[New Spell] Area of Attack

Area of Attack


Bakra-do dropped a handful of coins into the wizard’s hand. The spellcaster smiled and counted the coins. Moments later he began a spell.

Holding a wand on an outstretched palm the wizard closed his eyes.

‘Three miles north, lizardmen are trying to usurp the village of Morl,’ he muttered.

The mercenary smiled and dropped a couple more coins into the wizard’s hand.

‘Off to battle,’ the mercenary said. ‘Don’t be too far away.’

‘I try not to be with such a steady income,’ the wizard replied.


Area of Attack (Arcane)

Level 2

Range: One mile/level.

Duration: One turn.


When cast upon an object that can indicate a direction (arrow, wand, stick, pen, etc) the object will point towards the nearest major conflict, skirmish or war within the range of the spell. The caster will know who is on each side of the conflict and roughly the size of the forces involved. Some mercenary companies employ wizards with this spell for maximum profits, others want to know which way to run and go in the opposite direction.

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[New Monster] Kravnag


‘Valance, one of these things coughed up another one, how are you doing with the spiders?’ Chalk asked as he threw a spell that magically stopped three of the demon faced monsters in their tracks.

The priest of the Spider God finished mumbling another prayer.

‘We appear to be in a place bereft of giant spiders,’ lamented the cleric.

Koram shivered a little before swinging his sword at one of these strange beasts, he thought back on all the times giant spiders had come effortlessly into the fray.

Navnen through a magical dagger and hit one of the beasts between the eyes, it slumped to the ground with a groan.

‘Want our magic items? There’s one!’ the thief exclaimed as he pulled his short sword to face another.

Valance shrugged and pulled a vicious looking mace from his robes.

‘Old school it is,’ he said as he began swinging.


No. Enc.: 1d4 (2d10)

Alignment: Chaotic

Movement: 60′ (20′)

Armor Class: 4

Hit Dice: 4+4

Attacks: 1

Damage: 1d4 (bite), 1d6 (claw)

Save: F5

Morale: 8

Hoard Class: XIx2

X.P.: 275

The Kravnag is a monstrous magical amalgam of several creatures, some unknown. This beast has a ferocious, almost demonic head with the torso and tail of a large mastiff and the legs of a very large bird of prey. Far from stupid, these crafty villains stalk their prey careful and quietly (78% chance of tracking, 80% Move Silently) to try to trap victims and extort magic items from them, failing this, they attack. In addition to their claws and bite a Kravnag can, once per day, summon another Kravnag from their lair. This takes two rounds to do.

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[New Magic Item] Pipe of the Thief

Pipe of the Thief

Koram opened the door to the shared room, a hooded figure was just lighting a pipe in the corner.

‘Company!’ the fighter yelled.

Chalk, Valance and Navnen burst into the room as the stranger blew smoke out the open window and dived into the smoke, one of Navnen’s daggers stuck into the frame of the window.

Everyone rushed to the window to see the smoke drifting slowly over the rooftop of the adjacent building.

‘Now what did we do and to who? Chalk asked. Everyone looked at Valance.

‘Hey, my gambling debts are paid up, this is on one of you guys,’ the priest of the Spider God said.

Master thieves covet such an item and will do anything to get their hands on one, but then a warrior trying to evade a dragon is just as desperate for one.

Benefit: This magic pipe allows the smoker to, once per day, leap into the smoke from the pipe and assume the form of smoke for up to one hour, this transformation takes one round/action. The smoke is slow moving, drifting slowly at 9′(3′) and cannot go through walls, but can seep into cracks and crevices. A strong wind will cause the person in smoke form to make a save versus Polymorph or be forced back into his or her normal form. In smoke form the transformed cannot be caught by grasping hands but can be contained in an airtight space.

Usable by: Anyone.

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[New Magic Spell] UnWeathered



Knat sat dry and warm drinking tea when Chalk and the others arrived in the downpour.

‘Come in, boys, have some tea,’ the druidess said.

‘Why have us meet here and now?’ Chalk asked.

‘To show off my new spell of course,’ she laughed.

The others groaned.

‘I need help of course, and I knew you would appreciate the warmth on such a blustery day,’ Knat said.

‘You knew it was going to rain, didn’t you?’ Valance asked.

The druidess was quiet. Which meant yes, she did.


