[New Spell] Very Unhappy When It Rains

Very Unhappy When It Rains


The elf Bramblefoot regarded the stormcloud above Fellhorn’s head with a wry smile.

‘I don’t want to hear it,’ growled the druid.

‘Oh, I have been the subject of the gnome’s ire too,’ the elf said.

‘How did you know it was the gnome?’

‘Who else would throw a little storm over your head?’ the elf asked.

‘When I get my hands on that little fiend,’ Fellhorn grumbled.

‘I’d let that spell ebb and fade if I were you, just from experience,’ the elf warned.


Very Unhappy When It Rains (Illusionist)

Level 3

Range: Touch

Duration: One day/level or until dispelled.


This illusionist spell causes the victim to believe that he or she has a small, dark cloud above their head that constantly releases rain and the occasional lightning bolt. The subject of the spell is upset by this constant cloud and the result is a -3 to Charisma and -2 to ALL rolls until the spell has ended. As others can see this storm cloud above the victim these people are often ostracized until the spell is dispelled or the duration expires.

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[New Monster] Lasher Daemon

Lasher Daemon

Stork was running for his life. The sorcerer looked over his shoulder and watched the dull-witted daemon as it tirelessly flapped its wings, trailing him.

Vistis the Blue mage threw a couple of spells at the thing. Undaunted it continued after its quarry.

A few minutes later Stork came running back by Vistis.

‘Thos people really don’t like being lied to in that town,’ he said near breathless.

The daemon opened its mouth, revealing two vicious snake-headed tongues.

Vistis cringed.

Lasher Daemon

No. Enc.: 1d4 (1d8)

Alignment: Chaotic (Neutral tendencies)

Movement: 90′ (30′)

Fly: 150′ (50′)

Armor Class: 4

Hit Dice: 8

Attacks: 2

Damage: 1d6 claw, bite or lashing tongue

Save: F8

Morale: 8

Hoard Class: VIIIx2

X.P.: 450

The strange Lasher Daemon is an earthbound infernal creature that looks a bit like a dull-witted stereotypical demon-with red skin, bat like wings, cloven hooves and half opened bloodshot eyes. These portly daemons skulk and lurk around wizard’s owers or the outskirts of small towns or villages and are easily summoned. Where these creatres excel is in tracking down those who have lied to their summoner or the one who called upon the daemon. When a liar is found the beast opens its mouth and two snake-headed tongues lash out at the liar, biting for 1d6 points of damage each. These tongues can stretch to hit up to 10′ from the creature. The only magic these creatures have is the ability to detect lies .

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[New Spell] Fists of Iron

Fists of Iron


The strange wizard tapped the dwarf on the shoulder. With a sneer the invigorated demi-human charged at Fellhorn.

The druid groaned in pain as the dwarf’s fist struck him solidly in the stomach.

‘Now do you remember the safe way out of the forest?’ the wizard asked.

‘Left path,’ wheezed the druid as he grimaced in pain.

The dwarf and wizard hastily took off down the left path of the forest.

‘Well,’ said the druid,’ safe until you find that nest of owlbears.’


Fists of Iron (Arcane)

Level 2

Range: Self or Touch

Duration: One turn (ten minutes)


This spell enhances unarmed combat, allowing anyone who strikes with their hands to deal 1d8 points of damage plus any Strength bonuses. This spell can be quite handy when weapons are confiscated and a fight breaks out.

Option: Until the duration expires on this spell the subject may attempt a Dexterity attribute check to ‘trap’ the weapon of their attacker for two rounds.

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[New Magic Item] Hat of Voices

Hat of Voices

Vistis the Blue Mage strolled into the inn and handed the key to the wizard’s tower over to Stork the sorcerer.

‘How did you get this?’ Stork asked in genuine amazement.

‘I just had to be very convincing and pay attention to the constables,’ the illusionist answered as he tucked away the magical hat into his robes, not wanting his partner to know all of his secrets.

As usual, Stork eyed Vistis suspiciously.

Also known as the Hat of the Myna Bird, this magic item appears as a well made leather hat, rounded at the back with a pointed bill or ‘beak’ in the front. Very valuable, these hats often command a high cost due to their ability to fool others.

