[New Magic Item] Torch of Disillusionment

Torch of Disillusionment

The young fighter holding the magical torch stood catatonic as the illusionist Vistis the Blue Mage hissed from behind his heavily lacquered mask.

‘What is it?’ the druid next to him asked.

‘F-f-f-face. It’s face!’ was all the fighter could manage.

None of the young adventurers noticed Stork as he dropped the nest of enraged hornets among them as they were trying to bring the fighter to his senses from what he had seen under the illusionist’s mask.

Thought to be the creation of a deity of ennui and disenchanted dreams, this handy magic item shines through the deceptions that some would practice upon others. Sadly, to the final astonishment of some, being invisible isn’t included in the magical nature of this torch.

Benefit: When lit this torch reveals to its bearer not only everything in darkness within 35′, it also reveals the true nature of everything to the holder of the torch; illusions, transformed beings, those with painted faces or artificial limbs, wigs, etc. All forms of obscuring, or hiding are revealed, lycanthropy included, except for those that are invisible, they remain so as this is not a means to improve or obscure one’s true nature, but to not appear at all. This hardwood torch burns brightly for six hours before needing another six hours to ‘recharge’, the wood itself does not burn down.

Usable by: Anyone.

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[New Spell] Curse of the Crab

Curse of the Crab

 

Navnen, having cursed at the door for some time finally called for someone to open it.

‘Ah, usually this is me,’ Valance said with a grin as the thief shuffled into the room, large crab claws having replaced his hands.

‘That can’t be intentional,’ Koram said.

‘The price one pays getting caught picking pockets in this town the first time,’ Navnen replied.

‘What happens the second time?’ Chalk inquired.

‘Apparently one is turned completely into a crab and thrown into the middle of the bay,’ answered the thief.

The others shivered at the thought.

 

Curse of the Crab (Magic-User/Cleric)

Level 3

Range: Touch.

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

 

Whispered to acolytes of the Lord of Crabs originally, a wizardly variant has also been noted. When cast this curse causes the target who fails a Saving Throw vs Magic at -1 to develop crab-like claws where hands where. Fine manipulation and spell-casting is impossible and just holding a weapon requires a roll against Dexterity at -2 to even try to hold the weapon, all strike are at -2 to hit and -2 damage, although the claws themselves may be used to pinch for a 1d4+1 attack.

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[New Magic Item] Ring of Wrong Directions

Ring of Wrong Directions

‘Maddening!’ Navnen exclaimed.

‘We at least know that they are somehow altering their path,’ Chalk said.

‘How do you figure?’ asked Valance.

‘I doubt that after following the trail for miles one would suddenly climb a sheer cliff wall,’ the wizard replied.

‘True,’ said Koram, scratching his head. ‘But that doesn’t mean that they didn’t just wander off into the trees at random, either.’

‘Maddening!’ the thief exclaimed again.

Given to the least successful ranger in a guild of rangers to give him a boost in his standing, this ring has aggravated many a tracker in their attempts to follow their two footed quarry.

Benefit: This arcane ring has a dial on it that points forward when worn. The user only needs to turn the dial up to 45 degree angle in either direction. Usable twice per day for two hours (12 turns) each time. While scent tracking is unaffected, this will baffle anyone tracking only by footprints (which can cause further confusion of both methods are being used), reduces normal tracking to 15% regardless of skill level.

Usable by: Anyone.

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[New Magic Item] Smudgepot of Toads

Smudgepot of Toads

‘You could burn an entire village down with that if you scattered those toads about,’ the elf ranger said.

‘I did once,’ the gnome confessed.

‘Outrageous!’ bellowed the druid.

‘It was an accident. The toads scattered when the smudgepot was tipped over and before I could control them the village was burning,’ squeaked the gnome.

The elf shook his head with disdain.

A Smudgepot is a small container, about the size and shape of a gallon paint can, with a smaller container inside, a liner that is used to hold charcoal or wood or other combustibles to keep a small fire going to keep an individual warm on cold nights and/or to cook over. This smudgepot was enchanted by an elemental wizard to thank a cleric for taking her in during a nasty storm.

