[New Magic Item] Overspell Wand

Overspell Wand

‘I’ll hand it to him, this web is really sticky and got all of us,’ Valance said, admiring the magical webbing as he struggled.

‘He’s an amateur with a really good wand,’ Chalk smirked as he too, struggled.

‘Isn’t it ironic that you are caught in this web with us, Valance?’ Navnen asked the priest of the Spider God.

Dozens of arachnids suddenly appeared and began tearing and gnawing at the arcane webbing holding Valance who then slowly descended to the ground by the last few remaining strands.

‘Not at all,’ he replied with a smile. ‘Need some help up there?’

This tricky wand was created for a war wizard to make his spells more effective, yet the resulting side effects of the wand tends to place some spellcasters into seclusion for a few days.

Benefit: The boon to this magical item is that any one aspect of a spell cast from it (range, duration, number affected, etc) can be quadrupled. The downside is that the spell is then forgotten for 1d4 weeks afterwards. This wand holds, and is often found with, three spells and may be recharged with a spell known by the caster.

Usable by: Any spellcaster who can use a wand.

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[New Spell] Gold to Lead

Gold to Lead


Navnen returned to the cottage grumbling.

‘What now?’ Valance asked.

The thief tossed a small pouch onto the table that the priest of the Spider God was sitting at. A few dull grey coins spilled out. Valance picked one up, then panicked and checked his own coins.


‘Yes, someone has cast a spell to change gold into lead,’ the thief said,

Koram chuckled.

‘What’s so funny?’ Navnen asked.

‘I just have silver,’ the fighter replied. ‘Now I have more money than you two.’

Chalk walked through the door, grumbling.

‘We know.’ the other three said in unison.


Gold to Lead (Magic-User)

Level 3

Range: 30’+5’/level

Duration: Permanent unless a Remove Curse is cast..


A tricky and mean spell, Gold to Lead turns all gold within the radius of the spell to lead without a save. There is no reverse of this spell, although casting Remove Curse will return the metal to its original state. Brass, copper, silver and other metals are not affected by this spell, only gold.

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[New Magic Item] Standard of Slippery Hands

Standard of Slippery Hands

The vile duke’s guard stood aghast as Koram raged forward swinging his Crystal Sword like a madman.

‘But how?’ one of the guardsmen asked another before they scrambled to defend themselves.

‘Locking gauntlet. Not my first time against that particular standard,’ Koram interrupted before bringing the screeching blade down to shatter a wooden shield and the bones of the arm beneath it.

Chalk’s spell whirled by the fighter and splashed onto the guards, causing them to scream in terror before surredering.

‘We are keeping that standard, that will come in handy,’ quipped Navnen.

‘Shame they used it on us,’ Valance grinned as a carpet of scuttling spiders raced passed him towards the duke’s men.

What started out as a joke became a devastating magical item that has turned many battles in the favor of the side that bore this standard into battle that has an icon of a gloved hand dripping oil or water from it.

Benefit: Usable three times per day, this magical standard will cause all who can it it to have to make a Saving throw versus magic at -2 or lose their grip on any held items, which promptly fall to the ground and must be picked up. This general grants the side bearing the standard a free attack against an unarmed foe. Any weapons or shields strapped or bolted on are not affected and sometimes are the norm for those that have survived this magical item.

Usable by: Anyone.

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[New Magic Item] Wand of Animating Armor

Wand of Animating Armor

Navnen returned to the adventurer’s shared cottage with an empty suit of armor carrying a large bundle.

Koram was taken aback, Chalk cocked an eyebrow and Valance tried looking unimpressed.

‘What is that?’ the fighter asked.

‘A suit of armor,’ replied the thief.

‘Oh good, I thought it was a ghost,’ Koram said.

Navnen had a sinister smile all of a sudden.

‘That gives me an idea,’ the thief said.

‘One that we will have to lay low for a while from?’ Valance asked.

‘Possibly,’ answered the thief.

‘I’m in,’ said the priest of the Spider God.

This odd wand has aided many a wizard (and thief) in both mundane activities and in combat. Very rare and expensive, coveted by their owners, these magical wands are hard to come by.

Benefit: This arcane wand not only holds three spells for the caster (and is often found with at least one random spell) but also allows the caster to animate a suit of armor, any type, that it at least 90% complete. The armor can be ‘ordered’ to do any mundane task like moving a heavy object (120lb-225lb weight limit, depending on armor type) to fighting for the wand’s bearer. Unarmed combat deals 1d4+2 points of damage or by weapon. Usable to animate armor three times per day for one turn per level of character for mundane activities and one round per level for combat.

