[New Spell] Unlucky Steps

Unlucky Steps

Welter and Kuni looked at Dhiv.
‘I am not walking loudly, I am being followed,’ the adventurer insisted.
Welter looked dubious.
‘There are many monsters about, boss, they might hear you.’
Dhiv glared at his henchman.
‘It is not me!’
‘I mean, it could be a spell,’ Kuni said then cast their own spell on Dhiv, who levitated a couple of feet off the ground. Kuni nodded for the adventurer to walk forward. As he did footsteps could still be heard and footprints appeared in the dust.
Dhiv looked over at Welter.
‘He was right, we have an imposter, who could have thought?’ pondered the henchman as Dhiv frowned.




Unlucky Steps (Magic-user)

Level: 2
Range: 30′.
Duration: One turn (ten minutes).

The caster creates an invisible companion that walks exactly one step behind a chosen creature. Every time the creature takes a step, the invisible companion takes one too. And while it cannot attack or be detected by normal sight, it can: trigger pressure plates, make noise, disturb dust, leave footprints in mud, activate mundane and magical traps, and open doors (only those previously closed by the one it is following). The caster may command it to stop at any point and when the spell ends, it takes one final loud step.

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[New Magic Item] Time-worn Coin

Time-worn Coin


‘This thing is taking forever! Three nights and we are still not at whatever the coin is trying to reveal to us?’ Dhontor exclaimed.
‘Patience, the coin never shows anything false, it just sometimes takes time,’ replied Zoolka the magic-user.
The next morning the coin had stopped short of its usual nocturnal wandering, just before a grate in the dungeon floor.
‘The coin has stopped, something of great value is just below!’ Zoolka said excitedly to the others.
An ominous hiss could be heard from the grate.
‘Your coin didn’t mention any guardians, did it?’ inquired Xetell the thief.
‘No, no it didn’t. It only reveals places holding items of great value.’
The hissing grew louder.



A tarnished, ancient silver coin with a small hole in the direct center. Easily overlooked, yet invaluable to an adventuring party, for the most part.

Benefit: Place the coin on the ground and leave it overnight. By morning it will have moved up to 100 yards toward the nearest buried object of significant historical importance. It ignores ordinary treasure.

It seeks: ancient tombs, lost relics, buried idols, lore and/or spell libraries, forgotten ruins and ancient (and often significant) bones. It has no sense of danger to convey to its owner about what it seeks.

Usable by: Anyone.

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[New Magic Item] Crown of Lost Rule

Crown of Lost Rule


Dhiv and Welter regarded the goblins as they capered about the ruins. Welter rummaged through his satchel and retrieved a battered and dented looking old crown.
‘What are you going to do with that, sell it to them?’ Dhiv asked.
Welter raised an index finger in the air for Dhiv to pay attention and then he put the crown on his head.
Immediately the goblins all dropped what they were doing and rushed over to Welter, looking at him with adoration.
‘We need to know who has passed through here lately,’ Welter said, feigning a bit of authority, yet the goblins all squealed and were quick to recall and relay all recent passersby to Welter.
‘Just who is the henchman here, I wonder,’ grumbled Dhiv, who the goblins thought was very impolite before the royalty that was Welter.



A very old, somewhat dented crown of iron and steel, its jewels long gone. Yet it still radiates magic.

Benefit: When placed upon a character’s head, the crown whispers: “You are rule this place.” and for the next 1d4 hours, all intelligent creatures with 1HD or less instinctively regard the wearer as a legitimate ruler. For example, they will: obey reasonable commands, offer food and drink, provide directions, reveal local gossip, and attempt to protect the wearer from obvious danger. The crown’s magic becomes much stronger in a place that once possessed a kingdom but no longer does, especially old ruined cities or strange castles up on hills. There, intelligent creatures of up to 3HD are affected.

Usable by: Anyone.

