[New Magic Item] Elemental Bell

Elemental Bell

The bounty hunter Bakra-Do urged the peasants nearer. He eyed the crowd and decided they were near enough. Pulling a bell from his pouch he rang it several times.

‘Fire,’ was all he said.

A few moments later a spindly humanoid of fire crawled up out of the ground and knelt beside Bakra-Do.

‘Can you undo the work of the necromancer and light their torches?’ he asked.

Nodding, the faceless thing waved an arm over in front of the peasants. Suddenly all torches, lanterns and candles roared into bright flame.

Bakra-do bowed to the elemental who bowed in return and melted into the earth.

The smiling peasants offered coin, the bounty hunter refused their money.

‘I just ask for shelter for two nights to recover and I will be on the necromancer’s trail,’ he said solemnly.

Nodding and waving him towards the inn the happy peasants were thankful to be free of the minor curse, not being able to light anything themselves due to the vile tongue of the necromancer.

Bakra-Do stretched and relaxed, preparing himself for the long jaunt to hunt the necromancer down.

This small bronze bell can be held easily in one hand and can be rung without effort. A gift from a powerful druid to a village for saving his life. On the outside of the bell are many entwined elemental symbols.

Benefit: A magical bell that may be used up to four times per day, one for each elemental type. However, the elementals called upon can vary, such as two fire, one earth, one air, four fire, etc. Each conjured elemental is of the least type and may only accomplish small tasks, such as filling waterskins with clean water for a water elemental, lighting all torches, lanterns and candles in a 30′ radius for a fire elemental, causing a 30′ radius of clean air for an air elemental or excavating a 30’x30’x30′ area in the case of an earth elemental. These creatures can be convinced to fight for the bell’s bearer, but they only fight as 2HD creatures and can only do 1d4+2 points of damage maximum. Any tasks takes no more than a few minutes and the elemental leaves back to its plane.

Usable by: Anyone.

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[New Spell] Thaumaphobic Radiation

Thaumaphobic Radiation


The door of the inn suddenly slammed open, a group of armed peasants grumbled inside, glaring at the crowd.

‘Any wizards in here?’ one of the rabble growled.

People looked from face to face, nobody pointed anyone out, the crowd rumbled out of the inn.

‘That spell is terrible!’ Chalk whispered in his peasant disguise as he drank his ale.

Valance and the others laughed.

‘I am serious. We need to find the source of that spell and throw it out!’ the wizard hissed.

‘Yes, yes, we had better get on that,’ snickered Valance as he idly played with a few spiders.


Thaumaphobic Radiation (Magic-user/Cleric)

Level 3

Range: 100’+5’/level.

Duration: One day per level of caster.


Often cast upon an altar, a statue or even something innocuous like a stone, Thaumaphobic Radiation causes all within the radius of the spell (see above) to make a Save versus Spells at -1 or be compelled to either flee the immediate area or be extremely vigilant and afraid of any arcane spellcasters (Illusionists, Magic-users, etc) yet divine spellcasters (Clerics, druids, etc) do not induce fear or hatred. When cast most arcane practitioners go underground or travel in disguise while clerics and druids often revel in the effects of this spell. This spell is potable if cast upon a small object that is easy to carry.

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[New Magic Item] Idol of Bland

Idol of Bland

‘We have got to do something,’ Chalk said.

‘Yes, let’s get out of here, this place is creepy,’ Valance said.

‘I mean help these people, obviously they are under some sort of curse or the effect of a vile item,’ the wizard said.

‘That is obvious, my spiders are all turning gray and I cannot tell some of them apart,’ sulked the priest of the Spider God.

Navnen and Koram returned to the greying room in the inn.

‘I have got it! It is called the Idol of Bland,’ the thief said.

‘How big is it?’ Chalk asked.

‘About the size of a small bird,’ Navnen replied.

‘And how do we find it in this town?’ Valance inquired.

‘Well, we have to look,’ answered Navnen.

Valance groaned and looked at Chalk who pursed his lips and cocked his head to one side.

‘Okay. Three days. If we don’t find it in that time we bail. Deal?’ the cleric said.

‘Fair enough, let’s get to work, boys,’ Chalk replied.

A small, dour-faced grey stone idol that fits in the palm of your hand. Hidden in a hamlet, town, village or even a metropolis this small stone statue can cause havoc and chaos, especially when any fair, fete, jamboree or similar event is planned and bright, happy colors and friendly competition are the rule of the day.

Benefit: This terrible little magic item can be hidden anywhere in a society, sometimes buried, sometimes hidden behind something, or, if the bearer is particularly clever, hidden in plain sight somehow. Within three days the color starts to fade in the area, little by little ALL colors turn a bland grey eventually. This effects everything, down to people’s hair, eyes and even skin pigment, all colors, from the brightest banner to the gentle colors reflected in rain, all turn grey within three weeks. This effect drops the Charisma of all residents by 2 points and due to the sometimes blurred lines of light and shadow all Dexterity checks are -2 as well. If the idol is found colors begin to slowly come back and are restored within three weeks to their previous brightness (although some will argue that the original colors are lost forever). Leaving the affected area returns colors in three days.

