[New Spell] Caravan of Ghosts

Caravan of Ghosts



It seemed as if the trolls were leaving Jaundo and Uzeb the Wise alone for the moment, yet the magic-user could not be sure.
‘This scroll cost me dearly,’ Uzeb said and then he proceeded to cast the spell scribed upon it.
Out of a small glade came roughly a dozen ghostly figures. Jaundo looked concerned, yet the wizard urged him forward.
The duo just stepped within the eerily glowing camp when something big strode or crawled through the trees, sniffing like a bellows. Whatever it was seemed to stop for a moment, then kept crawling or loping through the trees, leaving the camp alone.
‘Just don’t eat the bread or drink the wine ,use what we have,’ Uzeb whispered to Jaundo, who now looked rather pale and grimaced as if he had just eaten something terrible.


Caravan of Ghosts (Magic-user)

Level 4

Range: 60′.

Duration: One night.


The caster strikes a small brass gong and out of the desert, or forest or ruins, a spectral camp appears, with ghostly glowing tents, low, strange fires and silent, veiled figures. This area provides a place for the party to rest unhindered as wandering monsters will not attack the camp as the perceive the ghostly array as part of the spirit world. The ghosts do not attack, or speak, yet seem jovial and friendly as they go about their evening. Yet if anyone drinks the ghostly wine or ale or takes a bite of the spectral food they must Save vs Spells or find real food tastes like ashes for 1d6 days and natural healing does not work during that time.

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[New Magic Item] Silver Horn of Ejhekele

Silver Horn of Ejhekele


‘Where did that dwarf go?’ asked Uzeb the Wise as a strange, thick fog suddenly appeared and engulfed the pair of adventurers.
‘What were we doing in the first place? Where are we going?’ Jaundo asked in return.
Uzeb suddenly stopped pacing and realized that he wasn’t sure what time of day it was or exactly why they were in these woods.
A deep growl rattled Uzeb and Jaundo.
‘I believe that our day is getting worse,’ said Jaundo as he readied his spear.

A slender, etched hunting horn that smells faintly of pine. Silver and the horn of an unknown creature are beautifully worked together into this magic item, probably made by elves.

Benefit: When sounded, it does not summon creatures. Instead, it summons a Fog of Years. For 3d6 turns (30-180 minutes), a 60′ radius is enveloped in thick mist. Within this mist, all creatures lose the sense of the present; they cannot track time or remember why they entered the area. There is a 1-in-6 chance a Hunter of the Gods (this is a creature of the referee’s choice, probably similar to a 5HD Warg or similar creature) hears the call and arrives to “claim the strayed.”

Usable by: Anyone.

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[New Magic Item] Scabbard of the Silent Blade

Scabbard of the Silent Sword


Wrilk and Bakra-do grimaced in unison as Skorbi screamed silently. It was unnerving to see a spellcaster suddenly unable to talk when casting a spell. Then the wizard dropped his staff and it didn’t clatter, it just fell on the floor without a sound.
Bakra-do sent hand signals to Wrilk to avoid the elf’s sword. The dwarf nodded, then spun and threw an axe at the slim elfin fighter who was distracted by Skorbi for the moment.
The elf also opened its mouth yet there was no sound and when he dropped his blade nothing hit the floor.

This beautiful, jeweled scabbard appears to be empty. And it is, until you draw the sword from it.

Benefit: When one attempts to ‘draw’ a sword from this scabbard, they do, a blade of solid silence. This short sword is +2 to hit and on a successful strike the target is affected by Silence 15′ Radius as the spell for one turn (ten minutes). The blade is tricky, however, and it takes a Dexterity check to sheathe it, failure means the wielder cuts themselves for 1d6 damage (no silent effect though).

Usable by: Anyone who can wield a short sword.

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[New Spell] Striding Sea

Striding Sea

Darsh stood for a moment, watching the goblins struggle as they tried to get him, snarling and cursing in their tongue at the druid.
‘Don’t drown,’ he said to them sarcastically then turned to make as much distance as he could between himself and this tiny warband.

Striding Sea (Druid)

Level 3

Range: 45′ diameter.

Duration: Six rounds.

This spell effects a 45′ diameter, conjuring a swirling area of salty sea water that is just above the ankles of those in the enchanted area. All within this area must make a Save vs Paralysis or move very slowly, as if they were really moving in waist deep sea water. When the spell elapses there is briny salt on everything in the affected area.

