[New Spell] Prickling Wind

Prickling Wind


Knat quietly sang her spell, keeping a wary eye on the deep shadows in the trees before her.

A few moments later a growl was heard, then the irritated bugbear bandit revealed himself.

‘Why are you following me?’ asked the druidess.

‘Why do bandits follow people through the woods? Especially hungry bugbears?’ replied the bandit.

Another spell, quickly cast, had strong limbs and vines holding the humanoid tight.

‘I’ll be long gone before those bindings release you,’ quipped Knat.

The bugbear grumbled in defiance, but could do little else.


Prickling Wind (Druid)

Level 3

Range: 120′

Duration: One round per level.

When cast Prickling Wind causes a strong breeze to start up, a chill breeze with cockles and burrs in it that will find any enemies of the caster by constantly stinging and irritating them until they reveal themselves (this may require a Constitution attribute roll to try to ignore the minor pain). No real damage is done except for minor scratches and pricking of the skin, although this distraction will cause all ‘to Hit’ rolls to be at -1 for two rounds. Non-living creatures are immune to this spell.

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[New Magic Item] Nothing to Covet Amulet

Nothing to Covet Amulet

The thieves swiftly made their way through the crowd, intent on their target as he entered a small shop. They took their places and waited patiently. Several other figures entered the shop as the thieves patiently watched. Moments later their mark left as the robbers poised to pounce.

Suddenly the leader of the bandits raised a hand and scuttled the operation.

‘He must have sold or left the dagger in that shop,’ the leader said. ‘We must figure out a new plan to reclaim our property.’

After picking up the package waiting for him in the magic shop the smuggler Vozan nervously left the magic shop, knowing he was being tracked by a gang of thieves after the dagger he was taking to a buyer in a nearby town. He was putting faith in the small foul looking horn now in his pocket.

The Nothing to Covet Amulet appears as a tiny curled horn and it is, in fact, the horn of an imp sheared off in combat centuries ago. Rumors persist that this imp has been elevated up the ranks to that of a major devil over the ages and a little residual magic connects the arch-devil and his missing horn across the planes and that powers this strange yet handy amulet.

Benefit: When carried this magical amulet discourages theft from the bearer, either in person when out and about or in his or her domicile when at home. Anyone planning on stealing from the one carrying this amulet must make a Wisdom attribute check on a d20 to be able to steal from the subject, a failed roll means that the would be thief no longer believes that their target has anything of value or any particular object that is believed to be in their possession.

In the case of the target being followed by multiple thieves the Wisdom of the highest and the subsequent roll determines whether they believe their target has something of value or not.

Usable by: Anyone, very common with merchants and smugglers

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[New Spell] Doubled Curse

Doubled Curse


Vistis the Blue Mage invoked a spell just before Stork attacked the captain of the guard with his arcane knife.

As the blade struck the man staggered back, as if dazed. He looked puzzled instantly as he drew his own sword. Stork struck again. The man’s blade dropped, the look of an idiot now on his face.

‘Let’s be quick!’ urged Vistis, not wanting to see Stork kill a man reduced to such a reduced state of mind.

Stork resisted a moment.

‘Think of his superiors when the spell wears off and he has two knife wounds,’ suggested the illusionist.

Stork grinned his evil grin and the pair hurried into the treasury.


Doubled Curse (Illusionist)

Level 5

Range: 20′ + 5’/level

Duration: One turn per level of caster.

One of the more vicious illusionist spells, for every wound the target takes he or she also takes 1d4 points of Int loss, due to paranoia and fear magically taking over the victim’s mind, regained at the end of the spell, if the cursed one survives.

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[New Spell] Attuned Objects

Attuned Items


‘Okay, boys, I’ve got some griffon eggs to gather, which way are you going, I’ll catch up with you later,’ Knat the druidess said.

‘North, I suppose, to Dresk, perhaps,’ replied Chalk.

‘You suppose?’ asked the druidess. “You don’t know?’

‘Well, we aren’t sure just yet,’ said Koram.

Knat took a piece of parchment from a bag at her side and picked up the book Chalk was reading.

‘Hey!’ the wizard complained.


