[New Magic Item] Horn of horns

Horn of….horns

‘Is this going to work?’ Chalk asked as he felt the strange curling horns on his head.

‘This guys claims it will get us out of a tight spot,’ Valance replied.

‘Are we in one? How long do these thing last?’

The door burst open, witchhunters!

‘Well, we are in a tight spot now,’ lamented Chalk.

‘Beastmen!’ shouted one of the trio of witchhunters.

‘No, you don’t understand, there was this wizard. Say, where did he go?’

Valance shrugged as tiny spiders made webs between his horns.

While mainly used to give others an edge in combat, this strange magic item has also been used to make others seem strange or aligned to a malign or bizarre force or entity.

Benefit: As the Horn of Horns is winded all sentient creatures within 40′ of the horn owner’s choosing grow horns on their heads, either curling ram’s horns or like those of an antelope, or gazelle. These strange magical growths offer an additional attack that deals 1d4+1 points of damage and last for one hour. The horn is usable once per day.

Usable by: Anyone.

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[New Magic Item] Talisman of Aggravation

Talisman of Aggravation

The lumbering half-ogre thug scowled and turned to his boss.

‘I thought we were here to beat up the priest,’ he said.

‘We are, what is wrong with you?’

‘I think this other guy is a bigger threat,’ the monstrous thug replied, nodded towards Koram.

‘He didn’t cheat at dice with my little brother,’ the thug’s boss said.

The half-ogre didn’t see Koram pass a small metal amulet to Navnen then Chalk then Valance, he stood dazed and then threw up his arms.

‘I don’t know what to do!’ he lamented.

The boss grabbed the thug by the arm and glared at the adventurers.

‘Next time you won’t be so lucky, priest of the Spider God.’

‘We will see,’ Valance said with a big grin.

A simple talisman used to confuse attackers its origins are uncertain but in some places these are thought to be quite common and have saved many a con artist and cheating gambler from certain peril.

Benefit: When in combat this talisman is either worn on a person and visible or held in a free hand and passed from one ally to another surrounding a combatant. If worn by a single person the magic emits an annoying magic that draws the attention of an enemy and causes them to resist all rational gut feeling and attack the wearer of the magic item. If three or more allies are surrounding a single combatant then if they are able to pass the magic item from free hand to free hand of another quickly then this effect acts like a form of the Confusion spell and the enemy isn’t sure who to attack and may surrender or run out of combat, puzzled by what happened (this spell-like effect lasts three turns).

Usable by: Anyone.

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[New Magic Item] Ring of Wizard Binding

Ring of Wizard Binding

Navnen ignored Chalk’s advice and took the job. He saw the two mages in the market, master and apprentice, the latter’s eye’s lit up with hope upon seeing the thief.

Several minutes passed as the thief surmised the situation and looked at his options. His job was to steal the ring from the master and hand it to the apprentice later, who would keep it hidden for reasons of his own.

Navnen used the well worn bump into the victim ploy. Instantly the master wizard turned the ring on his finger and the apprentice dropped to his knees in agony while scowling at the would be thief.

‘Oh, you aren’t slipping from my grasp so easily, little fish,’ the old wizard told his apprentice.

‘Yes, uncle,’ howled the young mage in pain as Navnen, horrified, slipped away into the crowd.

The ancient ritual that creates these rings was found less than a decade ago and in some places these magical rings are in vogue, with royalty showing off their pet wizards. In other places an adept will bind a special apprentice to one of these and still in other cases two spellcasters will bind each other to keep the other in check.

Benefit: One of these rings is granted to a person, often a ruler, but possibly even another spellcaster of some sort and a cleric or magic-user of some type swears and oath and binds themselves to the ring with a drop their own blood, placed upon the small ruby set into the ring. The spellcaster then is granted one extra spell every other level while this ring is held by another, and the spell is any spell of the caster’s choosing. The downside: the caster may not directly harm the holder of the ring who can merely twist the ring on their finger to one side or the other and cause the spellcaster excruciating pain (1d4 points of damage per round). The caster may steal the ring from the hand of the owner or have it stolen, but may not directly or willingly participate in harming the owner of the ring.

Usable by: This is a pact between two people, at least one is a spellcaster for obvious reasons.

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[New Magic Item] Horn of the Greater Devil Tarraos

Horn of the Greater Devil Tarraos

Chalk’s spell caused a writhing tentacle to appear and grasp the fell elf by the ankle before it could escape.

‘Now!’ the wizard shouted, Koram loosed an arrow at the elf as Navnen threw one of his magical knives at the dreaded elf.

Snarling in pain the elf released Valance and drew a horn that had been at his side to his lips.

Strange vulture-headed creatures appeared as the elf wriggled out of Chalk’s spell.

