[New Magic Item] The Sword I Cannot Bear

The Sword I Cannot Bear
(okay, that last one was mean, try this)

As Jhevik the illusionist entered the tavern with the bulky northern fighter, more than one chair slid back on the hardwood floor.
‘You owe me, you thieving wizard!’ snarled one of the patrons of the Raging Warg tavern as he drew a wicked looking knife.
Jhevik’s companion looked at him. The spellcaster nodded and revealed a sword in his robes. Drawing the sword, Jhevik threw it into the air towards the mountain of muscle who pulled his own ace from its scabbard and turned towards the knife-wielder as the newly revealed sword gracefully swung through the air, threatening their foe with its flawless blade.
‘Anyone else?’ Jhevik asked confidently as the others shrank back.
‘Maybe we can discuss this?’ pondered the knife-wielder.
‘I’m listening,’ replied the illusionist.

This masterfully wrought sword is jaw-droppingly beautiful, with silver and gold filigree on hilt and scabbard. Is that a wizard carrying it?

Benefit: In combat the bearer of this sword removes it from the scabbard and the sword leaps into the air and moves to the closest ally, granting THEM an extra attack with no penalty that deals 1d6+2 damage while giving the owner of the sword a +2 to AC and an extra 1d4 hit points. These boons fade away within one hour after combat, returning everything to normal. The bearer of the sword cannot use it in combat themselves.


Usable by: Anyone. Even those who cannot use a sword.

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[New Magic Item] Shared Fortune Ring

Shared Fortune Ring


Zeban eyed Xobol as the former dropped his scimitar yet again, right after Xobol deftly avoided the swinging blade trap.
‘I am not sure what it is, yet it seems the third time today that you have had great luck while I seem to flounder,’ Zeban pondered aloud.
‘Surely, this is only coincidence, my friend,’ Xobol nervously replied, one hand twisting the simple iron band on a finger of his other hand.

A plain iron band. It does radiate magic if a spell is cast upon it, otherwise, it is easily overlooked. Perhaps too easily overlooked.

Benefit: When this ring’s wearer scores a critical hit or great success (such as an amazing Save or Attribute check), the nearest ally suffers a minor mishap (drop item, stumble, small damage-1d4+1 hit points, etcetera). The great success takes the luck of an ally in essence. Does it really work? It does make an ally have a mishap, and the ring’s wearer realizes this after a number of rolls although mechanically, it doesn’t help. It’s cursed.

Usable by: Anyone.

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[New Spell] Owl Lanterns

Owl Lantern

The goblins clanged their various rusty weapons against their battered shields as the ogre cried out that he was blind and lashed out, smashing an ally, a goblin fighter.
‘We will gnaw on your bones,’ one of the goblins snarled at the druid, although even this goblin seemed a bit wobbly in the harsh light the trio of arcane owls that looked down at them from the surrounding trees beamed down upon them.
‘Perhaps, if you catch me,’ replied Darsh as he slowly moved backwards, hoping that there were no goblins that had crept around and behind him.



Owl Lantern (Druid)

Level 2

Range: 60′ diameter.

Duration: One hour/caster level or until dispelled.


This druid spell temporarily creates foot tall owls with oversized eyes that project beams of bright light. The caster may create one of these owls every other level after the 2nd (4th , 6th, 8th , and so on) and after three, if the light emanated from these artificial owls is focused in the same area those within are temporarily blinded for 1d4 rounds. These illuminating avians do no damage and are destroyed if they take 4 points of damage, yet have an AC of 4(15) due to the high Dexterity and the will of the casting Druid. Any of these owls that is removed from the druid’s presence by more than 75′ its eyes begin to dim and it will dissipate in three rounds unless brought back into range of the druid.

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[New Magic Item] Medusa Shield

Medusa Shield


‘Goblin, goblin, goblin, kobold…oops, Vilm the elf must have been coming to help us and glanced at the shield, can you restore him?’ Jaundo asked his fellow adventurer.
‘Yes, I can,’ Uzeb the Wise replied with a sigh. ‘Please be more careful with that thing.’ the wizard said as he shuffled through his satchel and retrieved a vial and looked at the remaining potion in it and clicked his tongue, then he poured it on the stone elf.
The elf stretched out of the form he was frozen in, dusty and small pebbles falling to the ground.
‘Hey, I was coming to help!’ Vilm snorted.
Uzeb shrugged and waved his hands as Jaundo looked sheepish.

