[New Spell] Unseen Stairs

Unseen Stairs

Dhiv and Welter followed Skrokan of Zhorgos up the magical stairs as the bandits rounded the corner and looked on in awe as they saw the trio apparently walking up stairs of air to the next level of the dungeon.
‘It’s a simple trick,’ shouted the magic-user among the outlaws. ‘Get them!’
Dhiv snickered as he looked down and saw a piling of bandits, cursing and frozen in place.




Unseen Stairs (Magic-user)

Level: 3
Range: 30′
Duration: 6 turns

A staircase of force extends from any solid surface, visible faintly to the caster and allies, invisible to all others. It may rise or descend up to 30 feet and these enchanted stairs support up to 1,000 pounds. They cannot be seen normally, but creatures walking upon them appear to climb through empty air and any creature unaware of the stairs must save vs. Paralysis the first time it attempts to use them or lose their footing and fall, paralyzed for 1d4 rounds.

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[New Magic Item] Hairpin of the Cloud Giantess

Hairpin of the Cloud Giantess


Uzeb the Wise dribbled a few coins into the halfling’s hand. The latter smirked, then shrugged.
‘What do you need doubled?’ inquired Zotho Hedgebinder.
Jaundo pointed at the door. The halfling nodded and tapped what appeared to be a short (perfect size for the demi-human) walking stick on the door. The walls immediately shrank as the door doubled in size.
‘Now we can easily roll that ornate silver ball outside and see what we can get for it in town,’ declared Uzeb.
Zotho looked at his ‘walking stick’ then at the huge silver ball and shuddered for a moment. A move that didn’t escape Uzeb, causing the wizard more than a little concern.



This ancient enchanted hardwood hairpin is a strange artifact from a bygone era. Rumors say that the descendants of the original owner are making inquiries, looking for this magical hairpin.

Benefit: Touch a mundane object with it and that object becomes twice its normal size for one hour per level of user (minimum 30 minutes for 0-level characters). It can enlarge: ropes, keys, tools, doors, food, containers, written maps, basically any non-magical item. Living creatures are unaffected, yet undead are. Can be activated once per day.


Usable by: Anyone.

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[New Magic Item] Candle that Lights Another Room

Candle that Lights Another Room


‘What do you see?’ asked an anxious Dhiv.
‘It looks like a quartet of goblins. No hobgoblins! No, they must be orcs. No, they are hobgoblins, I am mostly sure,’ replied Welter the henchman.
Dhiv mumbled under his breathe.
‘Hide! I think they are coming out!’ Welter hissed.
Eventually the orcs left the room, looking around and sniffing the air, grumbling amongst themselves.
‘I want to light that candle next,’ Dhiv said.
‘I found it, it is mine, I get so few magic items,’ Welter whined.
‘Very well, keep it,’ Dhiv replied with a frown.



These magical candles are always stubby and green in colour. Easily overlooked as loot, yet very handy on an adventure.

Benefit: When lit, this enchanted candle’s flame illuminates not the room containing it, but the nearest adjoining room. If the adjoining room is inaccessible via magic and/or being sealed with no way to peek in, the light instead reveals it as a ghostly image within the flame. The candle can therefore allow adventurers (being the one who lit the candle) to see through walls—but only into a room directly adjacent to their own. It burns for six hours.


Usable by: Anyone.

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[New Spell] Wall of Skeletons

Wall of Skeletons

‘Where did I leave that cache of coins?’ the sorcerer Devinbus asked aloud.
‘We don’t have all day,’ complained one of the bandits. ‘Hurry up, hedge wizard. We know that all you spellcasters hide treasure everywhere’
Just as the bandits were starting to lose their composure a small warband of shrieking skeletons came through the stone wall, hacking and slashing at the bandits.
‘On second thought, it wasn’t here at all,’ Devindus said to himself as the last of the bandits were cut down and the skeletons ran off, screaming and looking for more living to fight. ‘However my hirelings do have new gear when I see them next.’




