[New Spell] To the Temple!

To the Temple!

 

‘Is that really a shrine?’ Chalk asked.

‘Obviously, doesn’t it look like a spider and have a bowl full of silver coins?’ Valance replied as he carefully picked out a handful of coins.

‘Why silver and not gold?’ Koram asked.

‘I figured that these peasants didn’t have much gold between them,’ the priest of the Spider God replied.

‘And just enough to cover your gambling debts and not irritate the Spider God?’ Navnen asked.

‘I hope,’ Valance replied, biting his lip.

Deep in the Web Between Worlds the Spider God smirked, hoping his priest would leave more to the faith.

 

To the Temple! (Cleric)

Level 4

Range: 60′ +5’/level.

Duration: Instantaneous.

 

When cast this spell calls all gold, silver, electrum, platinum, etc (only one kind at a time) coins within the radius of the casting cleric to the nearest temple, altar, church or wayside shrine of the cleric’s deity(ies). While the deity(ies) in question appreciate the donation and don’t mind the cleric taking a share for reasonable expenses, overdoing it will garner that deity’s wrath. Cast too often and made too obvious will also get the village, town, city, etc suspicious and possibly in an uproar.

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[New Magic Item] Befriending Hat of…..

Befriending Hat of….

Raging into the small glen the ogre suddenly stopped when he caught sight of the gnome.

‘What brings you here in such company, near my lair?’ the ogre asked.

‘We were just passing through, we meant no harm, we didn’t mean to disturb you,’ the gnome illusionist replied nervously. The others lowered their weapons at the illusionist’s signal.

‘Perhaps I can help show you the way out of these woods, and carry part of the load?’ offered the ogre.

‘I really hope he doesn’t lose that hat or take it off,’ the elf ranger whispered to Fellhorn the druid.

‘We could nail it to his head,’ the druid suggested.

‘What was that?’ asked the gnome illusionist.

‘Nothing,’ the pair said in unison.

Originally created and distributed by a well meaning cabal of wizards, the intent of these magic items has been abused severely by despots and adventurers and even those desperate and just trying to escape from being in the wrong place at the wrong time. (the latter a position that the author can sympathize with)

Benefit: In addition to granting +1 to AC this weird magical hat automatically causes a certain species to befriend the wearer (species determined by DM/LL or randomly, typically humanoids are the subject of this ‘befriending’, but giants, dragons, elementals or outsiders may also be the target species). This particular species will need to pass a Save versus Magic with a -3 modifier or act friendly to the hat’s wearer, which means not initiating any sort of attack. If the wearer of the hat attacks or in any way causes harm to come to the creature(s) befriended then this modifier drops to -2 and the save may be attempted per turn. Rumor has it that such a hat has even been created to befriend humans….

Usable by: Anyone.

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[New Spell] I’ll Turn Blue

I’ll Turn Blue!

 

The gnome illusionist folded his arms and grumbled. He was blue, hair, body, robes, boots and all.

The elf ranger laughed.

‘Hey, wait, that means he must have cast a spell at some point,’ Fellhorn the druid exclaimed.

Panic set in as the two tried to figure out what around them wasn’t real.

 

I’ll Turn Blue! (Magic-User/Illusionist)

Level 3

Range: Touch.

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

 

This rather annoying spell is cast on another spellcaster who must make a Save versus Spells at -2 or turn a bright blue, clothing, skin, hair, everything turns a uniform blue color. This effect lasts each time for 1d4 hours after casting a spell and the spell itself lasts for one day per level of the initial caster. Sometimes used in wizard duels or to foil illusionists after they have cast their spells.

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[New Magic Item] Dagger that MUST Hit

Dagger that MUST Hit

The gnome illusionist grimaced as the shiny dagger suddenly disappeared from his hands, his orc opponent was at first surprised then grinned evilly as the dagger appeared in his spare hand. The humanoid then slashed out recklessly with the magical dagger in its offhand.

It missed, the gnome illusionist held his dagger once again.

‘This is getting tedious,’ commented the elf ranger. ‘Just finish it off already.’

A strange minor magical item that helps as much as it hinders, based on the luck of the wielder. Thought to be distributed into the world by a wily trickster deity, these magical daggers have won and lost more than one decisive battle.

Benefit: In combat this magical dagger is +1 to hot and deals 1d4+2 damage. On a natural 19 or 20 to hit the dagger will deal 1d8+2 damage. However, on a natural roll of 1,2 or 3 the dagger will disappear suddenly, reappearing in the possession of another. Roll a d6, a result of 1-3 means the dagger is in the possession of an ally (if any, if not the dagger is scattered 2d10′ in a random direction) and a result of 4,5 or 6 means that the dagger has changed hands into those of an enemy.

Usable by: Anyone who can use a dagger.

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[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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