Magic Items & Spells

These are some of the magic spells , clerical spells and items that I have created for TSR's D&D Known World Setting.

Magic Items

The first 5 items were all in the posession of the famous Thyatian Gladiator, Gramilenko when he died of a wasting disease in Thyatis City. He requested that they be be beried with him as they always seemed to bring him luck. Few suspected that they were magical and Gramilenko himself would not have used them if he had known. They are all currently buried with him in the vaults beneath the temple to Vanya in the city of Kantridae.

Net Of Binding

Description

This is a net woven from finest silk cords entwined with fine threads of silver. It has been enchanted so that it has an armour class of -1 and cannot but cut by normal weapons. It also takes twice as long to escape from as a normal net. It is 10' by 10' when fully spread. Unlike normal nets it can also trap those with no corporeal bodies (i.e. wraiths, spectres etc.) but these creatures do get a saving throw vs. wands to escape the net.

History

It was created by an unknown Dwarven seamstriss who made this for a Thyatian senator who gave it in turn to the Gramilenko the famous Thyatian gladiator. He did not know of the enchantment and used it but sparingly in the Arena.

Usable By

Fighter, Elf, Mage, Thief

Trident Of Shocking

Description

This three pronged weapon some 6' long has an ebony shaft with meteoric iron tines. As well as doing 1d6 points of damage it can, three times a day, do an extra 1d4 points of electrical damage by uttering its control word, which as yet nobody has been able to discover.

History

This weapon was crafted many years ago in the waters of the Nortis deeps for the leader of the Sahuagin tribe that dwells there. It was lost when the tribe was attacked by a army of sea-elves. By a long and torturous route the trident made its way to the weapon store of the Thyatian Arena. Liking its balance it was selected by Gramilenko as one of his personal weapons.

Usable By

Fighter, Elf, Thief, Dwarf, Halfling.

Cesti Of Healing

Description

These leather gloves with bronze studded knuckles not only damage the opponant when they hit they also do alow the wearer to regenerate 2 hit points of damage per round.

History

These were commissoned as an ordinary pair of cesti by Gramilenko from a local leather woker. The leather worker was so in awe of the great man buying goods from his shop that he spent most of his savings on getting them enchanted at the Collegium Arcanum. He never told Gramilenko or anyone else of the items magical powers.

Usable By

Fighter, Elf, Dwarf, Halfling, Thief.

Short Sword 'Houndstooth'

Description

This bronze short sword has engraved upon its blade the form of a slender, styalised hunting dog. It is a +1 sword that is +2 against all members of the feline world.

History

The crafting of this sword is shrouded in mystery. Some say it came from a ruined Nithian temple others that it was forged for one of the members of the Great Hunt. The only sure thing is that Gramilenko bought it with the winnings of his first season of fighting from a travelling trader.

Usable By

Fighter, Elf, Thief, Dwarf, Halfling.

Buckler Of Distraction

Description

This small sword that straps onto the forarm only offers protection from attacks from that side. However it has been crafted in such away that it catches the light and draws the eye of any attacker. On the first round of any melee combat, the attacker must make a saving throw vs. wands or suffer a -2 penalty on his attack rolls in addition to the normal sheild bonus. This buckler is not strickly speaking a magic item it is just very well constructed.

History

This is a failed attempt by a Glantrian mage to create a Sheild Of Reflection. Brought into Thyatis by the mage escaping the wrath of the family of the fighter who took it into the mountains on a basilisk hunt it was sold to the Arena from whence it was selected by Gramilenko as one of his personal items.

Usable By

Fighter, Cleric, Dwarf, Halfling (with adjustments to the straps),Elf.

Staff Of The Cobra

Description

This 6' long staff is made from a strange dark wood that has a scaly appearance yet it feels smooth and silky to the touch. At the top of the staff is carved the lifelike head of a cobra. This has been gilded and two small rubies have been used to represent the snake's eyes.

