[New Spell] Wind of Hesitation

Wind of Hesitation

‘I warned you, Jhenkis, get your goblin rabble away from us!’ shouted Uzeb the Wise.
‘Or what?’ the rival spellcaster shouted back in reply.
‘Very well,’ Uzeb said quietly then read from the scroll he held before him.
A strange, greenish-blue haze formed and as the wizard nodded the cackling wind moved in that direction, goblins shrieked, some dropped their weapons and ran, others gritted their teeth, pretending their best not to look frightened.
‘Okay, fine, we can talk this over,’ Jhenkis yelled.
Uzeb and Jaundo both grinned, they were going to make Jhenkis squirm for this.



Wind of Hesitation (Magic-user)

Level 5

Range: 75′.

Duration: One round.


A wailing, mocking, cackling wind flows forward before the caster and all foes that this arcane breeze touches must make a Save vs Paralysis with a -2 modifier or lose initiative for the next two rounds and are -1 to Hit. There is a 15% chance that enemies will panic and retreat.

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[New Magic Item] Arrow of the Held Tongue

Arrow of the Held Tongue


‘The wizard Arakam winced as he was struck in the back by an arrow his companions in front of him could not see. His mouth opened to scream, yet no sound came out.
‘Is this a game of charades or something?’ asked Thoz the thief.
Arakam flailed his arms and whirled around after the second arrow hit, revealing the damage.
‘I’m on healing,’ Nuli said as she began a healing prayer for the wizard. Krogi and Thoz pulled the arrows out of the spellcaster. Thoz, finding the magical arrow, handed it to Krogi.
‘I am sure that will come in handy,’ he said to the fighter.
Krogi took a moment to consider if the magic worked if he just jabbed someone with the arrow’s point, thinking of the possibilities.
‘It might,’ Krogi agreed.

An arrow with arcane writing engraved on it. Very popular with rangers and scouts who try to pick off scouts and spies, and other rangers before they can raise an alarm.

Benefit: This +1 to Hit arrow deals 1d6 damage and the target, if struck, cannot speak for one turn (ten minutes), while the archer cannot speak for 1 round.

Usable by: Anyone who can use a bow. Or maybe just jab someone with it. Maybe.

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[New Magic Item] Berylwisp’s Slippery Sling

Berylwisp’s Slippery Sling


‘Take the halfing down!’ Krogi shouted.
‘Which one?’ Arakam asked as he contemplated a spell.
‘The one with the sling that seems to hit every time, regardless of cover!’
Nuli rolled a healing potion over to the fighter as Thoz threw a dagger at the halfling as he prepared another shot. The thief growled and shook as the enemy mage cast a spell that shocked him with a jolt of electricity.
Another halfing stepped in on the other side of the ravine and fired a crossbow.
‘Ogres are easier to deal with than these guys!’ Krogi lamented out loud.




A leather sling with arcane writing on it in silver. Used as an eyepatch by its previous owner when not in a conflict.

Benefit: This sling is +3 to Hit and stones fired ignore cover bonuses. However, if a ‘1’ is rolled to Hit the stone flies around and strikes the sling’s wielder in the back of the head for 1d4+1 damage.

Usable by: Anyone who can use a sling.

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[New Spell] Ease of Lies

Ease of lies

‘Think we are being followed,’ Jhenkis whispered to Dholno.
‘Without doubt,’ the other spellcaster.
Who do think it is?’
‘Whatever it is, I believe that it killed two guardsmen that were also following us and it began following our trail just after you told the duke that outrageous story about the gnome invasion that never happened.’
‘That’s not a good sign, I did not believe that this consequence was real.’
‘Oh, it is real,’ Dholno said. ‘And I believe that it has a rather poisonous sting in its tail!’



Ease of Lies (Illusionist)

Level 3

Range: Self or touch.

Duration: See below.


The subject of this spell can tell a lie, even an outrageous one or a fib that contradicts a known fact by the listeners that will be believed as truth for 1d4 turns (10-40 minutes). However, the truth told by that person for one day will be difficult for others to believe, There is a 10% chance that when this spell is cast that Baalzebul will send an imp to try to ensnare the subject of this spell into telling more and more lies, even offering trinkets or small magic items, all in an effort to eventually capture their soul to bring to the infernal planes.

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[New Magic Item] Wand of Mercy

Wand of Mercy


‘Why did you do that?’ Krogi asked as Thoz stood with the wand in hand, the bandit that the fighter was about to defeat was gone.
‘Oh, we can find him, and then we have another torchbearer, think about it, that saves us money in the long run. Whatever he was carrying, nothing compared to not having to hire someone to carry a torch and pack our things around,’ replied the thief.
Krogi considered this for a moment and nodded.
‘What if he doesn’t agree to work for us for…what DO we pay him in, meals?’
‘Then I don’t use the wand on him next time. Now let’s go looking for that rascal.’


An ornately carved wand of willow, radiates magic. Maybe handy to collect hirelings with.

Benefit: Instead of killing an enemy, this wand will spare their life, give them 1d8 hit points to recover with, and teleport the subject up to 100′ away to safety and they cannot harm the wielder of the wand or their allies for 24 hours and they are -2 to all checks to resist the offers or demands of the one who spared them. This draws the wounded, desperate and manipulative towards the wand’s owner as word of their mercy spreads like a bad cold.

Usable by: Anyone who use a wand- any spellcaster and thieves level 3+.

