[New Spell] Bones of Our Oppressors

Bones of Our Oppressors


The elf ranger returned with a grimace on his face.

‘What does it look like?’ Fellhorn the druid asked.

‘It looks like dozens of skeletons are ransacking the town in the valley below,’ the elf replied.

‘In other words, we might skip this place and head for the next town?’ asked the gnome illusionist.

‘Probably the best plan, we are too outnumbered with these undead,’ the elf said in grudging agreement with the gnome.


Bones of Our Oppressors (Cleric/Magic-user)

Level Cleric 5/Magic-User 7

Range: 100′

Duration: Permanent.


This advanced version of Animate Dead conjures forth exactly 100 skeletons anywhere in a 100′ radius of the summoner. Fifty percent of these skeletons will be armed with a weapon causing 1d6 hit points of damage while the other half use their hands or bite for 1d4 points of damage. Each skeleton has 8 hit points and bludgeoning weapons deal full damage while edged weapons deal half damage. These skeletons remain in the area until destroyed. In many cases these minor undead will wander to nearby settlements, some even taking over and replacing the living with the dead and continuing the work that those they conquered did while alive.

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[New Magic Item] Mighty Stone of DEATH

Mighty Stone of DEATH

Stork smiled an evil grin and reached into his pocket just before the trio of arrows struck him and the sorcerer fell limply into a chasm to be whisked away by the flowing river below.

‘Well that is that!’ the warrior said as he turned towards Vistis the Blue Mage, ‘Now for you!’

‘You know he isn’t really dead,’ the masked illusionist hissed.

The warrior cocked his head quizzically.

‘He’s got this magical amulet….’ Vistis began.

The elf clucked his tongue.

‘So that is how he has died three times and keeps coming back,’ he said.

‘Bingo!’ replied Vistis.

‘However, we do have you,’ grumbled the dwarf as he drew his ax.

Vistis tapped the butt of his staff on the ground and a blue explosion blinded the adventurers and the illusionist was gone.

‘Evil, yet stylish,’ the elf said. The others nodded in agreement.

A very powerful magic item in the right hands, this polished light gray stone has saved many accused of one crime or another and has even given the clever a head start when used against others.

Benefit: A very powerful magic item, the Mighty Stone of DEATH is only usable once per day, which is often enough for most. When the power of this amulet is invoked the bearer (or one they touch) may Feign Death as per the spell (including immunity to poison, paralysis and energy drain administered during the effects of the spell), taking no damage for three turns after this ability is used, which means that for thirty minutes after the subject drops apparently into death all administered damage is illusory, except damage like that from falling, which is reduced by 50%. The owner of the amulet can end this effect at any time at will.

Usable by: Anyone.

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[New Spell] Nameless, You Go

Nameless, You Go


‘I was just getting to like this town, too,’ lamented Navnen the thief.

‘I know, but someone has a gambling problem,’ Chalk said as he packed the last of his magical gear.

Koram locked the door as the trio left.

‘I’ll return this to the landlord and meet you at the gate,’ the fighter said and strolled off.

Valance saw the wizard and thief approach the gate.

‘Can you place one more bet for me on the giant beetle race?’ he called out to his friends, but they could not hear him while within the confines of the town, for the curse the illusionist had placed upon the priest of the Spider God had rendered him nameless and unknown by all who dwelled within. By relinquishing their residence and deciding to leave once outside the town’s gates they would see and know their friend and traveling companion again.


Nameless, You Go (Illusionist)

Level 3

Range: Touch.

Duration: One year and a day or until dispelled.


When cast upon an individual this strange Illusionist spell takes the name and identity from an individual in the particular village, town or city that he or she happens to be in. In addition the target is compelled to leave the limits of the area in which the spell was uttered, an arcane barrier holding the victim of the spell outside of the confine of that particular society. Particularly unlucky (or treacherous) individuals may find themselves outcast and unremembered in several towns and cities.

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[New Monster] Lamp Spider

Lamp Spider

‘Run little priest!’ hissed one of the vicious dark blue spiders at Valance as he stumbled down the dark alley.

Another of the horrid mastiff-sized spiders erupted from under debris, cackling at the cleric.

‘Dead end, human,’ it whispered in a vile tone.

‘Dead end,’ three more of the spiders hissed as they crept closer. One turned on its eyes which showed with dazzling bright light, temporarily blinding Valance and catching him off-guard.

The wall at the end of the alley began to crumble as a spider the size of a cottage burst forward and the smaller spiders scrambled.

Valance almost fainted as his eyes began to focus again and he saw his deity before him.

‘I do not forget my most faithful,’ the Spider God said, its voice booming, shaking shudders and rattling windows, causing sleepless nights for weeks to all witnesses.

‘We will get you yet!’ came a threat from the shadows down the alley.