Benefit: This hat allows the wearer to mimic any voice that he or she has heard three times per day for up to ten minutes each time the magic of the hat is invoked. Clever illusionists covet this type of magic item because it makes their spells of illusion stronger when used with a visual illusion of the person whose voice is being imitated. Anyone trying to see past such an illusion may only do so on a roll of 9 or 10 on 1d10 because this magic is so convincing. Without supporting magic the voice is still very good at fooling people, however one must elude being seen so as not to give the trick away.

Usable by: Anyone.

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[New Spell] Flowering Eye

Flowering Eye


‘How does that druid keep hounding us?’ the dwarf asked.

‘It is unreal, he knows all that is happening around these woods at an uncomfortable level,’ replied the elf.

The curious halfing strolled up to the other demi-humans holding an odd plant.

‘Now I am no master gardener or druid,’ the short adventurer said. ‘However, I know that daisies don’t have eyes.’

The dwarf and elf looked at one another.

‘I told you he’d be handy,’ the elf said.


Flowering Eye (Druid)

Level 2

Range: 30’/level.

Duration: One hour/level.


A druid uses this spell to magically grow a planted seed instantly. As the plant opens into a flower resembling a daisy, the central part of the flower, also known as the disl florets, is replaced with an eerie looking eye. The druid can easily manipulate this flower and face the flower in any direction. At any time afterwards the druid can concentrate and see through this flower in many spectrums, including the ethereal and astral realms as well as at night. From a distance while concentrating the caster may also move the flower to face another direction. The plant is rather obvious on its own, but can only be spotted on a roll of 6 on 1d6 when this magical daisy is blended in with similar flowers.

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[New Spell] Assume the Pain

Assume the Pain


The leader of the Cult of the Vicious Maw stabbed at the elderly priest, cutting to the bone.

‘Put that maniac down,’ the cleric of St. Bellos told his companions. ‘Save my patron.’

‘What will you do?’ asked the halfling thief.

The cleric rolled up his sleeve to reveal a bloody gash meant for the old cleric.

‘I already am doing something,’ he replied.

Without thinking twice the others pounced on the crazed cultist.


Assume the Pain (Cleric)

Level 2

Range: Line of sight.

Duration: One turn (ten minutes).


A very rare spell of self sacrifice, Assume the Pain allows a priest or priestess to take on the pain and wounds inflicted upon another. In this way many a king or elder cleric has been saved at the last moment as the caster takes on the wounds themselves when direct healing is not possible or one wishes to suggest that the subject of torment or atack can take on more than one would guess.

Option: The caster may instead or also offer points of Constitution to the target of the spell, this temporary loss is regained at a rate of one point per day, the receiver loses these extra points at the end of the day.

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[New Monster] Honalvi


Stork and the strange ogre were in talks for some time, eventually the two came to an agreement and the sorcerer rejoined Vistis the Blue Mage.

‘We have a deal?’ Vistis asked.

Stork grunted.

A trio of serpentmen slithered into sight. Vistis gasped.

‘We can’t go anwhere with them,’ he exclaimed. ‘We will be killed.’

‘You are an illusionist, correct? Make some magic happen to disguise them when we come upon a settlement,’ Stork replied.

One of the sepia colored creatures slithered up to the wizards and eyed Vistis warily.

‘I’ll see what I can do,’ he muttered.


No. Enc.: 1(1d4)

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 5

Hit Dice: 7+4

Attacks: 1

Damage: 1d4 claw, 1d6 bite or tail whip (10′ range), or by weapon (usually a polearm)

Save: F8

Morale: 8

Hoard Class: XVIII

X.P.: 625

The honalvi are hulking serpentfolk that are unlike the standard fiendish variety, for these serpentfolk originated from another planet ages ago and are non-poisonous, being more akin to constrictors than the usual evil genius variety. These creatures are so rare and given their serpentine appearance they are usually attacked on sight, those that prove themselves different are loyal and trustworthy. Sometimes a band of these creatures will work together as mercenaries or in the employ of a powerful leader. These creatures appear as humanoid serpents from the waist up and have the lower bodies of giant pythons or boas.

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