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[New Magic Item] Scale of Serpents

Scale of Serpents


Krogi gasped out in pain as the kobolds suddenly appeared, taking the adventurers by surprise.
‘The new armor?’ Nuli asked.
Krogi grunted and pulled out a short sword.
‘You really need to trade that for something better,’ suggested Arakam after he had cast his spell.
Three kobold arrows bounced off of the fighter’s armor.
‘Should I? How often are we taken by surprise?’
‘He somewhat has a point,’ Thoz commented as he lunged at one of the small, vicious humanoids with a short sword of his own.


Scalemail with a greenish tinge. It fits very comfortably and seems to almost move a little on its own from time to time eerily.

Benefit: This enchanted armor gives a +1 to AC and a +2 to Saves versus Poisons of any kind. However, if surprised, such as by an ambush, the armor constricts around the wearer, dealing 1d3 points of damage. This strange constriction eases two rounds after either combat ends or the source of surprise is gone.

Usable by: Anyone who can wear the armor.

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[New Magic Item] Laughing Pike

Laughing Pike


Uzeb the Wise and Jaundo spied the ogre below.
‘I believe we should approach this foe from opposite sides,’ Uzeb suggested.
‘Why?’ the fighter asked.
Uzeb nodded at the pike that Jaundo had found in the strange lair under a nearby waterfall.
‘Oh, yeah, right.’
‘It is a blessing, and a curse, in one,’ Uzeb said as he began a spell to befuddle the large humanoid in the glade below.


This ancient weapon has a blade similar to a pike (the fish) that appears to be snickering or laughing, attached to an oak shaft covered in scales, runes and carvings of pike. A clever pun and a deadly weapon all in one.

Benefit: As combat is about to begin this strange weapon begins laughing hysterically. This ruins surprises and ambushes and the bearer is -2 to initiative. When combat begins this enchanted pike, still laughing, is +1 to Hit and deals 1d8+1 damage. Those who take damage are -2 on Charisma and Constitution for one turn (ten minutes) per strike. After combat the uproarious laughter of the weapon dies down.

Usable by: Anyone who can wield the weapon.

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[New Magic Spell] Phantom Lock

Phantom Lock

‘Whatever is approaching, it is coming faster,’ Arakam said as he peered into the darkness down the corridor.
Thoz was now sweating, locks did not get the best of him! Yet this one was really trying his abilities.
‘Maybe I could smash the lock,’ Krogi offered.
‘No, it is magical, and somehow Arakam could not unlock it, this could be an advanced form of the spell,’ replied the thief.
Nuli sorted through her satchel for healing potions and salves.
‘I will have a healing spell ready too,’ she said.
Thoz scowled just as long, pointed and rusty weapons poked out of the darkness ahead.
Then the lock turned to smoke and dissipated. The door was easily opened now because it had never been locked.
‘Great work! Let’s move,’ Arakam said sarcastically.
‘Hey, you couldn’t open it either,’ Thoz snapped as he closed the door behind them and hammered a spike into the floor, securing the heavy iron door just in time.




Phantom Lock (Illusionist)

Level 2

Range: Touch.

Duration: See below.


An odd spell that creates an illusory lock that also is magically detected as a Wizard Lock. Once cast, the spell is in place until someone tries to pick the lock, it can be touched and admired, yet the spell is activated when someone tries to pick the lock, which will waste one turn as, no matter how hard the person tries, the lock will not open. After ten minutes (one turn) of wasted effort the lock disappears, revealing that this door/chest/etc was always open.

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[New Magic Item] Gong of Hope and Sorrow

Gong of Hope and Sorrow


Wrilk and Skorbi were both severely wounded, things looked grim as Bakra-do finished off the last troglodyte and then rummaged through his backpack, praying for time. He produced a small gong and struck it. Moments later dwarf and wizard both moaned and groaned back to the land of the living, stabilized and back from the brink of death.
‘Rest up, I’ll take first watch,’ the mercenary said.
‘If I remember correctly, we shouldn’t waste too much time here, this land is now bearing a curse,’ cautioned Skorbi.
‘We really need a cleric,’ lamented Wrilk as he tried pulling himself together.


This small gong can be held in one hand and struck by the accompanying stick with the other. A boon for now, possibly a bane later.

Benefit: This enchanted gong can be sounded once a day to stabilize all within 30′ that are dying and give them 1 hit point. However, the next 1d4 intelligent creatures that die in this area rise at the next sunset as hostile and ravenous undead.

Usable by: Anyone.

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[New Spell] Vigil of Angels

Vigil of Angels

Nuli finished her prayer and a barrier of shimmering light appeared all around them, just as the tall, spiky infernal creature appeared snarling from the shadows.
‘Just in time,’ said Thoz as the barbed devil lunged at them and howled in pain as it struck the barrier.
‘What is it even doing here?’ asked Krogi as they watched it prowling around them, looking for a way to get at the adventurers.
‘Probably escaped after being summoned and now it lurks down here, waiting to be slain or banished, it is not important enough to get a foothold in our world,’ replied Arakam.
The barbed devil hissed and started to lunge forward then caught itself.
‘If you only knew my power,’ it snarled.
‘Well, I do and it isn’t that significant,’ Arakam stated as their celestial guardian cast Light onto the spiky infernal’s eyes.




Vigil of Angels (Cleric)

Level 5

Range: Self/15′ radius.

Duration: Instantaneous.


This prayer summons an unseen holy presence for one hour or until all of this abilities are used within the hour. During that time, the celestial presence can cast Protection from Evil 20′, Blinding Flash, Light (up to 30′, lasts for one day) and the first attack on the caster or one ally indicated by the caster is blocked. The angel may also answer one question about the area, always truthfully in exchange for one of the other benefits.

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