A shield with a ferocious glaring at the attacker. The eyes are always rusty red in colour.

Benefit: When held by a living being, not the undead or constructs, this enchanted shield causes all who look into the eyes painted on it in the blood of a medusa to make a Save vs Petrification or be turned to stone. The victim(s) can be returned to flesh by spell or an item such as the Medusa Sword (q.v.), although if the sword is wielded against the shield the bearer is immune to this ability, yet if the sword strikes the shield all within a 25′ radius (including bearers of weapon and shield) must make a Save vs. Petrification with a -2 modifier and both magic items forever lose their enchantment.

Usable by: Anyone who can use a shield.

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[New Magic Item] Entity Chalk

Entity Chalk


The small piece of grey chalk flew from Skorbi’s hand as he stumbled backwards and grabbed his head.
‘Probably Orcus was a bad choice to experiment with?’ Bakra-do asked.
‘Definitely,’ replied the wizard, obviously shaken. ‘Maybe I should have first drawn a brownie or pixie instead.’
‘Yet you got the answer though, right?’
‘Among the threatening gestures and blast of negative energy, yes.’
Wrilk the dwarf just shook his head.

Most often found (when found at all) in a small case of three (white, grey and black) yet found in other colours as well. Rare, weird, sometimes handy.

Benefit: With a Dexterity Attribute check, one may use a piece of this enchanted chalk to draw an entity of some type, taking at least one turn (ten minutes) to render the image. This entity may react accordingly to the alignment of the ‘artist’ or maybe in a good mood even if of opposing alignments. Those drawn may use gestures, facial expressions and other soundless ways of answering up to three questions. Those of 6HD+ may, if provoked, or just on a whim, unleash an attack of force that deals 1d6 damage (with a 50% chance of being knocked prone) and causes all within 15′ to make a Save vs Fear (as the spell) or flee the area.

Usable by: Anyone.

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[New Spell] Storm of Prayers

Storm of Prayers

Nuli’s eyes began to glow as she looked around the wreckage of the city. Mourners tended to the dead after the devastation of the necromancer’s attack.
‘Verdict?’ Arakam asked.
‘We should go, soon,’ the priestess replied.
‘That bad?’
‘Most of their prayers have bat wings and are dipping down into the earth. Almost all of them.’
The wizard spun on his heel and made a hand gesture that was the equivalent to, ‘Saddle up!’

‘Leaving so soon? We need help with the necromancer,’ one of the townsfolk implored.
‘Then set your own diabolical mage on them,’ Nuli suggested as she urged her horse forward.



Storm of Prayers (Cleric)

Level 6+

Range: 120′ diameter.

Duration: One hour.


When invoked, this clerical spell allows the caster to see all prayers sent within the radius of the spell (which moves with the cleric) for an entire hour. The priest or priestess actually sees prayers as tiny scrolls with wings that fly up towards the heavens, down towards the infernal depths or outward to more neutral destinations. While the direction is merely a visible metaphor, this means that the cleric can see which direction prayers are winging off to in a crowd and even who is praying at all. This can be overwhelming at sites of a recent tragedy or active shrines/temples/altars/etc. Those of the same faith as the caster have a 75% chance of seeing what the cleric sees, although not with the same intensity.

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[New Magic Item] Wand of Soot

Wand of Soot


With a curse Jaundo seemed to trip on nothing and fell to the ground. He sat up, yet seemed confused. Once is head was clear Uzeb the Wise helped the fighter back to his feet.
‘This is some foul magic,’ grumbled Jaundo.
‘Yes, coming from the bushes just beyond the stone steps before us,’ whispered Uzeb.
Jaundo shot a glance at his fellow adventurer.
‘Did you not hear the slight tittering? Probably goblins,’ the magic-user said quietly. ‘Or kobolds. Either with a wizard or shaman amongst them.’
Jaundo quickly and silently flipped the clasp on two knives so that the blades would be easily drawn.
‘Stabbing time,’ Jaundo growled as he glared at the bushes Uzeb had mentioned.
No laughter could be heard now, only a faint gasp of fear.