UnWeathered (Druid)

Level 3

Range: Touch, affects a 15’x15’x15′ area

Duration: One year per level of druid.


With this spell the druid creates an area that will be unaffected by normal weathering conditions, i.e., the area will remain fresh and crisp as if on a typical sunny spring day, even the temperature within this spot will be warm and dry. Any items placed in the area are also unaffected by the surrounding weather, no rain or snow will touch the enchanted spot, no strong wind blow things within away, although sentient being may enter the area and move things around and animals may unknowingly scatter things within the area.

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[New Magic Item] Arachnid Amulet

Arachnid Amulet

With a shudder Navnen the thief dropped the creepy talisman into the pocket of the passing wizard. Valance sighed heavily, a hand reaching out in despair.

‘No, it had to go,’ the thief said. ‘Let’s see how bold “Adrozhir the Bold” really is.’

The priest of the Spider God dropped his head in resignation.

‘When the sun goes down we can slip up to a nearby rooftop and watch the amulet take effect,’ offered Navnen.

Valance grinned happily and nodded.

A gift from the Spider God? A cursed item made by a crazy archmage? Who knows, just hope this thing doesn’t end up in your pocket. Resembling a small oval of amber with a spider trapped inside this magic item is best left alone.

Benefit: Each night this magical amulet draws all arachnids to it like a magnet, spiders, scorpions and the like surround this magic item, from normal sized to monstrous, all heed the call of the amulet. Although not necessarily aggressive, if startled, attacked or hungry the spiders and their kin will attack. In rare instances those with an affinity or magical connection to spiders may use this to their advantage.

Usable by: Anyone.

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[New Magic Item] Fungal Staff of Sporecery

Fungal Staff of Sporecery

‘So you took a staff from a goblin, do you feel better about yourself?’ Chalk asked Valance.

‘Yeah….’ the priest of the Spider God said in a stupor.

‘You know, you are supposed to use that on enemies, not yourself,’ Koram said.

‘Just….trying it out,’ the dazed cleric said.

‘If he wasn’t mixing that staff with bites from his weird spiders he might be more coherent,’ Navnen added.

Grown deep underground by goblins of the worst manner, these odd magical staffs are abut five to six feet tall and resemble thin white mushrooms with a red cap speckled with white circles and an animated leering face just under the cap. This creepy face is the source of the spores when they emanate from the staff. Rumors abound that the creators of these fungi are fungal creatures themselves from deeper underground that taught the goblins how to grow these strange magical mushrooms.

Benefit: This magical staff can, once per day, perform the following, casting the magic in a cone 30′ long by 10′ wide:

  1. A blast of hallucinogenic spores sprays over all in its path. Any who fail a save versus staffs at -1 experience vivid and strange hallucinations, all rolls are -2 for 1d4 hours due to these strange visions.

  2. A stream of mutating spores covers those in its path. Those who fail a save versus staffs at -1 become large toadstool-people for 1d4 hours, AC 6, 4HD, 9 Dex.

  3. A dark wind of spores shoots forth, all who fail their save versus staffs at -1 develop an irrational fear set by the bearer of the staff (spiders, snakes, darkness). While this element is present all rolls are at -2. The effect lasts for 1d4 hours.

  4. A storm of spores burst outward and land on all within the area the staff effects. Those who fail a save versus staffs at -1 cackle and gibber maniacally for 1d4 hours and are -1 on all rolls due to their own bizarre laughter.

Usable by: Druids, magic-users and illusionists.

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[New Spell] Wilder Horses

Wilder Horses


The orc warband was in hot pursuit of the knight and his retinue, the illusionist cast a spell as the humans entered a ravine. This magic caused the mangy horses the orcs were riding to balk and refuse to go any further. The orc outriders, on boars, spurred their mounts on into the purple fog. One orc rider pointed to his head and smiled at the other who happened to narrowly avoid the pit trap his ‘smarter’ companion fell into. Orc and boar squealed in pain and horror in the spiked trap.


Wilder Horses (Illusionist)

Level 2

Range: 30’x5′ deep wall +5’/level

Duration: One turn/level.


This spell creates a purplish ‘wall’ of magic that frightens horses, causing them to retreat in a panic. No equine creature will pass through the wall, but they may be coaxed to go around it, which is why narrow passes and ravines are popular places to cast this spell. Once the magical fog clears the horse(s) regain their composure and will enter the area as normal.

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