[New Spell] Lure of the Spectral Orchid

Lure of the Spectral Orchid



Uzeb motioned for Jaundo to stand a ways behind him before he read the spell from the scroll. A humongous orchid bloomed in the air before the wizard, Each petal radiating scintillating colours. The orcs raced into the room, weapons drawn and snarling, and then the entire warband stop dead in their tracks, staring blankly at the slowly revolving orchid, taking in the thick musky aroma of the flower as they gazed at it stupidly.
‘How much time do we have?’ Jaundo asked.
‘Not a lot, let’s get out of here before that orchid deteriorates.’


Lure of the Spectral Orchid (Magic-user)

Level 4

Range: 30′.

Duration: 10 rounds.


A gigantic orchid with spectral petals blooms in the air before the caster. The scent is so intoxicating that all except for the caster within range must Save vs Spells or walk towards the slowly revolving flower, ignoring all other threats. As they reach it, those affected stand motionless, staring at the vortex of everchanging colours (or the overwhelming scent, if sightless) until the spell ends or they are attacked, losing initiative for the first round as they gather their wits and shake off the orchid’s effects.

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[New Magic Item] Wand of Summoning

Wand of Summoning


Arakam’s eyes bulged as he heard Thoz say an obscure word. The wizard whipped around to see the thief using the magic wand that he had found in the hoard of the old dragon. Moments later a horrific being was straining to go beyond the circle that holding it at bay.
‘What have you done?’ Arakam asked. ‘Have you gone mad?’
‘This doesn’t look good,’ Nuli and Krogi said in unison as they looked on.
‘I am looking for the thief king’s crown, this seemed like a shortcut,’ Thoz confessed.
‘If I get out of here I will shred you all, tearing you to ribbons!’ the fiend shrieked in a grating metallic voice as it raked wicked claws against the magical barrier of the circle.
‘Now about that crown…’ Thoz said, trying to remain cool as the thing snarled.

A very intricately detailed willow wand, very powerful. Often leads to further complications for the owner.

Benefit: This very rare wand can be used to summon one outsider (non-deity or equivalent creature from the outer planes or the realm of fairy). A circle will emanate from the wand onto the ground in the required pattern and substance (i.e. salt for infernal creatures, cold iron shavings for fey, etc) and the summoned entity will appear within three rounds and stay for up to one hour unless the circle is broken, freeing the being to run amok or return to where it came from. The wand holds three charges and can be recharged with three maximum level spell of any type. More powerful beings may require a true name being uttered at the time of summoning. The summoned entity may be asked a question, cast a spell or perform a task for its summoner if they bargain well.

Usable by: Anyone level 4+.

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[New Magic Item] Necromantic Incense

Necromantic Incense


Uzeb the Wise stepped out of the barrow into the sunlight.
‘Any wiser?’ Jaundo asked.
The wizard, who smelled of funeral flowers, shook his head vigorously, as if to remove tenacious bees or strange thoughts.
‘I believe I know where we should go next, if I figured out those ridiculous riddles correctly,’ he replied.

Thick, black and dark blue cones that smell like a combination of lilies and dried roses. Very rare, not often found in magic shops.

Benefit: When this incense is burned within five feet of a corpse the smoke curls and cajoles the spirit to return and answer three questions, similar to a Speak with Dead spell. The corpse(s) will only speak in flowery prose and riddles which require an Int check to decipher.

Usable by: Anyone.

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[New Magic Item] Flute of Stealing a Town’s Luck

Flute of Stealing a Town’s Luck


”I’d throw that flute out,’ said Skorbi as he cast a dubious eye upon the thing.
‘It sounds beautiful. Well, except for that one song,’ countered Wrilk the dwarf.
‘That one song that we cannot hear, yet every time you play it when we go to the next town prices always seem to go up just for us, that song, you mean?’ the wizard retorted.
Wrilk looked at the flute, then looked at Bakra-do.
‘Leave me out of this one, everything else seems to turn out fine for us, that thing has some magic about it,’ the mercenary said.

This strange silver flute has odd, eerie carving on it that seems a little unsettling. And those that hear the beautiful music are never the ones that want to.

Benefit: This enchanted flute can play any tune, yet will ‘guide’ its owner to play a particular song, Lamenting City’ at least once a week, yet no more than three times in a week. When this tune is played the entire party receives a +1 bonus to all saves for a 24 hour period, although they cannot hear that one song as it is played. However, while this happens the nearest settlement has something go wrong- an important building develops a crack, a particular vintage of popular wine turns to vinegar, a local crop mutates and looks bizarre, bees leave their hives, etc, and they do hear the song, in a haunting tone that drifts about the town or city. And if the party sets foot on that town they will be treated with suspicion by the inhabitants.

Usable by: Anyone.

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[New Encounter] Bird of the Difficult Rhyme

Bird of the Difficult Rhyme

The bird sat on the limb, it appeared to frown, yet that wasn’t really possible, it had a beak, like all birds.
‘What could it be, gnolls?’ asked Nuli.
The bird with the ornate plumage shook its head.
‘Ogres?’ was Krogi’s guess.
The bird looked towards the sky and let out a frustrated squawking.
Thoz patted the wizard on the back.
‘Your guess.’
‘Bugbears?’ was Arakam’s inquiry.
The bird jumped and bobbed its head enthusiastically.
‘Okay, so we prepare for bugbears,’ Krogi said knowing that these monsters were sneaky and would probably still get the better of the party.

When traveling outside a bird with beautiful, semi-metallic plumage appears in a nearby tree. The bird watches the party and then swoops down harmlessly and lands on the shoulder of one of the party members.

In the game: This bird can communicate and will obey simple commands, it excels at scouting and will happily fly around to see what is out there. Then it will return to the person it has attached to and report what it has seen, in an odd and mysterious rhyming. For example, ‘Ahead is the lair of those half silent and half that roar.’ – a nest of owlbears. This may require an Int attribute test to figure out, or, the frustrated bird might try another rhyme, although after three or four it gets frustrated and flies away. The bird isn’t made to foil the referee’s adventure because eventually it will get frustrated and fly away.

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[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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