[New Magic item] Hat of Gnomes

Hat of Gnomes

‘I am not going to do it,’ said the elf. ‘No.’

‘Fellhorn changed his shape into a badger, I am already gnome sized, it is how we are getting through this small goblin tunnel,’ the gnome illusionist said.

‘I cannot do this, what if word gets out, I’d be humiliated for decades,’ replied the elf.

The badger growled and threatened to bite.

‘Very well!’ the elf said. Snatching the hat from the gnome he put the red conical hat on. Then the elf instantly shrank to the size of a gnome.

The actual gnome started to say something.

‘One word and I sell you to the next ogre we meet for a snack,’ threatened the elf.

‘Oh, you are no fun!’ grumbled the diminutive illusionist as he turned and hurried down the goblin tunnel.

At first created to allow trusted friends of a gnome community into their small dwellings, these magical hats have gotten out into the world and have been handy for a variety of uses.

Benefit: This simple magical hat will reduce anyone to the size of a gnome (roughly 24-36 inches tall) while worn. The wearer retains all physical and mental attributes, yet is now size Small and is harder to hit (-1 to be struck in combat by Medium sized creatures,-2 to be hit by those of Large size and bigger) and the wearer of the hat can fit into smaller areas comfortably and takes 4 hit points less falling damage per 10′.

Usable by: Anyone, (no effect on anyone gnome sized).

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[New Spell] Call Jewelry

Call Jewelry


Chalk, Valance, Koram and Navnen came upon a strange sight in the forest clearing; a small group of dwarfs trying to pry open the door to a stone house.

‘What did the old wizard do?’ Koram asked the dwarfs.

‘He stole my father’s necklace from me using some strange spell,’ one of the dwarfs claimed, eyeing Chalk dubiously. ‘Have you come to help him?’

‘Help him?! He stole some jewelry from us in town and we were coming to deal with him,’ Valance said.

The dwarfs smiled to each other.

Valance uttered a prayer and a group of spiders scuttled into the small stone hut.

Screams came from inside and then the hut’s walls burst, the wizard revealed himself, now the size of a giant.

‘That was the power of one of my rings,’ one of the dwarfs said.

‘Run!’ Navnen shouted and those who would reclaim their jewelry suddenly found themselves running for their lives as the now giant wizard bellowed in a booming voice.


Call Jewelry (Magic-user)

Level 2

Range: 10’/level.

Duration: Instantaneous.

This spell calls all hand wrought jewelry worn on one individual into the possession of the wizard. A saving throw versus spells applies. Those that fail lose one piece, all or any combination of rings, bracelets etcetera to the caster of this spell. Some dwarf and gnome jewelers have been known to hunt down those that cast this spell.

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[New Monster] Norvist


The gnome screamed out loud.

‘What?’ snarled the druid, Fellhorn as he was about to cast a spell at the raiding humanoids.

‘One of those things cast a spell at me,’ the gnome replied.

‘They have a spellcaster too!’ lamented the druid.

The elf readied his bow and fired off a shot into the crowd. One of the goblin-creatures yelped in pain and reeled back, revealing four arms. It then collapsed to the ground after the druid’s fiery spell.

‘One less spellcaster among them,’ the elf said confidently.

The gnome screamed again. The elf rolled his eyes. There was more than one.


No. Enc.: 1d4 (1d8)

Alignment: Chaotic

Movement: 180′ (60′)

Armor Class: 6

Hit Dice: 4+4

Attacks: 2

Damage: 1d4+2 (bite, punch or claw) or by weapon/spell

Save: MU5

Morale: 10

Hoard Class: XIV

X.P.: 1550

Norvist blend in with goblins and hobgoblins and try to hide their extra pair of arms until combat begins (65% chance of successfully hiding their extra arms). These creatures typically carry a shield in one hand and a sword in the other, using their other two arms to cast spells or use as claw attacks if all else fails. Of unknown origin, these creatures are either a wizard’s experiment or a mutation, maybe even a ‘gift’ of dreadful deities.

These malevolent monsters have spell-like abilities as follows, cast as a 5th level magic-user:

Once per day- Burning Hands, Jump, Spider Climb

Twice per day- Arcane Lock, False Trap, Mirror Image

Three times per day- Blink, Explosive Runes, Lightning Bolt

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[New Magic Item] Spear of Recall

Spear of Recall

The bugbears were closing in fast. The scout was spotted. The elf quickly tried to suss out a plan on the ground with the point of his dagger, suddenly, he was gone.

