[New Magic Item] Meal Shield

Meal Shield


‘A most remarkable, humble looking device,’ exclaimed the King of Zharja as he marveled the somewhat battered and weather worn shield and the simple meal that sat inside it. ‘If I had one for every soldier I could overtake the world!’
‘I believe, my lord, that is why the wizard that invented the handful of these enchanted shields was publicly executed, to ensure that was never a possibility,’ replied the king’s sage-advisor dryly, although the king would still dream that night of an army of soldiers taking these meal producing shields out into the world.


By now most of these ancient shields are showing wear, being battered and beaten, and often claimed by foes ignorant of what they really have in the way of loot. The food it produces might not be the best, yet it will help get you by.

Benefit: It is possible to call upon this +1 to AC shield once per day, by tapping its outer surface on the ground three times, to conjure a simple meal, tasty and edible to whatever intelligent creature is summoning the meal, which consists of food and water, roughly equal to half the necessary caloric intake required. This means that other rations are still need, yet it halves the amount of basic food and water needed. Note that if this shield is the ONLY source of sustenance for an individual they will begin to lose one point of Constitution every three days until there is another source of food and drink.

Usable by: Anyone who can use a shield.

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[New Magic Item] Shepherd’s Pipe of Calm

Shepherd’s Pipe of Calm


‘Guard dogs! What are we going to do?’ lamented Krogi.
Arakam thought of a spell. So did Nulli.
‘I’ve got this,’ said Thoz as he retrieved a small reed pipe from a satchel he carried.
The other three looked at him in surprise.
‘It won’t last forever, so we need to be quick,’ the thief said before he played a small tune on the pipe. The dogs immediately sat, looking complacent and serene.
Krogi rummaged around in his backpack and tossed some dried meat before the dogs.
‘Just in case, it can’t hurt,’ the fighter said as the others shrugged in agreement.



An easily overlooked bit of treasure, this reed pipe, held together by silver wire, can be helpful to adventurers. Maybe not the most powerful of magic items, it can make adventuring a little easier.

Benefit: Once per day, the musician may command one group of ordinary animals. For example, sheep gather, horses calm, wolves (including dire wolves and wargs) hesitate, losing initiative, birds land nearby, calm and serene, dogs cease barking. This effect lasts for one turn. Note that creatures are not enslaved—they simply regard the musician as a trusted shepherd.

Usable by: Anyone.

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[New Magic Item] Spider God’s Gong

Spider God’s Gong


‘No!’ Skorbi shouted. Too late. Wrilk the dwarf used the strange striker to sound the gong.
A trio of things shimmered, outlined in a light blue.
‘What?’ the dwarf replied as he pointed the the skulking silhouettes.
Bakra-do drew his short swords and snarled. Skorbi looked at the ceiling before choosing a spell.
‘Nothing. I just hope the price we pay later is worth it,’ the magic-user mumbled as the dwarf dropped the striker and grabbed his axe.



A silver frame that holds the ancient heater shield of a champion of the Spider God by thick strands of the web of enormous spiders, its striker resembles the preserved ancient leg of a giant spider. Its eerie resonance reveals hidden dangers.

Benefit: When May be struck three times per week for its magical effect. Each time that it may be used for the next ten minutes (one turn) invisible creatures shimmer faintly, secret doors have a 4-in-6 chance of being noticed, illusions flicker noticeably, and webs, pits, pressure plates, and tripwires glisten with pale silver light. While that is all very useful to adventurers, every giant spider within one mile hears the gong perfectly and may or may not move towards the magic item.

Usable by: Anyone.

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[New Spell] Welcoming the Hero

Welcoming the Hero



Arakam looked oddly for a moment as the party sat in the Tunneling Troglodyte Tavern.
‘What do you see? A ghost? A creature from the Ethereal Plane?’ asked Krogi, a hand gripping his enchanted sword.
‘No, something more puzzling, the innkeeper and staff here seem to be fawning over Jhevik for some reason,’ the wizard replied.
‘That scoundrel of an illusionist?!’ remarked Thoz. ‘He has a worse reputation than I do!’
The group all turned to regard the illusionist. With a wry smile he nodded towards them as the staff of the tavern rushed to bring food and drink to the spellcaster.



Welcoming the Hero (Illusionist)

Level 2

Range: Self.

Duration: One day or one evening.


For the duration of the spell, roughly eight hours, the caster appears to belong wherever they enter, whether it is a tavern or inn, a party or event that is exclusive or even a royal court. Innkeepers assume a reservation was made. Servants believe they were expected. Guards presume permission was granted. Note that the enchantment does not compel obedience or erase suspicion if the caster behaves strangely.

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[New Magic Item] Halfling’s Sandals

Halfling’s Sandals


‘Those look fashionable,’ Bakra-do said revealing a hint of sarcasm.
‘We have to cross the Forest of Zelbus to get to where we are going,’ replied Skorbi as he rocked on his heels for a moment and wiggled his toes in his sandals.
Wrilk looked confused.
‘What’s wrong?’ Skorbi asked.
‘Why do your footprints look like the little bare feet of a halfling?’ asked the dwarf.
‘Ah, that is the magic, we are going into halfling territory and these sandals may help us pass without any problems through their lands. They might even be generous with food and drink,’ replied the wizard.
Bakra-do and Wrilk looked at each other and nodded in approval.
‘This will definitely boost our moral in the forest then,’ exclaimed Bakra-do.




Often appear as slightly worn sandals with an open toe and silver thread somehow woven into the design. Halflings themselves would never wear this footwear and have no reason to, for this magic item is meant to be a gift of gratitude to others.