Knat cast a quick spell, tapping book and paper together.

‘There, now the top of the book’s spine will point to where I am for the duration of the spell and if I roll up this parchment it will point towards the book, don’t lose it!,’ she said.


Attuned Items (Druid)

Level 2

Range: Touch

Duration: One week per level.

The casting druid must tap two items together made of basically the same material (like a book and a wooden staff, for example, or a copper rod and a sword) while invoking this spell and for the duration of the spell the items will point to each other as a lodestone finds true north through any distance as long as the items remain on the same plane of existence.

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[New Spell] Wall of Jelly

Wall of Jelly


Chalk looked down over the edge of the well and winced.

‘Is there a pocket of air underneath that to keep them alive?’ he asked.

Koram drew his Crystal Sword and dived into the well.

‘Hopefully he doesn’t crush the mayor while trying to save him, I’m too tired to make a run for it today,’ commented Valance.


Wall of Jelly (Druid)

Level 4

Range: 60′

Duration: One turn per level.

This spell allows a druid to create a 5′ cubed area per level and the barrier must be at least 5′ thick, shaped as 5’x5’x5′ blocks. Anyone caught in the Wall when it is cast or stuck in the wall subsequently must struggle to break free within 5 rounds or suffocate from the exertion and lack of air. The jelly is thick and will slow anyone, so that someone trapped in the jelly with human range of strength can struggle their way out of 5′ of thickness of jelly in 1d4 rounds. The jelly is immune to normal fire, however magical fire will disintegrate the jelly instantly with no harm to those within.

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[New Spell] Claws of Iron, Bite of Steel

Claws of Iron, Bite of Steel


Knat watched from a parapet as the adventurers hurried for safety, behind them a large number of orcs raged and roared.

‘Just a moment,’ the druidess said and then she cast a spell over the frothing hounds the dogmaster was about to unleash on the orcs. The canines seemed instantly more vicious.

‘Hurry boys!’ Knat called out to Chalk and his companions.

Chalk replied something unintelligible as he raced by.

A door shut and the hounds were released. As the dogs tore into the orcs at the front with utmost ferocity


Claws of Iron, Bite of Steel (Druid)

Level 3

Range: 10′ +5’/level

Duration: One turn (ten minutes).

This simple druid spell allows the caster to choose any natural creatures (“natural” meaning of the plane, extraplanar creatures cannot benefit from this spell) within range and double their attack damage for one turn due to magically hardened and sharpened claws and teeth.

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[New Monster] Bridge Daemon

Bridge Daemon (Vorolax)

‘How many goblins did we bring?’ Stork asked Vistis.

The illusionist turned and looked at the cage on the back of the giant lizard.

‘Six, it appears,’ he answered.

‘Bring them, please,’ the sorcerer said.

Vistis wrestled the half dozen squirming and spitting goblins.

‘Now you work for him,’ Stork said, pointing a thumb at the eight foot tall shaggy creature with lizard like eyes.

One of the goblins fainted on the spot.

‘And we get a bridge over the Jangle River,’ the sorcerer added.

Bridge Daemon (Vorolax)

No. Enc.: 1 (1d3)

Alignment: Neutral (Chaotic tendencies)

Movement: 120’ (40’)

Armor Class: 3

Hit Dice: 6

Attacks: 1

Damage: 1d6+2 (bite or claw)

Save: F6

Morale: 10

Hoard Class: XXII

XP 525

The bridge daemon, or vorolax, is a breed of earthbound daemons that lurk near rivers, chasms and other spans. Instead of attacking adventurers and explorers the vorolax are more apt to make a deal with such intrepid souls, offering to bridge the gap over swift water or deep chasms and crevices. For a price. These ogre-sized creatures, covered in fur, but with a reptilian look about them, are consummate bridge merchants, with a plethora of spells at hand to make a sturdy bridge across any expanse above or below ground.

At will vorolax may cast: Haste, Lower Water, Move Earth, Stone Shape, Transmute Rock to Mud (and the reverse).

Twice per day a vorolax may cast: Conjure Elemental, Maze, Polymorph any Object and Stone to Flesh (and Reverse)

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