Lamp Spider

No. Enc.: 1d6 (1d8+2)

Alignment: Neutral

Movement: 140′ (40′)

Armor Class: 7

Hit Dice: 3+2

Attacks: 1

Damage: 1d4+2 (bite) and see below

Save: F4

Morale: 10

Hoard Class: XIX

X.P.: 275

Hideous, clever and hungry, the Lamp Spider is a dreadful monster that usually lurks in subterranean settings, but has been known to lair in abandoned buildings (or even to invade occupied buildings). The size of large dogs and a deep midnight blue in color these creatures are difficult to see in darkness. In addition, these creatures can ‘turn on’ their eyes at will, creating either a guiding light or a blinding glare that disorients foes and prey, causing them to be -2 to hit in combat for 2 rounds after being blinded by the glare. Lamp Spiders will negotiate for food or gems with adventurers and even guide people through difficult terrain and these smart arachnids speak a form of Common that allows them to communicate. The eyes of a Lamp Spider will remain ‘turned on’ in death and will glow brightly for 1d4 days after death, making the eyes a commodity in the dark depths underground. These arachnids do not worship the Spider God and sometimes find themselves in trouble for doing so.

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[New Spell] You Change When I Die

You Change When I Die


Fellhorn dropped coins for all of the children, smiling warmly.

‘He was actually more fun before we killed that weird wizard in the Tower of Altra-Vin,’ the elf ranger said.

‘I have to agree, he was so middle-of-the-road before, now he’s too good,’ said the gnome illusionist in agreement.

‘How do we fix this before he gives away all of our money?’ the elf asked.

‘I’ve heard of magic items that alter an outlook, we may need to find one for this magic is beyond what I can repair,’ the gnome said wistfully.

‘Let’s be off to find such a thing before we are destitute!’ exclaimed the ranger.


You Change When I Die (Arcane)

Level 5

Range: 10’+5’/level.

Duration: Permanent (see below).


If slain by one chosen within range by the magic-user, then the slayer changes to follow an opposite alignment or outlook. The death of the spellcaster causes this permanent change for which there is no Saving Throw, yet a Limited Wish or Wish spell may return the person to their alignment, as will the use of magic items that reverse alignment. Note that those of a Neutral alignment in a three alignment type system have a 50% chance of becoming Lawful of Chaotic and use of any magic that alters or reverses alignment afterwards brings them back to Neutral.

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[New Magic Item] Warden’s Shield

Warden’s Shield

Koram, Valance and Navnen slid back several feet after trying to fight the elf warden.

‘Chalk!’ Valance yelled.

The elf warden grimaced and jabbed his spear at the priest of the Spider God, tearing his tunic.

‘You’ll regret that,’ Valance threatened.

The elf sneered and bashed the trio with his shield again, Koram lost his footing and fell over, Navnen slipped and fell out of the window.

Chalk threw a spell at the elf which the warden shrugged off.

Navnen climbed back into the room.

‘Valance, just give him the money you owe for gambling, we can’t take much more of this,’ the thief exclaimed.

‘Never!’ Valance hissed. ‘They will never get the coins out of me that easily!’

‘This is easily?’ Chalk lamented.

Thought to have been made for an elven prince many ages ago, this magical shield is made of polished wood with metal embellishments and looks quite plain yet sturdy.

Benefit: In combat this shield allows the bearer to ‘push back’ up to three foes. On his or her turn, instead of attacking with a weapon the shield bearer can elect to attack with this shield. A Strength roll is required and if successful will knock any foes back five feet per level of the defending character and deals 1d4+2 points of damage to all affected. A failed strength check deals 1d4 points of damage, yet has no ‘push back’ effect. Can be used multiple times each day, however each use per day subtract ‘1’ from the current Strength of the shield’s bearer. The Strength remains the same and is merely reduced for this check and not other applications of Strength.

Usable by: Anyone who can use a Medium sized shield.

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[New Spell] Apologizer



‘I know my spiders bit you, but I encouraged them, and I humbly apologize,’ Valance told the Scholar of Wexos.

The illusionist smiled broadly.

‘And that is how that spell works,’ the Scholar of Wexos told the others.

‘That’s not fair, I was a victim of your stupid spell!’ snarled Valance.

The illusionist raised an eyebrow.

‘I’m sorry, that was uncalled for,’ Valance said a moment later.

Chalk and the others laughed as the priest of the Spider God stewed.


Apologizer (Illusionist)

Level 2

Range: Touch.

Duration: One week per level of caster or until dispelled.


This spell is a minor curse that may seem irrelevant unless there is a question as to who injured someone or some being. Any damage done after the spell is initiated, whether in normal combat or even verbal, such as mocking or chastising will cause guilt that will plague the target of the spell until he or she apologizes to the one that they wounded. Even justified damage causes this to happen. Any damage dealt will make the subject feel overwhelming guilt. Very annoying to vile characters who realize they have apologized afterwards and may continue the curse with further physical or emotional damage.

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