‘Get them, show no mercy,’ the elf commanded just before escaping.

The adventurers turned towards the new threat.

‘Hey, at least you got me back,’ exclaimed Valance. ‘Who could live without a priest of the Spider god?’

‘Yeah…,’ the others said in unison.

This dread artifact was cut from the head to Tarros, a sinister devil that had escaped the Infernal realms and lived in hiding on the Prime plane for some decades in decadence until being found out by the Grand Paladin of Lorvel who severed the horn from the creature than then vanquished him back to the Underworld. The horn was carried away by the loyal servants of the greater devil and then lost in time, being found here and there in a variety of treasure hoards.

Benefit: This sleek curved golden horn resembles that of a ram and looks innocuous. In reality this sinister artifact can produce each of the following effects, once per day, at the user’s desire:

Emit a cloud of black mist that lasts for one hour. This mist is 80’x80’x80′ and moves as the owner of the horn wishes, the one who sounded the horn can see through this mist, it is like a Globe of Darkness spell to all others.

Emit a cone of Silence 80′ long, 30′ wide. All within this area must make a save versus Magic at -1 or be silenced for one hour, unable to speak or emit any verbal sound.

The horn can be used to Gate in 1d4 Lesser Devils who remain for at least one hour in the area and obey the bearer of the horn without question.

Usable by: Anyone.

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[New Spell] Zone of Disbelief

Zone of Disbelief


‘Is this going to work?’ Fellhorn asked the gnome.

‘No problem,’ the small illusionist replied.

As the prince’s mouthpiece began his speech regarding the prince’s innocence in the recent killing of a rare creature in the nearby forest the gathered peasants began to grumble amongst themselves.

Fellhorn smiled as he saw the prince’s spokesman began to get nervous as the crowd turned against him.


‘So he is innocent?’ the gnome asked later.

‘I am not sure, I just despise him,’ Fellhorn said. ‘And the crowd turning against the royal speaker was superb.’



Zone of Disbelief (Illusionist)

Level 3

Range: 15’+5’/level

Duration: One turn (ten minutes).

This spell is a double edged sword for illusionists to know as more than one has found a knife in their back for casting this spell in the wrong place at the wrong time. When cast, this spell creates a zone around the caster that causes anyone speaking to be generally disbelieved by a crowd, even if the person is telling the truth. While often used to discredit a particular orator this spell also has the ability to cause those affected to disbelieve illusions cast by other illusionists the same level or lower than the caster of this spell (+2 to save). This does not make others who cast illusions happy.

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[New Monster]Dijonk


The gnome raced into the hut at the edge of the marsh, a wailing sound following him.

‘Now what?’ Fellhorn asked.

‘Cats, flying, big ones! They got the torchbearer!’ the demi-human said.

‘Luckily they didn’t see you,’ the druid said.

A horrible wail was heard from outside, the gnome suddenly froze up stiff, stunned by the creature outside.

‘Now do I keep you here or toss you outside?’ the druid asked himself.


No. Enc.: 1d4(1d12)

Alignment: Chaotic

Movement: 120′ (40′)

Fly: 150′ (50′)

Armor Class: 7

Hit Dice: 2+2

Attacks: 3 (claw/claw/bite)

Damage: 1d4/1d4/1d4

Save: F3

Morale: 8

Hoard Class: XVII

X.P.: 85

The dijonk, also known as the ‘lesser manticore’ is a lynx-sized feline monster with bat-like wings and a face with eerie human-like qualities. These horrific creatures lurk around ruins and the edges of small towns looking for lone travelers to waylay. While these creatures will rarely take on an adventuring party they will prey on any stragglers that get separated from their cohorts. Once per day these creatures may let out a terrible screech that will stun anyone for 1d4 rounds that fails a save versus paralysis at -1.

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[New Spell] Out of the Woodwork

Out of the Woodwork


Fellhorn waited patiently within the walls of the inn. Thanks to the spell he paced unnoticed among the planks and boards of the thick wall. Then he heard the welcoming cries.

‘Gotcha!’ he said as he grabbed the gnome by the arm.

The demi-human illusionist let out a squeal and tried to jump.

‘Not this time, you owe me, little man, silver. A lot of it,’ growled the druid.

‘Okay, fine,’ whined the gnome as he reached for his coin pouch.



Out of the Woodwork (Druid)

Level 3

Range: Self

Duration: One turn (ten minutes) per level.

This spell allows a druid to enter any handmade wooden structure and move along the walls/floor/ceiling as long as there is enough room to contain the caster’s body. This can be used to pass through wood or to hide within a wooden building. If still inside at the end of the spell the druid will ‘pop’ out onto a random side of a wall, floor or ceiling. This can also be used to move through trellises and other handmade wooden objects. The caster can see normally through the wood .

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