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[New Magic Spell] Seven League Candle

Seven League Candle



With a flourish, Yrendi finished the spell, the candle enchanted. She nodded at Wrilk, who then lit the candle.
‘I feel kind of sick,’ Skorbi said as they walked and the surrounding wilderness became a strange blur.
‘Steady on, you’ll be fine,’ the illusionist said with a smirk, although she felt a slight bit sick to her stomach as well.
Hours later their surroundings solidified and were normal again. The party stopped and stretched aching muscles; for although their trip was short due to magic, it still counted on their bodies as if they had actually walked the entire distance. Bakra-do consulted a map.
‘Almost there, maybe two more candles?’
‘That’s what I forgot to buy at that last town!’ lamented Wrilk.
Something growled in the underbrush to the south of them. And something to the west.
‘Great spell,’ Skorbi said sarcastically as he contemplated a spell of his own to face whatever dangerous lurked out of sight.




Seven League Candle
(Illusionist)

Level: 6
Range: Touch.
Duration: Eight hours.


The illusionist enchants, then lights an average sized candle and as the candle and the caster and their allies then begin walking. For every mile actually traveled, the party’s journey counts as seven miles for purposes of wilderness travel. The party must still physically travel and this magic does not function underground. When the candle burns out, everyone feels as though they have walked the entire distance normally. The candle can only be magically extinguished once enchanted, and if this happens, then the trip is cut short. The referee should still check for wandering monsters, these can accumulate at the spell’s end.

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[New Magic Item] Rose of Iron

Rose of Iron


The rotund creature loped towards Jaundo, its strange, feather-like antennae waving towards the fighter’s sword. It appeared frustrated when it made contact and the weapon remained intact.
Jaundo used that moment of frustration and surprise to stab the thing, it’s rust coloured blood stained the blade, yet did not affect it. Then Uzeb the Wise cast a spell that held the creature in its tracks while Jaundo finished it off.
‘Probably not a lot of treasure in this thing’s lair,’ Jaundo said as he patted the iron rose on the sword’s blade.
‘We won’t know until we snoop around,’ the wizard suggested.



An intricate rose forged entirely of iron. Extremely useful if you are very lucky with it.

Benefit: Place the rose upon any ordinary weapon and it will stick to it, as if it were magnetic, even against bronze, because the adhesion is magical. Until sunset the weapon cannot be: rusted, broken, bent, or disarmed. In addition, this weapon also counts as magical for purposes of striking creatures immune to mundane weapons. After sunset the rose returns to its owner’s hand. Needs three days to recharge before it can be used again.
After each use roll 1d6, on a result of ‘1’ the rose dissolves into a small pile of rust, its magic exhausted.

Usable by: Anyone with a metal weapon.

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[New Magic Item] Horn of the Sleeping Giant

Horn of the Sleeping Giant


Dhiv looked smugly at Welter and blew the tiny magical silver horn that they had found while adventuring and pointed at the slumbering troll. The creature stretched and yawned, exposing a mouth full of vicious teeth, then it went deeper into sleep, no doubt dreaming of dreadful troll activities.
‘See, sometimes I have the handy magic item,’ gloated Dhiv.
‘Yes, it worked well on that troll, yet what about the three lurking behind us in the trees?’ Welter replied as menacing low growls could be heard.



A small, silver drinking horn with strange inscriptions. Never found tarnished.

Benefit: When this enchanted horn is blown, one sleeping creature within 120′ is plunged into an unnaturally deep sleep for 1d4 hours. During this time creature cannot be awakened by ordinary means. If the creature succeeds on a Save vs. Spells, with a -2 penalty modifier, it instead awakens immediately and becomes aware that someone attempted to enchant it. Usable once per day. The horn has no effect on creatures that are already awake.


Usable by: Anyone.

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[New Spell] Ghost of Place

Ghost of Place

‘So that’s how we should get into the crypt,’ Wrilk said as he pointed at the ghostly image before him.
‘Your cousin is very useful,’ Bakra-do admitted.
‘I cast spell
s too, you know,’ snapped Skorbi.
‘But not THAT one,’ countered Bakra-do as Yrendi, Skorbi’s illusionist cousin, smiled wide, an unusual look for her often dour expression.




Ghost of Place
(Illusionist)

Level: 4
Range: 60′ (see below)
Duration: One turn (ten minutes) per level of caster.