Powers

Thrice Per Day - 1 pair of magic missiles (1 Charge)
Thrice Per Day - Charm up to 2 creatures of human size (1 Charge)
Once Per Day - Cast Alter Size on a single person or non magical item (2 Charges)
Once Per Year - Cast geas on a single person (5 Charges)
The staff can also be used as a weapon and it does 1d6 damage. It can also inflict a poison strike on the target twice per day. (1 Charge)

History

It was created by the dark mage Alcazar in the town of Abbashan which lies in the deserts of Ylaruam. When the mage died his effects were scattered to the winds by those who raided his tower. The current location of the staff is unknown but rumours have it that it was seen on board a ship sailing for the Minrothad Guilds.

Usable By

Elf, Magic User - Chaotic alignments only.

Crystal Ball Of Dream Control

Powers

This crystal ball can view or control the dreams of one person per night within a range of 1mile per level of the user + 1d4 miles. It can only be used by spellcasters. It can be used for good by communicating with a sleeping partner or for evil by causing effects similar to a fear spell. Items and spells that give protection against scrying and ESP will prevent the ball from working.

Usable By

Elf, Magic User

The next four items were all constructed by the elven locksmith Borotillian. He had a wicked sense of humour and often added strange magical powers to locks. These locks obviously cost a bit more than the norm but his clients appriciated the extra security the enhancements brought.

Lock Of Concealment

This magical lock casts a permanent hallucinatory terrain over the object that it locks. It is invisible when locked but when unlocked appears to be a normal padlock but one that is made from a dark black metal. Truesight, Dispel Magic and Detect Invisible will reveal the door or chest. Walking into the chest/door will give the PC a chance equivalent to his (intelligence + wisdom) * 3 of discovering the chest or door is there. Thieves trying to pick the lock do so at a -20% due to their inability to see the lock. Attacks against the chest are at -4 due to the invisibility of the chest.

Lock Of Gates

This lock has a portcullis engraved on it. If a PC fails to remove the trap before picking the lock a creature or creatures will be gated in. Depending on the treasure guarded this could be a pair of orcs or a fiend from the lower plains. This type of lock could appear on a chest, door or even a book.

Lock Of Ages

This lock will, if picked without its trap being disarmed, either double the PC's age or half the PC's age, (50% chance of either) if the PC fails a saving throw vs spells. All experience, knowledge skills remain but strength, wisdom, intelligence etc. will be altered to reflect the PC's new age. If the age takes the PC over the maximum life span for his race then the PC must make another saving throw vs. death or die instantly although a succesful saving through makes gives the PC another 1d12 months left to live. This can only be reversed by a wish, or by Remove Curse cast by a mage or cleric of at least 20th level.

Lock Of Charming

This lock will cast a charm spell on all those with in 15' of it. Those who fail to save vs. Spells believe that the chest contains old clothes and rags.

Daggers Of Fire And Ice

These paired daggers were created by the mage Gwysol. At a glance their quality reveals itself, from the finely tooled leather of the double sheath to the soft suede grips and the jewelled pommels.
The Dagger of Fire has a ruby set into its golden pommel and the suede of the grip is died blood red. The blade is comprised of leaves of steel and copper beaten together. When it is used it attacks as a +1 dagger and does 1d4+1 points of damage plus 1d6 points of fire damage.
The Dagger of Ice has a sapphire set into the pommel and the suede of the grip is the colour of ice. The blade is comprised of blue-steel and silver leaves beaten together. When it is used it attacks as a +1 dagger and does 1d6 points of frost damage as well as 1d4+1 points of normal damage.
If used by a ranger or a fighter who can use two weapons simultaneously both weapons can attack twice per round.
If the blades of the two weapons are ever allowed to touch a 3hd fire ball and a 3hd ice storm are triggered, centred on the daggers, the ice storm following the fireball. No saving throw is allowed to avoid this effect but a normal saving throws are allowed for half-damage.
The daggers have always been owned as a pair. If they are split up some magic about them brings the pair together again.