Benefit: This magical smudgepot holds up to eight charcoal briquets. When lit on fire the owner of this item may activate the briquets, turning them into slow moving (3′) fiery toads. This least elementals may be commanded by the smudgepot’s owner to get into all sorts of mischief, usually centered around setting things on fire, burning others or creating light (about as bright as a candle). These fiery toads will burn for one hour individually and up to six hours when piled together. Exposure to skin causes 1d4 points of damage. Can also be used to make water boil.

Usable by: Anyone.

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[New Magic Item] Slippers of Sinking

Slippers of Sinking

Navnen chuckled at an exasperated Valance.

‘I don’t find this amusing,’ the priest of the spider God said in a tone that suggested fierce arachnids could suddenly appear.

‘What is amusing is that you ignored the most important cue which lead to the robbery of your backpack,’ the thief replied.

‘And what exactly was that cue?’ Valance asked.

‘I learned it early myself, never trust a halfling wearing shoes,’ Navnen answered. ‘A halfling with shoes is always trouble. Unless they are in a boat, which is very rare. Maybe if we watch this spot where he disappeared that little beggar will return.’

Valance sat on a nearby log.

‘Why not? We’ve got time,’ Valance said.

An archmage’s gift to a talented thief for recovering a precious artifact, these magical slippers have been passed down for a couple of generations, until they were stolen.

Benefit: When worn these magical slippers not only convey a +1 to AC, but will also tingle the soles of the wearer’s feet whenever a safe place is located underneath the wearer. This place has air and either an exit or is a refuge for at least an hour. It takes two rounds to sink underground, then 1d6 rounds to travel through the earth, stone, etc to the refuge and the individual is dropped off safely, depending on the depth of the terrain. Within the hour if the wearer of the slippers wants to return to wear they were they can easily reverse the process by standing in the place where they descended to for one round and they will be brought back to where they were. Usable once per day.

Usable by: Anyone.

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[New Spell] Coinblind

Coinblind

 

Valance shambled into the room, he walked over to the table and dropped a number of coins on the table.

‘Are those gold?’ he asked.

‘No, silver,’ Koram replied after a glance.

‘Damn!’ exclaimed the priest of the Spider God.

‘Gambling with those illusionists again?’ Navnen the thief asked.

Valance grumbled.

‘I’ll take that as a yes,’ the thief said.

 

Coinblind (Illusionist)

Level 2

Range: Touch.

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

 

This tricky illusionist spell causes all coins to be invisible to the target. The subject of the spell gets no save and can still feel coins, yet cannot see the coins. If specific coins have ridged edges or other specific and definite markings the target can take his or her time to feel the surface of each coin, otherwise they must depend on others or use scales or another method to determine which coin is which.

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[New Monster] Shuddersome Ones

Shuddersome Ones

‘I could swear that something stole my dagger last night,’ the gnome illusionist complained.

‘Impossible, we took turns on watch,’ the elf ranger said.

‘Nevertheless, my dagger is missing. Surely those ravens that were trailing us didn’t take it?’ the gnome wondered.

‘Do you think those were ravens? They were eerie little skeletal sprites in dark robes,’ the elf replied.

‘So those things probably took his dagger,’ Fellhorn the druid said.

‘Not on my watch,’ the elf said indignantly.

‘Hasn’t your bowstring been cut?’ the gnome asked.

The elf ranger grumbled.

Shuddersome Ones

No. Enc.: 1d6 (2d8)

Alignment: Neutral (Chaotic tendencies)

Movement: 120′ (40′)

Armor Class: 6

Hit Dice: 2

Attacks: 1

Damage: 1d4

Save: F3

Morale: 10

Hoard Class: XXx2

X.P.: 45

Hooded and robed, these small undead fey creatures even have a yellowish ‘beak’ on their hoods so that from a distance these tiny monsters resemble ravens, some, upon closer inspection, bearing tiny walking sticks and/or sacks. These undead try to avoid conflict and often work in the employ of a necromancer, gathering bones, small treasures and other battlefield trinkets for their masters. If forced to fight these creatures will use their claws or sticks for 1d4 points of damage or can cast Shocking Grasp twice per day as a spell-like effect. Most Shuddersome Ones flee combat as soon as possible, but will follow an adventuring parties some distance trying not to be seen, but hoping to loot anything left behind from the encounters of those they trail and will sometimes even try to Pick Pockets (75% chance) of the unwary or resting.

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