The caster summons the memory of a location. The surrounding area briefly returns to how it appeared at some significant moment in the past, as the caster moves, the scene changes with them within the range of the spell (60′). Examples include; a ruined temple may become whole, a burned village may appear intact, a sealed tomb may briefly reveal its original entrance. Creatures and objects are intangible and cannot interact with the characters, however, the caster (and any allies they delegate) may observe the scene and learn what happened there.

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[New Magic Item] Salt of an Unknown Ocean

Salt of an Unknown Ocean


Thoz smiled at the menacing hobgoblins. This irritated them more. One stepped forward and howled in pain and stepped back, nursing its hand.
‘Clever move, spying on that wizard,’ said Krogi.
‘And finding out that he was summoning hobgoblins to follow us, very good,’ added Nuli.
‘I must remember to keep my own spells and intentions a more guarded secret,’ said Arakam the magic-user, half-jokingly.



A seemingly inexhaustible amount of thick grained sea salt found in a small silver lined salt cellar. Very useful when traveling around summoning mad wizards.

Benefit: Sprinkle this enchanted salt around a doorway, camp, or room and for the next eight hours, the area is protected against magically summoned creatures, extra-planar or not. Any summoned creature attempting to enter must Save vs. Spells with a -2 modifier or be unable to cross the salt and take 1d4+2 points of damage. The salt does not affect naturally occurring monsters, meaning those that are already present or naturally wander on site. No matter how much salt is taken, there are only three uses per week will be in any adventuring group, the rest wafting off mysteriously.


Usable by: Anyone.

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[New Magic Item] Pearl from a Strange Sea

Pearl from a Strange Sea


Dhiv looked over his shoulder and his eyes widened; the trio of bugbear mercenaries was getting closer.
‘What are we going to do to get through this door?’ the adventurer asked in a panic.
‘I was going to save this for later,’ Welter said as he withdrew a pearl from a pouch and stretched to set it on the small window in the door and poured water over it. Immediately the door became a sheet of water, running like a waterfall that went nowhere. Welter jumped through the watery door. Dhiv, amazed, followed.
‘Where did you get that?!’
‘It was something overlooked a few treasure caches back,’ replied the henchman.
Dhiv was going to say something, yet Welter pressed a finger to his lips as the bugbears approached on the other side, seemingly lost the scent of the duo and doubled back.



A medium sized grey pearl that always feels wet. Rumored to be from the Outer Planes, but which one?

Benefit: Place the pearl upon any solid surface and pour a cup of water over it. For 1 turn, that surface behaves like shallow saltwater, possible effects/uses include: a stone floor becomes something one can swim through, a wall becomes a vertical pool, a wooden door becomes a sheet of water (if you can find a place where the pearl will stay in place). Objects fall through normally and reappear when the magic ends and living creatures caught inside are expelled safely when the duration expires. Usable once per day.


Usable by: Anyone.

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[New Spell] Fruit of a Summer that Never Was

Fruit of a Summer that Never Was

The trio enjoyed their surroundings as the snow fell around them, they were carefree in the small magical garden.
‘I wish we had brought chairs, or even stools,’ said the gnome.
Fellhorn and the elf looked over at the small demi-human.
‘This is nice, don’t get me wrong, but we are sitting on the ground.’
‘In a summery glade while a snowstorm rages around us,’ added the elf.
‘And this is only for a few hours, we need to consult our maps and find a better shelter. This spell will fade in time,’ Fellhorn suggested.
The gnome looked a little ashamed and withdrew the maps from his backpack.



Fruit of a Summer that Never Was (Druid)

Level: 5
Range: 30′
Duration: One hour per level of caster.

When a druid casts this spell upon bare earth within 30′, for one hour per level of the caster, the surrounding 30′ radius becomes an impossible summer garden consisting of: flowers that bloom, fruit appears on odd, angular trees, dead grass becomes lush and green, 1d3 small springs of fresh, clean water emerge, the temperature becomes pleasantly warm, despite the weather around. In addition, creatures with fewer HD than the caster totally ignore this area during its enchantment and those with more HD have a 75% chance of steering clear, unsure of what is happening. At the end of the spell, everything vanishes except for one fruit per inhabitant while enchanted. Anyone eating that fruit does not need food or water for three days.

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