Usable by: Anyone who can use a wand.

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[New Spell] Walls With Eyes

Walls With Eyes


The gnome stumbled back and recovered quickly.

‘What is the verdict?’ asked Fellhorn the druid.

‘There are four individuals in our hideout, they must have found it somehow,’ the small illusionist replied.

‘Are they filthy gnomes?’ the elf ranger asked.

‘No. They are all humans, as a matter of fact, it looks like they were just laying low,’ answered the gnome.

‘I hope they didn’t find our stash of stuff,’ the druid said.

‘I think at least one of them was maybe a thief,’ said the illusionist.

‘Great,’ lamented the elf. ‘Just what we need, a thief rummaging around in our stuff.’

‘Let’s head back,’ Fellhorn said.


Walls With Eyes (Illusionist)

Level 2

Range: Special (see below)

Duration: 1d4 rounds + 1round per level of caster.


This spell allows the casting illusionist to cause 1d4+level number of eyes appear on the walls of a room the illusionist has been to before. These eyes look around wildly, only one under the control of the caster who can see through the eye while the other eyes move unnervingly about, causing anyone in that room a -1 on all rolls for the duration of the spell. As illusions, the eyes can be attacked, but will not disappear unless the one eye that the caster controls is attacked. As the illusionist can control any one of the eyes at will that makes this a difficult proposition, but if done the spell will be dispelled.

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[New Monster] Shifting Bird

Shifting Bird

‘The raven!’ Chalk shouted, pointing in the sky.

‘No, the owl!’ Valance yelled, pointing in another direction.

‘The magpie?’ Koram asked, pointing in yet another direction.

‘Hold on a second,’ Navnen said, realizing that something was very wrong.

Shifting Bird

No. Enc.: 1 (1d6)

Alignment: Neutral

Movement: 10’ (3’)

Fly: 150′ (50′)

Armor Class: 7

Hit Dice: 2+2

Attacks: 1

Damage: 1d4 (peck or scratch)

Save: F2

Morale: 8

Hoard Class: XXII
Exp: 35

Perhaps one of the most insidious creatures that there is, the innocuous Shifting Bird looks like a tall, raven-sized quail, complete with topknot, in its natural form. These small, highly intelligent birds can, at will, change into the shape of any other bird and use this ability to accrue vast hoards of small items, including coins, jewels and magical items. Within moments a Shifting Bird can take on the shape of a raven, steal a brooch, fly into a tree and fly out looking like an owl, which makes tracking this creatures extremely difficult.

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[New Monster] Doombringers


The tall skeleton rasped out a command to its two companions, they lurched through the ruins towards their leader who threw a bag of coins on the ground before them.

‘Our prey comes near?’ one asked in a harsh voice.

‘Very near, the sorcerer Stork has paid well for us to attack, but not kill,’ the leader replied.

‘Not kill?’ the third huge skeleton asked, seeming to put disappointment into its emotionless voice somehow.

‘We do not kill them, we just wound them for our employer, a mage, a fighter a priest and a thief draw near,’ the lead skeleton said sternly.

As Chalk, Koram, Valance and Navnen entered the old ruins the trio of doombringers sprang their plan into action.


No. Enc.: 1 (1d4)

Alignment: Neutral (with Chaotic tendencies)

Movement: 60’ (20’)

Fly: 120′ (40′)

Armor Class: 3

Hit Dice: 4+4

Attacks: 1

Damage: 1d6 (punch/kick, or by weapon)

Save: MU-5

Morale: 10

Hoard Class: XXx2

Exp:              450

The doombringers are rare undead, looking like 8′-10′ tall human skeletons, usually wearing heavy leather boots and often with ragged clothing and different objects strapped to them, things like oars, huge bottles, dragon bones, etc. These creatures radiate Fear (as the spell) in a 30′ radius that affects all creatures under 3HD that fail a saving throw versus spells. Doombringers haunt ruins and abandoned cities, sometimes attacking in small packs, walking or flying slowly through the wreckage of civilizations to find their prey. In rare situations these intelligent undead will hire themselves out as shock troops or assassins for evil wizards or clerics. These creatures also like to hover outside of windows scare those within.

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