a slippery wizard, Bakra-do earned the bounty by the Grand Guildmaster by having the sorcerer summon strange, drifting undead that carried the mercenary’s target off to the Astral plane, which, whether dead or alive, seemed to satidfy the Grand Guildmaster of the realm that a lesson was learned.

A very effective and damning magic item, often worn by kings, archmagi and others concerned about assassins and usurpers to their positions.

Benefit: This talisman marks anyone’s hands (claws, pincers, tentacles, fins, etc) that deal damage to the wearer with the color of fresh blood. The color depends on the type of creature wearing the talisman, yet is most often red. Or black. Or green. Sometimes blue. This effect lasts for 1d4 days and is magical and cannot be washed off.

Usable by: Anyone.

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[New Magic Item] Uncursed Ring

Uncursed Ring

Caught in the act by the rival party, Navnen began to panic.

‘I’ll curse him!’ the wizard mumbled as he thought up an appropriate curse. Suddenly a revolting stench emanated from the wizard and his companions all took a step away from him as the smell of troglodyte wafted about the dungeon room.

Then the cleric stepped forward.

‘Let’s see if he can shake this curse!’ the priest replied.

‘Nononononono!’ replied the thief as he dropped the backpack. ‘I’ll be going now.’

This strange enchanted ring is quite a boon in most circumstances, and a bit of a curse in and of itself in other situations. Wear with caution.

Benefit: When worn this magical ring rebuffs any curse placed upon the wearer of the same type of magic as the curse (i.e. a ring against curses cast by clerics or a religious artifact with a curse has its own type of ring, as does an arcane item or wizard. This writer has added illusionist and druidic curses which would operate under the classes that they are sub-classes of). If of the same type the curse either rebounds against the one laying the curse (if applicable) or the spell dissipates. A curse by another type other than the ring worn, such as a wizard’s curse against one wearing a ring against priestly curses often doubles in severity and duration.

Usable by: Anyone.

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[New Spell] Buzzing Bees

Buzzing Bees

Fellhorn tossed a spell at the trio of advancing bugbears. Immediately the monstrous humanoids stopped in their tracks and began growling and dropped their weapons to claw at their heads.

‘I did not know that spell would be so effective on them,’ the druid said as he stood and looked proudly upon his own doing.

‘Yeah, this is great, but we should get moving,’ suggested the elf ranger.

Fellhorn still stood in awe as the bugbears became more agitated.

The elf tugged at the druid’s sleeve, the gnome illusionist was already sneaking away into the underbrush.

Suddenly one of th bugbears seemed to shake off the effect.

‘Run!’ Fellhorn screamed as he turned to flee.

Buzzing Bees (Druid)

Level 1

Range: 10’+2’/level.

Duration: 1d4 rounds.

This spell puts buzzing bees into the ears of up to four individuals (providing that they have ears).These summoned bees do not sting or cause damage, yet they are all summoned facing inward and vibrate their wings as they are agitated and want out. This has the effect of disorienting any living creature, dropping their Dexterity and Intelligence each by one point due to the constant irritation and making all rolls -2 during this spell. After the enchantment elapses the bee frees itself and flies off.

Optional: A thief, with thief’s tools, may attempt to remove the offending insects with a Dexterity attribute role with a -1 modifier due to the flailing and agitated state of the one under the effect of the spell.

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[New Magic Item] Spurs of the Equine Kind

Spurs of the Equine Kind

Nobody ever caught the wily thief Kroboz as he moved from town to town, even with watchmen and constables eyeing the road night and day, the slippery thief moved unseen, sometimes even announcing the next location he would appear. No one suspected the horse running wild and free through the grasslands as the dastardly, yet cunning, Kroboz.

Old, old magic that, while sneaky, can also lead to many a noble deed. And it helps one move about unnoticed in some circumstances. And no, the equine does not talk.