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[New Magic Item] Remembering Blade

Remembering Blade


‘Ah, Drevit Mohg, who left me for dead in Vhing-lor,’ snarled Kneftis.
The thief Drevit Mohg jumped at those words, unable to keep his cool as he whirled around to see the fighter and his glowing blade.
‘It’s not what you think,’ whined Drevit.
Kneftis nodded towards the longsword he held towards the thief.
‘The blade tells a different tale.’
Drevit tipped over a table full of brass mugs and plates, then turned and ran, hoping that a crowd would buffer him from his nemesis.
Seeing the glowing blade, all gave the fighter a wide birth.

A well made, yet not overly ornate sword. The grip always feels comfortable and slightly warm, until it doesn’t…

Benefit: This enchanted longsword deals 1d8+1 damage on a successful hit. The sword glows faintly in the presence of those that have previously wronged the wielder. If they are not struck down in combat the owner of the blade loses 1d4 hit points until vengeance is taken. In this case wronged means publicly humiliated, betrayed, left for dead, etcetera, not petty squabbles or minor theft.

Usable by: Anyone who can wield a longsword.

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[New Magic Item] Metalseeker Hammer

Metalseeker Hammer


‘I’ll knock your brains out, wizard!’ growled Brekla the Bold.
Jhevik the illusionist had heard about the huge hammer that the barbarian had recently retrieved from an old dwarven tomb.
‘Perhaps,’ the illusionist replied.
The barbarian scowled as he tried to raise the hammer, yet seemed to meet some resistance, as if his arms were rebelling against the deed.
‘I’ll see myself out,’ Jhevik said as he wasted no time in exiting the ruins.
Brekla grumbled and before he could draw a dagger the spellcaster was gone.

It really looks like an ornate maul. Origins unknown, yet made by a magic-user for sure.

Benefit: A great enchanted hammer that ignores two points of AC (descending AC 3 becomes AC5 for To Hit purposes for example) from any metal armor. However, the wielder becomes reluctant to strike unarmored foes (–2 to hit against creatures without visible armor), often finding that their muscles seem to freeze when trying to strike those bereft of armor. Deals 1d6+1 damage on a successful strike.

Usable by: Anyone who can wield a big hammer.

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[New Magic Item] Selkie’s Coat

Selkie’s Coat


Orlo the Odd was holding the strange object before Darsh the druid.
‘What do you think this is worth?’ one adventurer asked the other.
Darsh looked passed Orlo’s shoulder and saw a quartet of not-quite-human people approaching.
‘I think you are about to find out, and not from me,’ Darsh replied as he slowly backed away from Orlo.
The latter turned slowly, gasped and ran. The selkies in human form began to run after Orlo, two turned to glare at Darsh as they ran by. The druid swore to stay away from large bodies of water for a while.

An oily sealskin that smells a bit like fish and seaweed. To own it is to be constantly hunted.

Benefit: This apparent seal pelt has an opening that will allow a Small or Medium creature to slip it on, at which time the wearer transforms into a selkie with a 1d4+1 bite as the only possible attack, all other attributes and abilities the same as the wearer of the ‘coat’. The wearer also has the ability to hold their breath underwater for up to one hour, swimming gracefully at double their land movement, is resistant to cold environments, suffering no damage until the temperature passes -40F and can cast the Augury spell once per day. Removing the selkie skin takes two rounds after willing it. All selkies will hunt the non-selkie owner of one of these pelts, taking the hunt to extremes to retrieve it.


Usable by: Anyone.

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[New Spell] My Heroic Entrance

My Heroic Entrance

‘Jaundo the Undefeated has arrived,’ the fighter announced as he walked into the room of the tavern. The locals turned and looked at Jaundo, unimpressed, they turned back to their drinks and vittles.
‘We really need that spell to wear off. You should have offered the mage-merchant full price for that potion, you haggled too much,’ said Uzeb the Wise.
‘At least we are in town, I shudder to think of this curse in a dungeon deep somewhere,’ replied Jaundo.
Uzeb shuddered at the thought.
‘It is definitely not a subtle curse, I am jealous that I don’t know it myself,’ he said wistfully.



My Heroic Entrance (Magic-user/Illusionist)

Level 2

Range: Touch.

Duration: One hour/caster level or until dispelled.


This minor curse is activated when the subject enters a new room, they must Save vs Spells or loudly announce themselves in some dramatic fashion. As it is a small curse, if anyone beats the Save three times in a row then the enchantment is broken. While active the referee should roll more frequently for wandering monsters.

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[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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