[New Spell] Screaming Knot

Screaming Knot

Thoz appeared, carrying a chair that he was tied to by a length of coarse rope.
‘What happened to you?’ Arakam asked.
‘Liswen the illusionist believed I was cheating at our card game,’ replied the thief.
‘Were you?’ inquired Nuli.
‘Does it matter? I am tied to this chair for the time being regardless.’
‘And why is that?’ asked Krogi.
‘Because Liswen is tricky and I did not see which knot he enchanted with his spell. Yet I know that when I started cutting the rope it started squealing like a stuck hog.’



Screaming Knot (Illusionist)

Level 2

Range: Touch.

Duration: One hour per level of caster.


When cast upon a tied knot of any material this enchantment will let out a hideous and loud scream if untied before the spell lapses or if an attempt is made to cut the length of the material between the knot and whatever it is tied to. Even teasing the knot a little (starting to untie it) causes it to weep and wail (audible up to 30′ away) and if untied or severed it can be heard screaming for 1d4 rounds up to 120′ away, alerting guards, wandering monsters, rivals and others that one might not wish to know where they are.

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[New Magic Item] Misstep Marbles

Misstep Marbles


After a grunt of pain the ogre, fallen flat on its back, raised itself on its elbows.
‘I’ll grind you into dust for that,’ the ogre bellowed.
Thoz knelt, holding a small bag in his hands, marbles rolled from under the ogre and into the bag.
‘By the time you get back up and collect your scattered things we will be gone,’ retorted the thief.
With surprising speed the bulky humanoid started getting back on his feet.
‘Run!’ Thoz shouted to the others as the ogre began picking up its weapons.

Usually found as roughly two dozen smoky marbles in a bag. Some enemies are particularly angry when these work as intended.

Benefit: When thrown or dropped before pursuers these enchanted marbles roll under the feet of enemies who must make a Save with a -2 modifier or fall to the ground. After 1d3 rounds the marbles roll back to their owner.

Usable by: Anyone.

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[New Magic Item] False-Step Chalk

False-Step Chalk


‘How many of these traps are there?’ lamented Jaundo.
‘Hopefully not more than we have chalk for,’ Uzeb the Wise replied with a grimace as he realized that there were more floor traps than he had planned for.
Best not to tell Jaundo just yet he thought to himself.

A piece of red chalk with tiny magical inscriptions carved in it. Invest in two or more pieces when adventuring in dungeons deep.

Benefit: Draw a footprint on solid ground with this chalk. For one turn the damage from stepping on pressure plate traps is centered on the inscribed footprint, despite the type of damage, although other elements of the trap still continue as normal. After ten minutes all of the markings vanish along with the piece of chalk that drew the footprint.

Usable by: Anyone.

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[New Magic Item] Coin of the Snoring Guards

Coin of the Snoring Guards


‘Thoz deftly flipped the coin into the roomful of goblin guards, the entire squad fell asleep and were soon snoring.
‘Now what?’ Nuli asked.
‘Now we have a few minutes to get out of here and join the others,’ replied the thief.
‘And then what?’
‘It will get very loud and we had better be far away.’
‘Then why are we talking?’
‘Exactly,’ said the concerned thief as he urged the priestess to follow him.

One one side of this gold coin closed eyes are depicted, on the other a peaceful moon setting. Handy to have when making a getaway.

Benefit: If thrown into a room with living occupants with no intent to harm them the coin will put all guards or individuals to sleep for one turn (ten minutes). Once the coin is retrieved the owner must make a Dex attribute check, failure means that the coin is dropped and its bearer falls asleep instead. After the sleeper awakens a loud alarm rings, alerting all in a wide radius.

Usable by: Anyone.

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[New Magic Item] Philtre of Breathing Deep Down

Philtre of Breathing Deep Down


The troglodytes would have looked surprised just after Frickle threw the small blue vial on the hard stone under their feet and breaking it, this releasing an essence that removed the monster’s foul stench, yet at that moment the torches all went out and the troglodytes did retreat and leave the party alone until they could figure out what was going on as the party scrambled, shouting and cursing, to get a source of light to see by.

A small glass vial of deep blue liquid. Very rare, usually just found somewhere out of the ordinary or something lost in a bet.

Benefit: When the glass vial is broken all poisonous gases, smoke and foul air of any kind are purged from a 45′ area, leaving clean air. However, all torches, candles and lanterns (magical light sources are unaffected) in a 100′ radius are extinguished and difficult to relight (1 in 6 chance) for three rounds.

Usable by: Anyone.

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[New Magic Item] Grave Salt

Grave Salt


‘Well, even if that necromancer is around, we have denied him a few playthings,’ Bakra-do said as he dropped the small vial to the ground and looked at his dark blue hand.
‘Your hand, they will know, the dead,’ the dwarf said as he nodded at the mercenary’s hand.
Bakra-do looked over at the wizard.
‘I have a couple of spells to get us out of here, probably our best bet,’ the wizard suggested.
‘Let’s do it, and hope we never come across this weird salt again,’ the mercenary snarled.

