[New Spell] Glowing Shadows

Glowing Shadows

Vistis the Blue Mage raised his hands and swept them in wide arcs as he hissed a spell.

‘We are surrounded,’ the illusionist told Stork.

The magic-user snarled as he looked up from the scroll he was studying and then looked around. Glowing golden shapes took the place of crouching shadows that crept nearer in the dim light.

‘Undead?’ Stork asked.

‘Ghouls, most likely,’ Vistis replied.

Stork smiled, revealing his shark-like teeth. Moments later he cast a spell of his own that sent lightning among the hungry undead creatures. With howls and gurgled threats the ghouls retreated until no golden glow was visible at all.

‘They will return, with more,’ Vistis said grimly from behind his heavily lacquered mask.

‘And we will be gone by then,’ Stork replied as he gathered the scrolls and put them in a large satchel.

Glowing Shadows (Illusionist)

Level 5

Range: 15’+5’/level.

Duration: Three turns (thirty minutes).

When cast this oddball illusionist spell causes the shadows of all creatures, living and undead that can cast (ethereal or invisible creatures and constructs are immune to this magic) a shadow will find that when within the radius of the spell that their shadows take on a bright golden glow as they move. Affected creatures moving out of this area will find their shadows return to normal and those using shadow magic or the thief skill, Hide In Shadows, do receiving a Saving Throw with a -1 modifier to resist the spell. This spell does not move with the caster but remains in a fixed location.

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[New Magic Item] Moonstone


Navnen the thief returned with a smile on his face.

‘Another successful job?’ Chalk asked.

‘This one went too well,’ the thief said. ‘I stole a magical stone for a druid. It turns out the target had two of these on him, apparently about to relay one to someone else.’

‘So you kept the second one of course?’ Valance asked.

‘Of course,’ Navnen confessed.

‘Do you even know what it does? What if it is dangerous?’ Chalk asked.

‘What if someone can trace it here?’ Valance asked as he got up and peeked out a window.

‘I know what it does. I can understand the owls in the rafters now. And speak with them,’ the thief said.

Koram, Chalk and Valance exchanged glances, unsure if Navnen was now talking to owls or insane.

Time would tell.

Secret and sacred relics from an elder age, Moonstones are kept from most human and demi-human races although some druids possess a Moonstone and use the Moontongue with other animals and druids with one of these magical stones. Others found with a Moonstone often have it stolen from them unceremoniously.

Benefit: These small white stones, when held in one hand, will allow the bearer to speak and understand the Moontongue, a language only spoken at night by the creatures of the night. Owls, bats, wolves and many humanoids use this language, although it often sounds like natural animal calls or gibberish to those who do not speak the Moontongue. Anyone who has possessed one of these magical stones and lost it somehow (often through theft as these are coveted and the Moontongue is a very secret Ancient Tongue) only understand the language with 35% proficiency unless they gain another Moonstone, which can become an obsession.

Usable by: Anyone.

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[New Magic Item] Helmet of the Mundane

Helm of the Mundane

‘Look at the teeth on that thing!’ Navnen exclaimed.

Chalk gasped aloud.

Valance visibly shuddered.

‘What thing? Where?’ Koram asked as he pulled his Crystal Sword and swirled around in a panic.

‘Stab to your left, NOW!’ the thief shrieked.

The fighter suddenly thrust his blade and something howled hideously that the others saw. Instead of attacking the thing retreated from the Crystal Sword as Chalk threw a spell at it. Koram took off his helmet. His jaw gaped open at the sight of the wounded thing.

Was this magic item created to benefit those who live in cities or other places devoid of certain creatures or cursed to lure heroes into wearing the helmet? As its origins are lost in time we will never know.

Benefit: This silvery winged metal helmet conveys a +1 to Armor Class and gives the wearer the ability to see in the dark (like nightvision) up to 75′. The downside? No magical or fantastical creature can be seen by the wearer of the helmet, all are invisible to both normal and infravision. If the creature affects its surroundings (leaving obvious tracks, moving tree branches or bushes, swimming, etc) this can be seen, however the creature itself remains invisible until it attacks, after which time it can be seen day or night. If the helmet is removed the AC bonus is gone for 1d4 turns even if the helmet is worn moments later.

Usable by: Anyone who can wear a metal helmet..

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[New Spell] Forbidden in the Forest

Forbidden in the Forest

‘It’s not me,’ Valance said and he took a step back.

Chalk the wizard took a step forward and flinched. Nothing.

‘Me either,’ the wizard said and took a step back.

Navnen stepped forward. He paused a moment, smiled. And then three squirrels leaped from the trees and landed on his head, biting and scratching. The thief fell backwards.

‘I am glad it wasn’t me!’ Koram exclaimed as he helped the thief pull the aggressive rodents off.

Forbidden in the Forest (Druid)

Level 4

Range: Touch.

Duration: One day per level of caster.