Benefit: When these spurs are struck together, either by two hands of the same creature or by being worn on footwear, the individual will become a horse for up to 1d6+1 hours, or less, if desired. In this form the individual retains his or her mental Attributes, and gains the physcial Attributes of a standard riding horse. All worn and carried belongings transform with this magic, including the spurs, so that at the end of the enchantment the owner of these magical spurs is holding or wearing them again.

Optional: The type of riding animal can also depend on the character/class/personality of the user of this magic item- a fighter could transform into a warhorse while a halfling or gnome could become a pony oe mule, while a thief could be a sleek racehorse.

Usable by: Anyone.

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[New Spell] Hydralize

Hydralize

‘More spiders!’ Navnen called out.

‘Mor spiders incoming!’ shouted Valance in reply as a squad of gigantic spiders rushed by and into melee.

‘Three five headed giant weasels?!’ Koram exclaimed as he deftly swung his Crystal Sword about. ‘This is ridiculous!’

One of the vicious weasels retreated after four of hits heads were defeated, the spiders were nigh unstoppable in their onslaught.

Chalk cast a spell that dropped a constricting neon green net on the lead five headed beast.

‘At least they are not rabid, I hope,’ quipped the wizard after his spellcasting.

Hydralize (Druid)

Level 8

Range: 20’+1’/level.

Duration: 1d6+2 turns.

When cast this spell begins as an Attribute check for the caster who must roll under his or her Wisdom score. Rolling under means that the affected creature will not attack the druid. If the Attribute check fails the druid may cut off the spell right there (which is actually a great Wisdom test in itself). If passed the druid can continue with the spell. This spell causes a creature of Animal Intelligence to gain five extra heads, with elongated necks for six bite attacks of 1d6. Attacks may be made at once or held ‘in reserve’ for defense per melee round, attacks do not stack after a melee round, they are lost. Each head can take 4 points of damage before ‘dying’. As long as one head is alive the creature lives. If cast on a creature with Low Intelligence or higher the poor wretch will mutate horribly, gaining extra heads and limbs at random and will be in agony and unable to defend itself with a 55% chance of gaining an Insanity. As the spell ends the caster rolls 1d20, a result of 19 or 20 means that the spell on the creature of Animal Intelligence is permanent.

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[New Magic Item] Kragnor’s Blade

Kragnor’s Blade

One of the Astral Raiders hissed at Koram and lunged forward to strike. The human deftly turned away and struck back with the sword the group had found on their last expedition. It hit and the marauding creature shrank back, blood streaming from its wounded arm.

Then the sinister laughing started. And the Astral Raiders looked at each other.

‘I want my sword back!’ Koram shouted at them.

‘We have retrieved one of our own blades from you,’ one of the creatures retorted.

A huge spider climbed in through a window of the cottage, clacking its mandibles menacingly. The quartet of extra-planar humanoids exchanged glances. One stepped forward and set the blade down.

‘You win this time, human, we will get that Crystal Sword back, we always do,’ the Astral Raider told Koram with a piercing glance.

‘Not today though,’ Navnen the thief quipped as the creatures moved slowly to the door, the fram of the portal began to glow a strange red color and the Astral Raiders ran towards the door and disappeared.

‘Wouldn’t it just be easier to let them have it?’ Chalk asked.

‘I suppose, but it is the principle of it,’ replied the fighter.

This unusual longsword is beautifully crafted and radiates magic to all but the dullest of minds. Unnerving to foes, it has a surprise for those not gifted with use of the blade as well.

Benefit: In combat this longsword deals 1d8+1 points of damage upon a successful strike. When blood is drawn this blade lets out an eerie cackling sound that is unnerving to all opponents within 20 feet, causing them to be -1 to strike and -1 to damage on their next attack and continues with each successive hit. However, there is a twist; each failed strike by the wielder of this blade doubles the weapon’s weight (initially 7lbs) and a critical miss (result of 1-3 to hit) triples the weight of the blade. Excess weight is shed 1d4 hours after combat.

Usable by: Anyone who can wield a longsword.

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