This wand of yew is bendy and somehow, always covered in soot that is easily wiped off. Then if builds up again, connected to the Plane of Fire or Ash?

Benefit: Write a creature’s name on the ground with the tip of the wand from up to 2′ away. The next time the subject steps on that spot, they must Save vs Wands or be knocked prone and disoriented for 1d4 rounds. Usable up to three times per day. Holds six charges, three for the purpose of knocking others down and up to three magic-user or illusionist spells of the 1st and/or 2nd level.

Usable by: Spellcasters (magic-users and illusionists) and thieves level 3+.

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[New Spell] Honesty of Shadows

Honesty of Shadows

Ojha the illusionist elbowed the ranger, Drindle.
‘How many?’ Drindle asked.
‘Too many,’ she replied as she stared around the tavern room wide-eyed.
‘What exactly does that mean?’
‘It means we probably should leave here and town soon or end up on the menu.’
Drindle unbuckled several knives, stretched and made a comment about getting fresh air for a moment.
‘Return soon,’ one of the patrons said with a smile, clapping the ranger on the shoulder.
‘Oh, absolutely,’ Drindle replied, returning it with a smile of his own.
‘Werewolves, more than half of them,’ Ojha whispered as they left the tavern behind.



Honesty of Shadows (Illusionist)

Level 3

Range: 20′.

Duration: One hour.


This spells focuses on all shadows within range of the incantation and reveals their true intentions through gestures, pantomime, and posture, even if the creature lies or disguises themselves. Creatures under 6HD receive no Save, those above may Save vs Spells and if they succeed will know who cast this spell. Extra[;anar creatures of more than 6HD receive a +2 modifier to their Save.

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[New Magic Item] Spellstealer Potion

Spellstealer Potion


‘Here goes nothing!’ Wrilk said as he drank from his flask.
The enemy wizard hissed and Bakra-do raised a hand in reservation too late.
Something flew at Bakra-do that looked like the metal gauntlet of a giant. Wrilk caught this effortlessly with his hands and immediately focused it on the wizard, who, too stunned to react beyond a shriek of surprise, took the full brunt of his own magic and fell off the ledge he was precariously standing on, into the darkness below, as his henchmen scattered.
‘Does anyone recall that wizard’s name? I wanted to add it to my journal,’ Skorbi said.
‘You might have cast a spell of your own,’ Bakra-do commented.
‘Wrilk had this one, well done you!’ the mage replied, tipping his pointed hat at the dwarf.

Highly sought after by every adventurer. Swirling, chaotic colours seem barely contained in a glass vial. Because this magic is barely contained.

Benefit: The imbiber of this arcane concoction may ‘steal’ any spell cast at them (or another within 15′) with a successful Intelligence attribute check and then possesses the spell themselves, which must be cast within one turn (ten minutes) or is lost. If the spell is more than four levels higher than the subject then they need to make a Wisdom attribute check to accurately cast.

Usable by: Anyone.

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[New Magic Item] Phantom Key

Phantom Key


Jaundo winced as he saw the key fall from the hand of Uzeb the Wise, yet it made no sound as it fell to the stone floor. The wizard stooped to pick it up and both adventurers looked around just before Uzeb touched the key to the door. A barely audible click told them that the door had been magically locked, then the door opened.
‘So now we know, someone had followed us in that can magically lock a door,’ Uzeb observed.
‘Interesting,’ commented Jaundo.
The magic-user turned around and recast a spell to lock the door.
‘Let them wonder how we got out,’ Uzeb whispered as he turned towards the exit.

A key so arcane that it is barely there. Sometimes ‘themed’ so the bearer knows how to use it.

Benefit: Phantom Keys fit no lock, they are, in effect, tangible magic. These magical key make no sound; a half dozen on a keyring make no sound. To use, hold a key to a magical barrier of some kind (a Wall spell, a summoning barrier, a magically locked door, etc) and there is a 90% chance that the key allows the bearer to pass the barrier untouched; a Wall of Fire does no damage, a magically locked door unlocks. If the key works or fails it dissipates upon use. Themed versions of these keys work 100% of the time, yet only work on one type of arcane barrier (a red or key with a flame motif, for example, will allow passage through a Wall of Fire).

Usable by: Anyone.

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