[New Magic Item] Ring of Astral Opposight

Ring of Astral Opposight

‘What do you see?’ Valance asked Chalk.

‘Strange creatures floating through the air, like ghosts, but not ghosts. Not human. Watching us,’ the wizard replied.

Koram shivered at the revelation of creatures from the Astral Plane spying on them.

‘I see something approaching, it is….an Astral Raider, it is glaring at Koram, blowing a horn to alert someone or something else,’ Chalk said.

‘My Crystal Sword! They won’t get it, we need to move,’ Koram said, exasperated.

‘We are home and they are on the Astral Plane, it will take more than one or two of them to get here and to be a challenge,’ Valance said.

‘I wish you hadn’t stolen this particular ring, Navnen, now I am going to be worried all the time about those things trying to reclaim their sword,’ the fighter said.

Navnen shrugged.

Created with the best of intentions to help those plagued from the Astral Plane, this magical ring sometimes is as much a burden as a boon, especially if the wearer is alone.

Benefit: This magical ring grants the wearer the ability to see into the Astral Plane once per day for 1d4 hours in a row, the problem is that during this time the person can only see in the Astral Plane, even removing the ring won’t change this condition. During this time the wearer can see all threats, structures, beings and treasures on the Astral, yet is effectively blind on the Material Plane. A great help when being harassed from that outer plane by various creatures or when seeking specific items placed in the Astral.

Usable by: Anyone.

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[New Spell] We’re Sure You’re (Un)Dead

We’re Sure You’re (Un)Dead

 

Koram lurched into the room, seemingly a dead thing stitched crudely together. He put up his hands as his companions gasped in horror.

‘It’s okay, I’m fine,’ the fighter said.

‘You look like you’ve been dead a week or two,’ Valance commented.

‘I found out that the Sorceress of Tashin is, in fact, not interested in me,’ Koram confessed.

‘Looks like the hard way, via a curse?’ Chalk asked.

Koram nodded.

‘It should wear off in a week or so,’ he told the others.

Navnen looked outside.

‘What do we tell the unruly mob that is forming?’ he asked.

Koram sighed heavily in despair.

 

We’re Sure You’re (Un)Dead (Illusionist)

Level 3

Range: Touch.

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

 

This dreadful Illusionist’s curse gives the impression to all living viewers that the subject is some type of undead, a vile coffinbreaker who should be in the ground, or worse. Ironically, the actual undead do not fall for this spell and know that the cursed one is indeed alive, and are usually not that willing to help them. Expect torches and pitchforks at best, stakes and hammers at worst. Whether a vampire or flesh golem or even a ghoul, the type of undead is immaterial as to the belief that the person is indeed undead.

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[New Magic Item] Drun’s Amulet

Drun’s Amulet

The gnome illusionist flew at the surprised bugbear and grabbed the humanoid’s arm, delivering a electrical shock that caused the creature to bellow in pain.

The elf ranger released an arrow that struck the very same bugbear in the shoulder, drawing a trickle of blood.

‘Nooooo!’ lamented the gnome as he swooned and dropped to the ground in a dead faint.

Fellhorn the druid stabbed the bugbear with his scimitar, finishing off the bugbear.

‘Why did you do that, you know he might faint?’ Fellhorn asked the elf.

‘I knew you could finish the creature and it is funny watching him faint,’ the elf replied.

‘Fair enough, he does look funny when he drops,’ Fellhorn said.

It is said that a great wizard gifted this magical amulet to the dwarf fighter Drun for helping him with an epic quest. At first Drun was elated with the effects of the amulet, and then a bit mortified. Why? Read below….

Benefit: The wearer of this magical amulet can simulate the effects of the Shocking Grasp spell, dealing 1d4+2 points of damage. The amulet’s owner then can make a Save versus Spells to be able to use this ability again that day. As long as this saving throw is made that day the amulet’s owner can use the Shocking Grasp effect. The downside of this amulet? If the owner sees blood he or she must make a Save versus Petrification/Paralysis or faint from the sight of the blood. A failed save of this kind results in the subject fainting for 1d4 minutes.

Usable by: Anyone.

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[New Spell] Cackling Shadow

Cackling Shadow

 

Stork ordered another mug of ale, looking totally despondent.

‘Your shadow,’ the innkeeper said. ‘It is starting to bother the….’

Vistis the Blue Mage cut him off.

‘Probably best to just get the ale, he is mad enough as is,’ Vistis said cryptically.