Wall of Skeletons (Magic-user)

Level 3

Range: Touch.

Duration: Special, see below.

This spell is also basically a trap and can remain idle for decades (dispelled if the caster dies). When cast upon a solid wall it will summon four skeletons with 2HD+1 plus one skeleton per level of caster into the wall where they sit in stasis until at least one intelligent living being will linger for one turn (ten minutes) or more that is not the caster, who is immune to the effects of this spell. Thus activated, the skeletons emerge from the wall, armed and with shields or bows and arrows, screaming and attacking the living until defeated. If these skeletons defeat the living they run amok, killing until destroyed. While the shrill screams of these undead do not cause fear, these unearthly sounds do cause unease which makes the undead -1 to Hit in combat.

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[New Magic Item] Tome of Forgotten Heroes

Tome of Forgotten Heroes

Uzeb the Wise set the strange book down as the heroic apparition appeared before the wizard and his adventuring companion, Jaundo.
‘Krolgar the Brazen, we beseech you to help us on our quest,’ Uzeb said.
The ghost regarded the duo and smirked.
‘What do you need of me?’ Krolgar the Bold asked.
‘We seek the Treasure of Alkamenk, and we will, in turn, restore your arms and armor to your people,’ replied Uzeb.
‘Those layabouts! I’d rather see my sword and armor rust!’
‘I will put them to good use,’ said Jaundo.
Krolgar the Brazen regarded Jaundo for a few moments.
‘You may have potential. Fine, I will help you in your quest. If you make one last tithe for me to my deity, I could use better accommodations over on this side.’
‘Done,’ said Uzeb.



Bound in weathered blue leather and clasped with tarnished bronze, this thick folio contains hundreds of biographies written in a dozen forgotten tongues that constantly shift as the bearer travels to new places. No two readers ever agree on the appearance of its heroes, or sometimes, what constitutes a ‘hero’.

Benefit: A character must spend one uninterrupted turn reading the tome. Only one hero may be studied each day. A suitable forgotten hero, local to the vicinity will appear in ghostly form and help the reader for one hour; this may be figuring out where a hidden treasure is, defeating a type of creature that the hero defeated before or asking for help with lore or knowledge from the time that the hero was being heroic.


Usable by: Anyone.

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[New Magic Item] Broom of Seeking

Broom of Seeking

‘Where did you find that ridiculous broom? Dhiv asked his hireling.
‘I bought it after I saved up my share of our last few adventures,’ Welter replied.
Dhiv snorted derisively.

Two days later Dhiv rolled his eyes as Welter found another small cache of gems that someone or something must have dropped in the basement of ruins that they were exploring.
‘I have already paid for the broom twice over with these gems,’ the hireling exclaimed as Dhiv tried not to grumble.



A sturdy, average sized birch broom bound with silver wiring. While it looks a bit rustic, it can be quite valuable on an adventure.

Benefit: Sweep a room for one turn. During this time, the broom gathers: hidden coins, dropped gems, secret compartments disguised beneath debris, small overlooked objects (including magic items like potions or jewelry. Despite these boons from the enchanted broom, it ignores deliberately hidden treasure, only dropped and misplaced items are revealed. Note that the broom creates nothing, if there was nothing found, there was nothing there to begin with.


Usable by: Anyone.

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[New Magic Item] Aquatic Attractor Globes

Aquatic Attractor Globes


‘So many fish, we will be heroes!’ exclaimed the fisherman as he reeled in another net full of fish.
‘I don’t trust that thing your uncle gave you,’ the ship’s captain grumbled. ‘It’s bad magic.’
The fisherman then froze, mouth open, staring into the water, pointing.
Something troll-like with webbed fingers lurked under the surface, eyeing them dully.
‘We’re leaving and you are giving that thing back to your uncle if we survive,’ snapped the captain as he grabbed the wheel and turned the fishing boat back towards land.