Also known as ‘Unwelcome in the Woods’ this druid spell causes the target, if they fail a Save versus Spells with a -1 modifier, to become unwanted by the wildlife in a specified forest, copse of trees or similar wooded area. All animals will appear unriendly to the subject of this spell and will do anything they can to hinder his or her progress through the trees. From minor bites and stings to food and small items being stolen to eerie howls and screeches in the night that make sleep impossible to being attacked by horned stags and raging bears, it usually does not take the target of the spell long to get the hint. Sometimes individuals seek out having this spell cast upon them to face a daunting forest to either prove themselves or to lure out a specific beast.

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[New Magic Item] Key of Perplexity

Key of Perplexity

‘You should lose that,’ advised Navnen.

Fulge the Light-fingered scoffed at his fellow thief and continued using the magical key.

‘We are in a busy town, someone will know,’ Naven said in frustration.

Again Fulge ignored Navnen.

Trumpets sounded and soon the building was surrounded by constables.

‘What, do they have a “Find a Thief” spell?’ Fulge asked in surprise at the commotion.

Navnen groaned as the two thieves slipped into the wizard’s den and he pondered his escape from this situation.

An odd and frustrating magical key that can sometimes causes more problems for the bearer if they are not careful. Many thieves will throw this away rather than be caught ‘cheating’. Others don’t care and will use one of these without shame.

Benefit: Upon any normal lock this key will morph and open the lock 75% of the time and any magical lock 35% of the time. All keys within a sixty foot radius will suddenly only open the lock they were made for 25% of the time. This is an instant warning sign to those who know about these magical keys and an informal ‘witch hunt’ for the one owning one of these magic items often begins. Note that lockpicks function normally and are unaffected by this magic item.

Usable by: Anyone.

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[New Monster] Volnmek (River dog)

Volnmek (River dog)

The odd-terrier looking canines yipped and barked, but eventually gave up, running back to dive into the river and submerge themselves mysteriously. Satisfied by this retreat, the giant spiders, having scared off the strange green dogs, skittered off into the forest.

‘Why were those things trying to get us to the river?’ Koram asked.

‘I don’t know, but I am sure it was for no good reason,’ replied Chalk.

‘Didn’t we lose the halfling thief that way?’ Valance asked as he petted a cat sized spider.

Navnen’s ears perked up and he looked concerned.

‘No, that was those carnivorous swans that got him, poor little blighter,’ answered the wizard.

‘Just how many thieves have you guys had?’ Navnen asked.

The other three looked about dubiously.

Volnmek (River dog)

No. Enc.: 1d6 (2d8)

Alignment: Neutral

Movement: 90′(30′)

Swim: 150′(50′)

Armor Class: 6

Hit Dice: 2+4

Attacks: 2 (2 claws or 1 bite)

Damage: 1d4+1 (each claw) 2d4 (bite)

Save: F5

Morale: 8

Hoard Class: XXI

X.P.: 250

The volnmek, better known as “river dogs” are a strange creature with the front half a scruffy, feral, green-tinged terrier-like dog and the back half of a scaly fish. During the day these creatures swim and caper about in rivers, lakes and ponds, sometimes gathering in small groups, sometimes serving various river gods in a variety of capacities.

Despite their aquatic nature at night the volnmek can come onto land, their fish half transforming so that these creatures appear as normal dogs for the most part. In this form these creatures often try to lure hapless victims near a lake or river’s edge and then push them in, where other river dogs are waiting to submerge and drown the victim and share a meal, often sacrifing some of the victim’s belongings to the river god they serve, if any, otherwise they hoard the belongings themselves. These canine monsters have the same senses as a normal dog and can make a hapless baying sound that often causes creatures to become curious and head towards the sound rather than away.

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[New Spell] Silent Trust

Silent Trust

‘And the constable will trust me?’ Navnen the thief asked Varuush the illusionist.

‘Without doubt, completely and totally. So long as you yourself do not speak directly to him,’ replied Varuush.

The constable nodded stupidly.

‘What?’ the thief asked in a confused tone.

‘As long as you do not say one word to him he will believe you completely,’ was the answer.

Again the constable nodded.

Then Navnen understood.

‘Because you already cast this on him,’ said the thief.

‘I had an extra spell and this really sells it,’ the illusionist confessed.

The constable nodded enthusiastically.

Silent Trust (Illusionist)

Level 2

Range: Self or Touch.

Duration: One hour per level of caster or see below.

Either cast by the illusionist upon themselves and another or between two other parties, this spell causes the subject to unerringly believe everything that the other person affected by the spell says. There is no Saving Throw and the most outlandish lies may be told, as long as the one talking does not look at the target and speak in their direction before the spell elapses. If this happens the target is allowed a Wisdom attribute roll. Rolling under their attribute score reveals the other person’s lies clearly. The nodding and enthusiasm of the target often goes a long ways towards convincing a third party of what the other person is saying.

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