The innkeeper’s shoulders drooped as he nodded and hurried off to get another ale for the irritated sorcerer.

Creeped out, the other patrons gave Stork plenty of space as his shadow cackled and howled like a maniac.

 

Cackling Shadow (Illusionist)

Level 2

Range: Touch.

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

 

An annoying spell that an illusionist casts upon another to either mark their whereabouts or to warn others of the target’s movements. A subject that does not pass a Save versus Spells roll will find that his or her shadow will cackle and gibber maniacally, seeming to spasm and flounder on its own for the duration of the spell. This strange and somewhat disturbing noise can be heard up to 40′ away and renders all attempts at silent movement totally useless. Thieves often get revenge when this spell is cast upon them.

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[New Magic Item] Wand of the Midnight Hound

Wand of the Midnight Hound

Navnen slammed the door to the cottage he shared with the other adventurers.

‘What happened?’ Chalk asked.

The thief opened his mouth to explain, but only barking and yipping came from his mouth.

‘What in the Eleven Hells?’ Valance asked.

Navnen excitedly barked out more.

‘Stop,’ Chalk said handing the thief a quill pen and a piece of parchment.

Navnen looked puzzled.

‘Trust him, it is just easier,’ Valance assured the thief.

Created by a mischievous illusionist, this magical wand holds more than a few spells within it. Using it can be hilarious, and dangerous, to the user and target.

Benefit: If used on a target within 30′ of the wielder, this spell holds not only seven levels of Illusionist spells of levels 1-3, but it can also, twice per day, cause any target that fails a save versus Wands/Spells to bark instead of speak normally. To the target they are speaking normally, to anyone else their voice sounds like nothing except the barking and yapping of a dog. This effect lasts 1d4 hours and does effect spellcasters, with a 35% chance of miscasting any spells cast while under the strange power of this magical wand.

Usable by: Anyone who can use a wand.

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[New Spell] Curse: Stonemount

Curse: Stonemount

 

Valance glared into the distance.

‘I’ll get that dwarf,’ the priest of the Spider God vowed.

‘To be fair he is already under a curse,’ Chalk said.

‘Oh yes, and he knows that, did he have to try to ride my gigantic spider? He knew what would happen,’ Valance replied.

‘You are right, let’s go mess with him,’ Chalk said as he waved a beckoning arm towards Navnen and Koram.

Valance patted the enormous petrified spider that stood frozen before him.

 

Curse: Stonemount (Magic-user/Cleric)

Level 3

Range: Touch.

Duration: One year and a day or until dispelled.

 

This strange curse requires the cursed one to roll a Save versus Petrification each and every time that they try to ride a mount (horse, ostrich, mule, elephant, dragon, etc) or have that mount turned to stone until the mount can be returned to flesh, which does eventually happens when the spell either is dispelled or runs its natural course. Clever cursed people can use this to their advantage by trying to ride on the shoulders or backs of monsters at the right time.

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[New Monster] Gorf

Gorf

Valance looked perplexed.

‘Didn’t we jam the door open?’ he asked the others as they explored the dungeon.

‘I sure hope that door is open, because something big is coming along the corridor,’ Koram said nervously.

‘Navnen!’ Chalk shouted.

The thief had his lockpicks out in no time, he paused for a moment.

‘What is it?’ the wizard asked.

‘I thought I heard a sort of laughter on the other side of the door,’ the thief replied before getting to work.

Koram drew his sword. Chalk began a spell.

Gorf
Strange, round creatures with humanoid features and spindly arms and legs, the gorf are creatures of Chaos, yet they are subtle fiends, dressed in faded and torn rags of once fine clothing. The gorf try not to be seen, slinking silently about in dungeons and other underground lairs, these cruel creatures try to undo, re-lock, block an otherwise hinder any adventurers while they are underground. In the wake of the gorf adventurers may be perplexed, that door they wedged open suddenly is locked again and the creeping, slithering creatures are advancing. This is the work of the gorf, those who resent intrusion into the chaos of the Wilds. Because of this task they are committed to, most other monstrous humanoids and monsters in general leave these somewhat helpless seeming beasts alone. These creatures can use Spider Climb as a spell-like ability to try to stay a step ahead of adventurers and out of sight as much as possible.

Skull Vultures: HD 2; AC 7[12]; Atk By punch or weapon (1d4+2 punch); Move 6; Save 14; CL/XP 3/100; Special: Very Quiet: surprise on a 3-6 on a d6, darkvision, Spider Climb three times per day; AL Chaotic.

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