[New Magic Item] Time Arrows

Time Arrows

‘We’ve wasted too much time trying to figure out this puzzle, they got away!’ Fellhorn said.

The elf ranger drew his bow and aimed at the druid.

‘What are you doing?’ Fellhorn asked in shock.

‘Just remember the combination to the puzzle,’ the elf said as he released the arrow.

The druid disappeared.

‘Where did he go?’ the gnome illusionist asked.

‘Hopefully far enough back in time to make a difference, we were only a few minutes late,’ the elf said.

Some time later Fellhorn phased back into the time line with the others.

‘I’d rather the gnome went through that next time,’ the druid muttered.

‘But we caught the thief!’ the gnome squeaked. ‘You did well!’

Originally thought to be the gift of a deity of time, these magical arrows are very rare and highly coveted by sharpshooters that need to alter time for at least one person.

Benefit: The shooter of one of these arrows can choose whether to deal damage or to send the target backwards in time, roll 1d6, either for hit point damage or ten minute increments the subject is sent back. After the time shift has elapsed the target of the arrow ‘snaps back’ into the present timeline. This effect can be used on enemies of friends depending on the situation. If retrieved undamaged a magic-user may recharge these arrows.

Usable by: Anyone that can fire a bow.

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[New Magic Item] Eyed Gauntlets

Eyed Gauntlets

Navnen and Chalk approached a sharp turn in the deep dungeon.

‘I think I hear someone,’ whispered the wizard.

Navnen nodded and slowly raised one leather gloved fist to the edge of the stone wall then slid it carefully out into the air so that the back of his handed was exposed to the unknown.

The thief breathed a sigh of relief.

‘What is it?’ whispered Chalk. ‘Koram and Valance?”

Navnen nodded.

Chalk pulled the thief back and motioned to spring out and scare the other two as they approached closer.

The thief grinned.

While thought to be initially credited to an Archmage that also ran a thief’s guild, this magic item has saved many an adventurer from sudden death.

Benefit: This simple magic item is a pair of leather gauntlets that not only grant the wearer a +1 to AC but also has an eye embossed on the back of the “hand” of the gauntlet. By concentrating for one round (ten seconds) the wearer can see through the eye of the leather glove. This can be maintained as long as concentration is being focused on the gauntlet.

Usable by: Anyone that can wear leather armor.

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[New Magic Item] Wand of Three Dimensions

Wand of Three Dimensions

Koram was in a panic at the sight of the rust monster, it’s feathery feelers quested for his armor as the creature loped down the dungeon corridor.

Navnen leaped behind the ungainly creature and struck it with a dagger. Soundlessly the beast seemed to crumple lifelessly to the ground.

‘What is that on your blade?’ Valance asked.

The thief touched the blade to his tongue as Chalk winced.

‘Ink…’

This reward-gift for a talented spellcasting painter has been duplicated and these wands can be found in more than a few treasure troves. In some cities wizards duel by using their created monsters in deadly combat.

Benefit: A magical wand with up to eight charges within it (1d8), the Wand of Three Dimensions will cause any two dimensional image to become three dimensional with a tap. Regardless of the image (a dog or a dragon or any other rendered beast or monster) the image will attack and save as a monster with 1HD per level of the bearer of the wand.

Usable by: Magic-users and illusionists.

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[New Magic Item] Stray Room

Stray Room

Navnen looked at the others.

‘So what do you think?’ the thief asked.

‘Nice, roomy, warm, this is travel,’ Koram said.

Chalk regarded the room’s interior.

‘A great way to float along, how do we stop it?’

Navnen nodded towards an anchor near one of the windows.

‘Does it go any faster?’ Valance asked.

‘If it did I couldn’t have caught it,’ replied the thief.

Caused during a magical incident in the city of Nalaj, a huge inn exploded in an arcane manner, leaving the rooms intact and floating randomly above the surface of the planet.

Benefit: A Stray room is a magical room from an inn that floats 30′ above of the earth or water at roughly 15 miles per hour. The room is surrounded by brick or stone and has a two windows that can be closed with shutters. Each room has a small fireplace, two small tables and a few chairs and is roughly 50′ in diameter with a 10′ ceiling with a steep, pointed roof. Entry may be gained via a window and any sentient being may concentrate and control the direction of the room or slow it down and allow it to hover. There is a one meter/yard cushion of air that prevents a stray room from colliding with other solid objects.

