Lyre of Pansafyre

This magical instrument, when played by a bard as someone speaks, will cause the speaker to catch on fire if they utter a lie, dealing 1d6 damage per lie. If the bard stops playing the lyre, the magic flames will immediately cease and no more damage will be taken by the liar.

The lyre was built by a famous woodworker named Geppetto, who had a wooden friend who told too many lies, so he built this instrument to convince him to tell the truth through song. A valuable lesson indeed, especially if you are made of wood! Pansafyre is the name of the pixie that enchanted the item, without Geppetto’s permission, and one time he played it while the boy lied, and he burnt up, sending Geppetto into a deep depression.

Be careful what you wish for!

Moderate divination and evocation; Craft Wondrous Item, detect thoughts, burning hands; 35,000 gold


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Wallflowers

“Shyness is nice and shyness can stop you from doing all the things in life you’d like to.”
— A bard named Smith

These flowers that grow in vertical places cause shyness effects in their victims. Though often not encountered directly in combat, these creatures are often placed outside of the residences of the more dominant political players, long hedgerows and entrance walls, as a means of weakening their opponents before a debate, ball, or other event held at their homes.

Wallflowers CR 2
Plant
Neutral Medium plant
Init: +2 Senses: Blindsight 30 ft., Listen +1, Spot +1
Aura: Shyness Radiance 30 ft.
Languages: none

AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 11 (HD 2d8)
Immune: Sound effects
Fort: +4 Ref: +0 Will: +4
Weakness: Plant affecting magic

MV: 5 ft.
Attack: +2 vine 1d4+1
Full Attack: 4 attacks with +2 vine 1d4+1
Attack Options: None
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +7

Abilities Str 13 Dex 10 Con 10 Int 3 Wis 10 Cha 18
SQ: plant traits
SA: None
Feats: Combat Reflexes
Skills: +4 Move Silently

Possessions: whatever is buried under their roots. Could be anything, but likely nothing.

Blindsight (Ex): Wallflowers have no visual organs but can ascertain all foes within 30 feet using scent, and vibration.

Shyness Radiance (Su): Any living creature within 30′ of a wallflower must succeed on a DC 15 will save or become shy for 1d4x10 minutes once they enter its aura. The Will save is Charisma based.

Plant Traits:

* Low-light vision.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Plants breathe and eat, but do not sleep.


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Pouch of Reagents

An offshoot of the bag of holding, this appears as an ornate yet mundane pouch about 15″ by 8″. Most of these pouches have a strap attached, so mages can sling the pouch over their shoulders.

The pouch allows an arcane caster to reach in and grab the specific material component needed for a specific spell as a free action, providing the owner has collected the component in advance, and stored it in the pouch. The mechanics of the pouch act like a bag of holding, but geared toward reagents, and is much smaller in physical size, fitting neatly onto a standard belt. The pouch weighs 5 lb. and holds 15 cubic feet of material.

Just like with a bag of holding, if the pouch is overloaded, or if sharp objects pierce it (from inside or outside), the pouch ruptures and is ruined. All contents are lost forever. If a pouch of reagents is turned inside out, its contents spill out, causing a mess of spell components which could cause a reaction. In addition, the pouch must be put right before it can be used again. If living creatures are placed within the pouch, they can survive for up to 10 minutes, after which time they suffocate.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest, 1,000gp.


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Zone of Deceit

Zone of Deceit
Enchantment (Compulsion) [Mind-Affecting], [Chaos Domain]
Level: Bard 2, Cleric 2, Rogue Caster 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

Creatures within the emanation area (or those who enter it) must speak any and every deliberate and intentional lies that they can in response to the conversation at hand. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with the truth, or they may be evasive as long as they remain outside the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

This spell is often used by evil clerics, rogues, bards, and others who consider themselves above or below the law.


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Sound Domain

Gods: Jimi, Spector, Ulrich

Domain Powers: +2 on all skill checks that involve music or speech.

Domain Spells:
0th: Ghost Sound

1st: Command: One subject obeys selected command for 1 round.

2nd: Enthrall: Captivates all within 100 ft. + 10 ft./level.
Resist Energy, Sound: Ignores 10 (or more) points of damage/attack from specified energy type.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.

3rd: Deafness: Makes subject deafened.
Protection from Sound: Absorb 12 points/level of damage from sound energy.
Remove Deafness: Cures normal or magical conditions.

4th: Sending: Delivers short message anywhere, instantly.
Wall of Sound: Creates a wall of sound.

5th: Symbol of Noise M: Triggered rune wracks nearby creatures with sonic pain.

6th: Greater Shout

7th: Power Word Blind

8th: Power Word Stun

9th: Power Word Kill


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Book of Blindness

A book of blindness looks like a normal tome on some very interesting topic, with the exception that an malicious-looking eye graces the leather cover. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first governs the left eye, the second the right. Failing either of these rolls causes the reader blindness in the associated eye. If both rolls are failed, then both eyes become blinded. To destroy the book, a character must burn it while casting remove curse. If the book is placed with other books, its appearance instantly alters to conform to the look of those other works, with the exception of the malicious eye that etches itself into the cover of the new book.

Moderate enchantment; CL 10th; Craft Wondrous Item, blindness; Price 1,500 gp.


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Tweed of Blending

Widely worn throughout the Republic of Esrun, this woven fabric in a twill pattern is both a way for a character to blend in to society of Esrun, but also to

This mundane tweed can be woven into tunics, jackets, leggings, hats, gloves, scarves, and other coverings. The tweed provides a +3 on hide checks when the tweed matches the color scheme and general design of the wearer’s surroundings. In the right parts of Esrun, where the wearer’s tweed matches the local colors and patterns, this tweed provides a +2 circumstance bonus to blending in to the populace. Otherwise tweed is just for looks, a mere fashion statement.

Here are some basic tweed designs to get the costume designer in you all excited!







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Mage Purse

The mage purse is a non-magical bag containing components and reagents for casting spells, incantations, and rituals. The bag contains some many of the following items: various colors of chalk, salt rocks, beeswax, candles, parchment, various dusts and shavings, some cheap crystals, incense sticks, a spool of yarn, a quill and ink set, a bone rod, a steel rod, various sticks with runes, hawthorn, mistletoe, garlic, ginseng, ginger, a few clumps of charcoal, a silk scarf, a small mirror, silver and gold bells, tongs, flint and tinder, copper wire, a deck of cards, a brass key, various simple rings (copper, silver, gold, iron, electrum), a picolo, thread, assorted buttons, a musical triangle, an appropriate holy symbol, pins, a small cloth doll, and assorted empty vials all contained within a padded roll with attached string to tie up the roll.

Depending on the amount of items within the mage purse, the item may cost as much as 120gp, though many are available for as little as 20gp. The purse can weigh as much as 10 lbs, but standard purses are closer to 3 lbs. This item is relatively water-tight and somewhat resistant to fire. It provides many of the essential components needed to cast spells. Because of this, add a +1 to all spellcraft checks and remove 5% chance of arcane spell failure.


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Anti-Magic Missile

Anti-Magic [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Non-magic target: Reflex None, magic targets: None
Spell Resistance: No

Anti-magic missile operates like magic missile, but the bolts radiate anti-magic and can be used to damage magical beings (and beings who wield significant magic, such as sorcerers and wizards). The bolts also affect normal creatures, as would normal bolts.

A missile of anti-magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes magical targets unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Non-magical creatures may make a Reflex save to avoid all damage.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

In addition, if the the target currently concentrating on maintaining or casting a spell must make a concentration check +5 or the spell is dispelled.


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Ray of Enfumblement

Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Dexterity score cannot drop below 1.


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