Moments later the elf stood next to the spear shaft with the druid and gnome.

‘So that’s how that works,’ the elf said.

‘And by the way, gnome, you owe me 30 silver coins. Bugbears, and lots of them,’ he added with a sharp look towards the gnome illusionist.

For centuries this magic weapon has passed through many hands with very few realizing its true magic. Those that do find this magical ‘spear’ indispensable for scouts and thieves.

Benefit: If used as a spear this magic weapon deals 1d8+1 magical damage, which is impressive enough. If the ‘spearhead’ is removed from the shaft it is revealed to be a dagger. If the dagger is jabbed into bare earth the person holding the dagger may travel any distance and safely be teleported back to the location of the shaft by tapping the dagger to the ground.

Usable by: Anyone who can wield a spear.

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[New Spell] Curse: Marked for Death

Curse: Marked for Death


The plain looking gnome hobbled into the tavern and took a seat at a table made for smaller folk and he eyed the crowd and locked gazes with Valance.

The priest of the Spider God smiled as the gnome looked startled for a moment.

A hideous looking spider, the size of a man’s fist, dropped onto the gnome and bit him in the neck, then scuttled into the shadows. The gnome instantly began to panic and seemed to be fighting with things that weren’t there.

Valance glided across the room and guided the demihuman to the tavern’s entrance before giving the gnome a boot to the backside.

‘Try harder next time!’ Valance yelled after the gnome as the would-be assassin swatted at the air in fright.

‘You could just get that curse removed,’ said Chalk.

‘I could, but this is more fun,’ admitted Valance.


Curse: Marked for Death (Cleric/Magic-user)

Level 3

Range: Touch.

Duration: One year and one day, until the target is killed or the curse dispelled.

This vile, yet direct curse calls into motion an event or series of events, namely an assassin, one level higher than the target, will try to kill the cursed individual, feeling a compulsion to end the target’s life. If the first assassin fails, another will feel the call and a third, fourth and so on. These assassins feel a time constraint and will carefully plan to execute the subject of the spell to the best of their ability. If one year and a day passes and the individual still lives then he or she is as free from the curse as if it were dispelled, until then the killers are attracted, one at a time, to the target.

Option: A successful Remove Curse spell for this particular curse has a 45% chance of sending one assassin after the caster of the curse.

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[New Magic Item] Amulet of Shared Spells

Amulet of Shared Spells

Halfway between the two combatants an eerie green fire erupted and a half dozen emerald arrows of magical origin sped towards each spellcaster. Already receiving a terrible blow from a vicious spell one of the wizards staggered back, astounded by this event.

‘But how?’ the wizard gasped as he clutched at his heart and crumpled to the ground.

‘Why this amulet,’ answered the gnome illusionist.

The elf nodded almost admiringly.

‘He’s annoying, but sometimes effective,’ the elf whispered to Fellhorn the druid.

This rather ingenious magical amulet was created for a great hero that waded into a den of vile sorcerers and returned triumphant. Since then a few vile sorcerers have used this in magical duels to get the upper hand.

Benefit: This magical amulet has a 78% chance of bouncing back any spells cast at the wearer so that the spell effects are duplicated upon the caster. Popular around healers that get into combat, not so popular with battle mages who inflict damage.

Usable by: Anyone.

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[New Spell] Intangible Flesh

Intangible Flesh


Koram stood defiant against the Bladesman of Zordiz.

‘Your confidence is charming, but futile,’ sneered the swordsman as he brandished his finest longsword.

‘We shall see,’ Koram retorted with a wink to the priestess of the Moon.

Weapons clashed as Koram’s Crystal Sword rang out each time it hit the hardened steel blade of his opponent.

Soon Koram had the Bladesman of Zordiz kneeling in defeat.

‘I cut you a half a dozen times and you stand yet!’ snarled the swordsman.

‘Those are the breaks,’ Koram said as he turned towards the priestess of the Moon. ‘And I owe you some wine.’

The Bladesman of Zordiz scowled as the pair got a table, suspecting some foul magic.


Intangible Flesh (Cleric)

Level 2

Range: Self or Touch.

Duration: One turn (ten minutes) per level of caster.

For the duration of the spell all living creatures affected have their flesh and blood ignored by edged weapons, similar to attacks upon an animated skeleton. All damage by edged weapons that hit only deal half damage. Missile weapons are -1 to hit and -1 to damage. After the invocation elapses the flesh is found by edged weapons again.

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