Usable by: Anyone.

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[New Spell] Puddlejumper

Puddlejumper

 

‘Where’s your gnome?’ asked an enraged captain of the guard as he banged on the door of the small house on the edge of town.

‘You owe me for this,’ Fellhorn said with a glare as the elf ranger helped the gnome out of a window in the back of the building.

‘Good thing it rained,’ the elf said.

The gnome skittered off and jumped into a mud puddle nearby as one of the city guards spotted him and yelled an alarm. The small illusionist disappeared only to reappear a hundred yards away in another puddle.

‘After him!’ urged the captain of the guard.

‘I cut a small hole in his shoe,’ the elf told the druid as they watched the guardsmen pursue the gnome.

‘Good work,’ Fellhorn said.

 

Puddlejumper (Druid)

Level 4

Range: Self or touch

Duration: Instantaneous.

 

When cast this druid spell allows the caster or someone touched to be able to travel from one mudpuddle to another by jumping into the closest one and choosing a direction. The next puddle may be in sight. If no puddle is in that direction the jumper lands in the nearest pond or lake in that direction, spell will not transport one to oceans or seas. Number of jumps allowed is equal to the caster’s level. Any jumps not used within one turn (ten minutes) are discarded.

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[New Spell] Banish Thief

Banish Thief

 

The patrons of the inn eyed each other warily. It was a slow night at the Crowing Cockatrice and that often meant trouble was brewing.

The thief Navnen joined Chalk and the others at their table.

‘What is going on…,’ the thief began. Then he stood up and seemed to be forced out of the front door and out into the street.

A group of wizards at a nearby table laughed.

Koram stood up and revealed the hilt of his Crystal Sword.

‘Who wants to start trouble?’

One of the wizards raised his hands palms upwards.

‘We were merely trying out a spell, your friend can come in now.’

The fighter signaled for Navnen to come back through the window and the thief rejoined his fellow adventurers.

‘Why do you wizards need spells like that?’ he asked Chalk.

‘To keep you on your toes I guess,’ the wizard replied.

Navnen was not happy with the answer.

 

Banish Thief (Arcane)

Level 3

Range: 50′ radius + 5’/level

Duration: One hour per level of caster.

 

An uncommon spell, Banish Thief causes all thieves to make a Save versus spells at -2 or be sent from the radius of the spell immediately or to try to enter the area. Any thief that does make a save is still uncomfortable and -15% on all percentage thieving skills. This spell may be cast upon the caster themselves or upon an object.

Option: This can work for any class: Banish Priest(ess), Banish Mage, there can be several variants of the spell.

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[New Spell] Skinbound

Skinbound

 

‘He’s coming!’ hissed the wizard, the adventurers all scurried to the basement.

In a small dusty room a solitary figure sat with a strangely painted jug before it.

‘Sit,’ the figure said cryptically.

‘We don’t have a lot of time,’ the thief urged. A loud thud could be heard upstairs, as if to punctuate the sentence.

The robed figure removed the lid of the jug as the others sat.

‘Astral,’ it said and several small dark things leaped into the figure’s outstretched hand.

‘Take one, eat.’

Everyone grabbed one as the handle of the wooden door was tried. One by one they all relaxed as if in a trance, except for the thief.

‘It’s not working,’ he squeaked as the door smashed open.

‘Ah, the curse worked as expected,’ the old priest said with a wry smile.

The thief stood up as the guards came in behind the old man.

‘Just this one, he is all we need, let the others worry when they come back,’ he grinned.

 

Skinbound (Arcane)

Level 6

Range: Touch

Duration: Permanent until dispelled.

 

This advanced curse is subtle and usually goes unnoticed for some time. Whenever the target tries to escape their body (as in Astral Projection) or even use magic to wander around with his or her senses (such as an Arcane Eye spell or the Planar Jug magic item) their efforts fail the first time and any subsequent attempts require passing a Save versus Spells with a -1 modifier until this curse is dispelled with Remove Curse, Limited Wish, Wish, etc. This spell also keeps a possessed person from losing the possessing entity. Death releases the spirit and dismisses the spell.

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