Gray salt that is very rare and expensive, when sold at all. You could cook with it, yet I would not suggest it.

Benefit: A generous sprinkling of this salt on a freshly deceased corpse will keep that body from rising as an undead creature. However, doing so marks the user of the salt’s hand, marking it a deep blue, even if gloves are worn, the hand wrapped otherwise or the salt sprinkled from its container. This causes all non-corporeal spirits in the vicinity to notice and possibly attack (50% chance).

Usable by: Anyone.

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[New Spell] Nest Seeker

Nest Seeker

Darsh raised his hands and murmured a few words and the spell was cast as the hunters looked on.
Seeing a map in his mind, several areas stood out as potential lairs of the rambunctious owlbear. He pointed in one direction and the captain of the guard nodded towards a squad who drew their weapons and darted off into the trees. A fracas could be heard and the mournful sound of a wounded creature wailing.
‘Bingo,’ the captain of the guard said to the druid. ‘You dine with us tonight.’
The druid smiled, wondering if he had done the right thing. The owlbear was a problem to the town, yet could he have sorted this out another way. Then one of the guardsmen screamed, and another, and Darsh smiled, at least the creature was holding its own.



Nest Seeker (Druid)

Level 2

Range: 50’/level.

Duration: Image remains for five rounds.


This spell reveals nests, lairs and bedding down places for large and potentially dangerous creatures in the area. The druid has a mental map for five rounds that they may follow or draw if writing utensils are available. The catch? Who knows if these places are occupied or not?

Option: The spell does reveal if these nests and lairs are occupied or not by ‘hot’ and ‘cold’ spots on the mental map.

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[New Magic Item] Voracious Sling Stone

Voracious Sling Stone


Darsh the druid woke up face down in the forest, pockets empty, yet still had his staff.
Halfling bandits that lurked about the edges of this forest, he had been warned.
Wiping the dirt and lichen from his face he devised a plan.

Halflings often have quirky magic items on their shifty little bodies, this is the type of thing they have, even with its obvious downside to their kind. Small stone with a wide, hungry face etched on it.

Benefit: This enchanted stone deals 1d4+1 points of damage on a successful hit and then returns to the pouch or pocket where it is normally kept. It also consumes one ration per day, whether used or not. Can Knockout for one turn on a natural ’20’ to Hit.

Usable by: Anyone who can use a sling.

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[New Spell] Wind of Hesitation

Wind of Hesitation

‘I warned you, Jhenkis, get your goblin rabble away from us!’ shouted Uzeb the Wise.
‘Or what?’ the rival spellcaster shouted back in reply.
‘Very well,’ Uzeb said quietly then read from the scroll he held before him.
A strange, greenish-blue haze formed and as the wizard nodded the cackling wind moved in that direction, goblins shrieked, some dropped their weapons and ran, others gritted their teeth, pretending their best not to look frightened.
‘Okay, fine, we can talk this over,’ Jhenkis yelled.
Uzeb and Jaundo both grinned, they were going to make Jhenkis squirm for this.



Wind of Hesitation (Magic-user)

Level 5

Range: 75′.

Duration: One round.


A wailing, mocking, cackling wind flows forward before the caster and all foes that this arcane breeze touches must make a Save vs Paralysis with a -2 modifier or lose initiative for the next two rounds and are -1 to Hit. There is a 15% chance that enemies will panic and retreat.

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[New Magic Item] Arrow of the Held Tongue

Arrow of the Held Tongue


‘The wizard Arakam winced as he was struck in the back by an arrow his companions in front of him could not see. His mouth opened to scream, yet no sound came out.
‘Is this a game of charades or something?’ asked Thoz the thief.
Arakam flailed his arms and whirled around after the second arrow hit, revealing the damage.
‘I’m on healing,’ Nuli said as she began a healing prayer for the wizard. Krogi and Thoz pulled the arrows out of the spellcaster. Thoz, finding the magical arrow, handed it to Krogi.
‘I am sure that will come in handy,’ he said to the fighter.
Krogi took a moment to consider if the magic worked if he just jabbed someone with the arrow’s point, thinking of the possibilities.
‘It might,’ Krogi agreed.

An arrow with arcane writing engraved on it. Very popular with rangers and scouts who try to pick off scouts and spies, and other rangers before they can raise an alarm.

Benefit: This +1 to Hit arrow deals 1d6 damage and the target, if struck, cannot speak for one turn (ten minutes), while the archer cannot speak for 1 round.

Usable by: Anyone who can use a bow. Or maybe just jab someone with it. Maybe.

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