Benefit: When worn these enchanted sandals allow the wearer to resist extremes of heat and cold, move silently (90%) in forested areas and, no matter the size of the foot, the footprint left is that of a stylized halfling-sized bare foot and this tell halflings that the person was gifted the magical footwear. Anyone donning these enchanted sandals meaning to deceive any halfling will be in pain causing a -2 to all rolls due to the distraction and move at ¼ their normal speed until the sandals are removed.

Usable by: Anyone with feet.

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[New Magic Item] Royal Falcon Brooch

Royal Falcon Brooch


Steely-eyed, the prince glared at Darsh the druid for a moment, looking at the falcon brooch then into the druid’s face.
‘How did you come across that brooch?’ the prince asked.
Darsh seemed to freeze for a moment, then regained his senses.
‘It was given to me by the Master of my Grove, but that is not important right now. The small army of goblins, hobgoblins and ogres approaching quickly from the south is much more important, wouldn’t you agree?’
The prince nodded and motioned for the small group to head west, covering their tracks as best as they could.



A silver brooch in the shape of a soaring hawk. Royalty of many lands will try to reclaim one of these from most adventurers, except for rangers, druids and wardens of the forest, basically because bad things happen to them if they do.

Benefit: When activated, the wearer of the brooch can see as a falcon flying high in the sky (a kestrel can see a ladybug from 18 stories [roughly 200 feet] up) and see in the ultraviolet spectrum for two turns (20 minutes). Usable once per day.

Usable by: Anyone.

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[New Spell] Tarp to Tent

Tarp to Tent



‘Nuli, what’s the password?’ asked Thoz.
‘Again?’ the priestess replied.
‘I forgot,’ said the thief.
Arakam opened the tent from the inside.
‘Get in here. Where were you?’
‘Scouting,’ Thoz replied.
‘It’s “Mushroom Sauce”,’ whispered Krogi.
‘He remembers it,’ Nuli said as she looked at Thoz.


Tarp to Tent (Cleric)

Level 3

Range: 30′.

Duration: One day per level of caster or until dispelled.

An intact tarp, banner, cloak, or similar fabric object transforms into a sturdy reinforced tent with thick walls. The structure includes: 8′ tall walls, firing slits, a reinforced entrance (option-password reveals entrance), sleeping space for ten people. The fortress occupies roughly a 30′ square. When the spell expires, it returns to its original form.

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[New Magic Item] Quiver of the Dawn

Quiver of the Dawn

Without hesitation Welter drew his bow and let his arrow fly, striking a wererat and causing the villain to squeak in a most horrid manner. The sound caused the three other wererats to flee as their wounded comrade, hit in the hip, struggled to follow them. Welter let another arrow fly. The wounded lycanthrope let out a pitiful howl and slumped over.
‘Where are you getting these things?’ asked an astounded Dhiv.
‘Just picking up things that you discard,’ the hireling replied. ‘Can you shoot a bow, master?’
‘Yes, I can. I just thought that, well, I thought that maybe that quiver was too frail for the rugged adventures that we go on.’
‘Apparently it holds up just fine,’ Welter commented.
‘We don’t have time to dawdle, those other three wererats could come back at any time!’ exclaimed Dhiv, who decided to be less critical of future treasures found.




A stout leather quiver with an engraving of the sun over a large oak tree, Possibly a lost artifact of elves from ages long gone.

Benefit: Each dawn, 1d6+1 golden amber-tipped arrows appear within. These arrows function as: magical ammunition, silver weapons, +1 arrows against supernatural creatures and lycanthropes. Intelligent supernatural creatures, including were-beasts, can sometimes (50% chance) detect these magical arrows attempt the proper precautions.

Usable by: Anyone with a bow that can use it.

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[New Magic Item] Key of Returning

Key of Returning


Welter told Dhiv he would be right back and the henchman shambled off down the corridor, only to return a short time later, laden with food and a short sword in an leather sheath on his belt.
‘Where have you been?’ Dhiv asked his henchman.
‘Sorry, I forgot a few things at home, I brought extra food to share,’ replied Welter, offering the adventurer an apple.
‘How do you do that?’ Dhiv asked, slightly perturbed.
Welter revealed a strange silver key on an odd chain around his neck.
‘Why does it seem like you find better magic items than I do?’
Welter shrugged and grinned just after Dhiv spun on his heel, dropping the apple into the satchel at his side.






A silver key attached to a chain of strange steel, allegedly from the moon. Its owner is not always where the seem to be, yet where they intended to be.

Benefit: Once per week, the bearer of this enchanted silver key may place it against any doorway and speak the name of a place they have previously visited. Opening the door reveals that location. The portal remains open for one turn, then closes. Note that the destination must still exist.

Usable by: Anyone.

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[New Spell] Evenly Carried Burden

Evenly Carried Burden



Wrilk reluctantly put on the heavy armor.
‘But…,’ he began, Skorbi cut the dwarf off with a wave of his hand.
Bakra-do looked skeptical.
‘Trust me. It’s not the most vicious or glamorous spell, just trust me,’ the wizard said.
Skorbi cast his spell as the lumbering figure lurched into view. Bakra-do and Skorbi both groaned a little as their shoulders slumped forward, Wrilk gripped his axe, laughed, and charged into battle as if he was not wearing heavy armor at all.


Evenly Carried Burden (Magic-user)

Level: 3

Range: 30′

Duration: 6 turns (one hour).

The weight carried by one creature is distributed among all willing creatures within range, who must stay within range or break the enchantment.

Examples of what this spell can do:

A treasure chest can be “shared” by the whole party.
An unconscious ally can be transported more easily.
A heavily armored fighter can move normally.

Encumbrance is recalculated evenly.

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