History

The daggers, soon after their creation, became the cause of Gwysol's death. His apprentice coverted their powers and killed his master. He was unsure of thier use however and while studying the crytic notes in one of Gwysol's notebooks brought the bades together. The apprentice was badly injured and fled leaving the daggers behind. Details of what happened next can be found in the adventure 'A Little Local Difficulty.'

Usable By

Thief, Fighter, Elf, Mage, Dwarf, Halfling

The Panoply Of Night

These three items were created many generations ago for an evil ruler whose name history has buried, much like he buried the victims of his regime. Most sages suggest that the items were destroyed long ago when the elven armies overrun the stronghold of evil north of the Canilbarth Forest. These descriptions are culled from fragments of ancient scrolls and tales handed down from those who fought and conquered the evil armies.
The items can be used by all races and classes but the weilder must be of evil or chaotic alignment and repeated use will change the weilder's alignment to Cahotic Evil. (Cumulative 10% chance each time one of the items is used.
It is not sure how the items were destroyed, it may be they were just lost or hidden before the end came.

The Midnight Helm

This helm of black, metoritic iron, has a narrow 'T-Bar' opening for eyes and nose, the edges of which are burnished to a dull shine. Grafted onto the temples are two large, recurved minotaur horns each with two silver bands. on the top is an iron spike surmounted by an elven skull. Flowing from the top is a mane of red horse hair, like a torrent of blood. This helm gives off a strong evil aura and can only be worn by those of an evil or chaotic nature. The wearer can continually see as if a truesight spell was in effect to the limit of thier normal vision. While it is worn the wearer regenerates 1hp per round even when reduced below zero. To kill the wearer of such a helm the head must be severed from the body and the helm removed. The wearer of such a helm suffers greatly from it, often the face becomes disfigured by pus filled boils and rot from a fungus like growth that thrives inside the helm.

Dawnstealer

This ebony horn has a mouthpiece carved to resemble a hideous face with a gaping maw. When blown it produces a low rumbling tone that sets teath on edge and curdles the gut. There are three finger holes and depending on which is left uncovered one of the following effects can be produced. The horn can be blown three times per day, but no power may be used more than twice a day.

The Star Shadow Standard

This eight foot long pole of oak is topped by the image of a grinning skull. Hanging from the crossarms are more skulls that clatter and sway even if there is no breeze. Within a 30' radius all evil or chaotic creatures gain a +1 to saving throws and attack rolls. All undead within 60' are turned as if they were three levels higher. All good or lawful creatures who see or even glimpse the standard must make a saving throw verses wands or suffer from despair. If they fail their saving throw they will throw down their weapons and trudge despondantly from the field of battle.
To be used the bearer must thrust the standard into the ground. All plants and plant like creatures within 10' of the pole die instantly.

Clerical Spells

Sensual Experience

Spell Level: 6th
Spell Range: Touch
Spell Duration: Special
Spell Effect: Caster or one other living creature
Saving Throw: Negates
Spell Description:
This spell allows the caster to bestow upon himself or another the senses of another creature or person. The senses are overlayed on top of the recipients senses rather than replacing them. The creature whose senses are to be experienced must be in sight when the spell is cast. ALL senses are experienced, sound, sight, taste, smell and touch. The spell lasts until the spell is cancelled by the caster, a dispell magic or remove curse is cast upon the recipient. If the creature or person whose senses are being experienced dies then the recipient of the spell must make a throw under his/her constitution or die. If they make the saving throw then they lose 1d4 points of constitution permanantly. The deliberate casting of this and subsequent killing of the creature being experienced is of course an evil act.

Mark Of Hope*

Spell Level: 4th
Spell Range: Touch
Spell Duration: 1d6 hours + 1 hour per level of the caster
Spell Effect: Caster or one other living creature
Saving Throw: Negates
Spell Description:
This spell places an invisible mark on the recipients forehead that can only be seen with a Truesight spell. The recipient has an effective charisma of 18 for the duration of the spell which is 1d6 + one hour per level of the caster. If cast in reverse Mark Of Despair gives the recipient a charisma of 3 for the same duration. The recipient gets a saving throw vs. Spells which nullifies the spell. The mark is in the shape of a blazing star, white for hope black for despair.