Usable by: Anyone.

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[New Spell] Snakebite Hand

Snakebite Hand


Fellhorn the druid eyed the wily serpent person. It stared back with a look of intense evil.

Suddenly the druid murmured a spell and raised an arm, index and middle finger curled like fangs. The serpent person hissed angrily, thinking it was being mocked. Before it could react the druid’s arm shot out ad struck the creature’s arm. Its eyes flickered and rolled up as the thing wheezed, ‘How?’ and dropped to the ground, paralyzed.

‘Anyone else?’ the druid asked as the elf and gnome arrived. The serpent people hissed and fled for cover seeing their fallen comrade lifeless on the dust and rocks.


Snakebite Hand (Druid)

Level 3

Range: Touch

Duration: One turn (ten minutes).


With this spell the druid makes a ‘snake’ with one arm. The index and middle finger become the ‘fangs’ of the snake. For the next ten minutes the caster can use this ‘snake’ to make poison touch attacks. A successful unarmed strike deals 1d4+2 points of damage and the victim must save versus Poison or be paralyzed for 1d4 rounds. Severing the druid’s limb ends the spell and does not transfer the ‘serpent’ to the other arm.

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[New Monster] Pteranians


The gnome illusionist snapped off a spell and suddenly a half a dozen creatures were illuminated in magical blue fire for a moment. Then all went dark again and the creatures tittered in the trees.

‘What are they?’ Fellhorn the druid asked.

‘Other than annoying I don’t know,’ replied the elf ranger.

Another barrage of stones pelted the adventurers as they sought shelter to make another plan on how to navigate through this forest.


No. Enc.: 1d8 (2d10)

Alignment: Chaotic

Movement: 60’ (20’)

Fly: 120′ (40′)

Armor Class: 6

Hit Dice: 1+4

Attacks: 1

Damage: 1d4 (peck/claw) or by weapon

Save: F2

Morale: 8

Hoard Class: XIx2

X.P. 55

Originally a scourge in deep jungles, for some reason these creatures have moved towards more temperate areas in recent years. These small winged bipedal pterodactyls have wings and can fly easily in small spaces and among winding vines and limbs. These creatures love to drop rocks, spears and other weapons and objects as their first tactic when they think they outnumber their foes. If the battle turns against them these creatures are quick to flee off into the wilderness. These creatures worship strange and evil deities and are often lead by a 4th level shaman of their kind or in the service of an evil wizard. Unlike most creatures like kobolds or goblins, these creatures are clever and resourceful and will not just die in droves if they can escape.

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[New Spell] Toads to Stones

Toads to Stones


The retreating druid Fellhorn threw the spell casually over his shoulder.

Suddenly the trailing bugbears cursed and hurled insults. The druid snickered.

Thudding hooves could be heard and the druid grimaced.

A centaur! Of course the stones now turned to squirming toads would be easy for the quadruped to navigate through. Fellhorn stealed himself and whirled around. The centaur would be easier to face than a gang of bugbear marauders.

The elf ranger appeared and snapped off a couple of arrows.

‘About time!’ Fellhorn shouted.

‘Blame that gnome! He’s still dawdling,’ the elf replied.


Stones to Toads (Druid)

Level 2

Range: 30’x30′ area of ground (+5’/level)

Duration: One round per level of caster.


Cast in areas with many rocks this spell causes all stones in the affected area to become squirming slimy toads. These amphibians are not poisonous and do not attacks, yet they slow movement down to one half with a tripping risk for any biped trying to walk through the writhing mass. (roll 1d6, character falls on a 4,5 or 6)

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[New Magic Item] Blindstone


Fellhorn groaned as the small stone hit him.

‘I can’t see!’ the druid lamented. ‘The halfling stones cause blindness!’

‘Oh great,’ said the gnome illusionist as he cast a spell that send a shadowy wolf snarling among the small demi-humans, scattering many as they ran for their lives in fear, others ducked into the shrubbery.

‘It was your idea to come this way! You said that they were friendly,’ the elf ranger said before being struck by a stone in the gut.

‘Now I can’t see!’ shrieked the elf ranger.

The halflings tittered among themselves as the gnome slipped off into the trees, watching as druid and elf were easily captured.

Supposedly a grateful druid once enchanted a pile of small, smooth stones for the use of a small village of halflings that rescued him from the brink of death. Whether true or not some raiding creatures such as orcs, hobgoblins and trolls will steer clear of small halfling villages just in case.

Benefit: Anyone struck by this stone that has been hurled or launched from a sling that has traveled at least 15′ must make a Save versus Spells at -1 or be blinded for 1d4 rounds (although rumor has it some stones are so potent that the blindness lasts 1d4 days) in addition to taking 1d4+1 points of damage. This magical blindness does not affect creatures that are already blind other than dealing damage and the blindness does not stack on sighted creatures.

Usable by: Anyone who can throw a stone or use a sling.

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