Glass spheres about the size of a crystal ball, about eight inches in diameter that appear to have a small glowing fish inside them. Made by druids and magic-users.

Benefit: Out of the water these odd glass-like globes are inert and mostly just a curiosity, however, when submerged in a river, lake, pond or ocean (a large body of water with life in it) each globe will attract life to it (undead aquatic creatures are unaffected). Fish flock to these globes that the owner can cause to zip around underwater, even out of sight, and call it back to them. Creatures with less than 2HD have no Save, intelligent or not, while more powerful intelligent aquatic creatures may make a Save vs Magic/Spells to resist the lure of these magic globes (more powerful creatures with animal Intelligence have a -2 modifier on their Saving Throw). Those entranced lose initiative and are basically stunned for 1d4 rounds when a globe is within 10′ of the owner after following it.


Usable by: Anyone.

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[New Spell] What the Sparrow Heard

What the Sparrow Heard

Dhiv handed the druid a few coins. The latter whistled and a small, nervous looking finch landed on the druid’s should and the spellcaster turned and whispered to the small avian creature.
For most of an hour it droned on about the prices of cheese and various grains.
‘Is that it?’ Dhiv complained.
‘You paid to know what was said here yesterday afternoon and the bird repeated what was said, I don’t know what else to tell you,’ the druid replied.
‘Very well then, the adventurer said with a snort and strolled off.
Maybe it was better that he wasn’t mentioned in this part of town at all after his last misadventure, Dhiv though to himself after all.




What the Sparrow Heard (Druid)

Level 3

Range: 40′.

Duration: Special, see below.

For this spell to work, the casting druid must touch any ordinary, non-magical bird, such as a sparrow, finch or other warbler or similar bird. Like a mynah bird, this subject bird remembers everything spoken within forty feet. The caster may ask the bird to recall what it has heard in the past within one week or up to one week in the future and can repeat one day’s (or night’s) worth of conversation. The druid may hear the past repeated now or the future later the caster may question it. Birds are a little uncanny and while they remember sounds remarkably well, they understand little.

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[New Magic Item] Whistle of the Warden

Whistle of the Warden


‘What are those?’ Welter asked.
Dhiv peered into the distance then retrieved a small, round whistle from a pocket of his jerkin.
‘I am not sure, so I am going to make a barrier to try to keep them moving on along,’ he replied and blew on the whistle, motioning with one arm.
The creatures, seeming to sense something in the air, swerved away from where Dhiv and Welter were hidden.
‘That’s one less thing to worry about today,’ Dhiv said with a sigh as Welter pointed up at some strange flying beasts.
‘And those?’
Dhiv frowned.



Appears as a small, round clay whistle, a couple of holes might technically make it a flute. Said to be made by druids and given to those who watch over the wild lands.

Benefit: Blow the whistle once and for the next hour: no ordinary animal willingly crosses a chosen boundary up to 100′ long (or in a 30′ circle), all mounts remain calm, cannot even be shaken by a storm and once per month, even magical beasts must Save vs. Spells or refuse to cross the boundary.


Usable by: Anyone.

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[New Magic Item] Lantern of the Lost

Lantern of the Lost


‘Was that thing worth it?’ Nulli asked.
‘So far we have helped find a number of lost horses, a tamed griffon, that manticore cub, so I would say that it is paying for itself,’ replied Thoz.
‘And that berserk clay golem and that squad of zombies?’ Arakam inquired.
‘I am sure that even you will admit that magic is mysterious and sometimes unpredictable,’ the thief replied to the magic-user.



This squat bronze lantern has very clear crystal panes and is mounted on a shepherd’s crook. Very valuable to some in the right situations, although can sometimes bring extra complications.

Benefit: When lit its warm amber light causes lost companions to instinctively move toward it. This effect works on creatures within 300′ that: are lost, separated from a flock/herd/etcetera, disoriented, or wandering due to magical reasons. Mindless undead and constructs without a master are affected 15% of the time.


Usable by: Anyone.

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