Mark Of Pain*

Spell Level: 4th
Spell Range: Touch
Spell Duration: 1d6 rounds + 1 round per level of the caster
Spell Effect: Caster or one other living creature
Saving Throw: Negates
Spell Description:
This spell places an invisible mark on the recipients forehead that can only be seen with a Truesight spell. The recipient is wracked with horrendous pain in all joints. This reduces movement to a maximum of 5' per round. The recipient cannot attack or cast spells for the duration of the spell. A successful saving throw reduces the duration to 1d6 rounds. The reverse Mark Of Ease reverses the effects of a Mark Of Pain spell or can be used to remove the pain inflicted by any similar spell permanently. It will also remove the pain of old age for 1d6 days. The mark is in the shape of a lightning bolt, red for pain, gold for ease.

Mark Of Courage*

Spell Level: 4th
Spell Range: Touch
Spell Duration: 1d6 rounds + 1 round per level of the caster
Spell Effect: Caster or one other living creature
Saving Throw: Negates
Spell Description:
This spell places an invisible mark on the recipients forehead that can only be seen with a Truesight spell. The recipient is protected from charm, hold person and fear spells for the duration of the spell, or has the effect of a one of these spells removed. Also all saving throws at attack rolls have a bonus of 2. Reversed this spell becomes Mark Of Cowardice. All saving throws are at a -2 penalty and each time the PC attempts to enter combat s/he must make a saving throw vs. Spells or run away and hide at least 30' away. The mark is in the shape of a shield, silver for courage, yellow for cowardice.

Magic User Spells

Summon Carriage

Spell Level: 4th
Spell Range: 10'
Spell Duration: 1 hour per level of caster
Spell Effect: Special
Saving Throw: None
Spell Description:
This spell creates a carriage suitable for four human sized or 6 demi-human sized characters. Depending on the allignment of the characters the coach and beasts will appear differently. Good alligned characters will create a carriage of gold and pearl pulled by a pair of unicorns. A neutral character will create a carriage of wood and iron pulled by two black horses. Evil characters will create a carriage of bone pulled by a pair of skeletal steeds. The carriage moves at steeds maximum rate regardless of terrain. The spell components needed for this spell is a pumpkin seed and a pair of mice which are not destroyed by the casting of the spell.

Ball Lightning

Spell Level 3rd
Spell Range: 30' + 10 x the caster's level
Spell Duration: 1 round
Spell Effect: 1 Target
Saving Throw: 1/2 damage
Spell Description:
When cast this spell creates a ball of blue electrical fire in the caster's hand. This can then be hurled up to 30' + 10 times the strength bonus of the caster. The caster needs to make an attack roll to determine whether the ball hits the target or not. If it does hit then it causes 2d6+ 1/2hp per level of the caster damage.

Mind Meld

Spell Level 7th
Spell Range: Touch
Spell Duration:1 minute per level of caster
Spell Effect: 1 Target
Saving Throw:#1 Nullifies Effect, #2 Only effects willing targets
Spell Description:
The caster can with this spell do one of two things:
1. Scan through the targets mind to review any events over the past (level of caster) * years. Specific questions must be sought and 1 question can be asked per level of the caster. Contact must be maintained for the duration of the spell.
2. Occupy the targets mind and control the targets body. In this case the caster's body remains as if paralysed until the spell expires or the caster dispels it. The target's mind is unaware of any acts during the duration of the meld. The caster has the abilities of both his mind and the body and mind of the caster. Therefore if the caster melds with a cleric, for the duration of the spell he can attack as a cleric and cast spells as both a cleric and a magic user. If the target is killed during the meld both the caster and target will die. If the caster's body is killed then the caster has to make a saving throw vs. Death or go insane. On a successful throw the target's mind is destroyed and the caster takes over control of the body permanently BUT becomes the class of the target. For example if the target is a fighter the caster can no longer memorise or cast spells.

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