Bottle of Message

Just a castaway, an island lost at sea…

This bottle, when cast into a body of water, delivers a hand-written message quickly, as if by a written version of message. The body must spring from a natural water source. The message travels via the Elemental Plane of Water to its destination, who must also be near a body of water which springs from a natural source. A bathtub counts, assuming the water travels from an aquifer via an aqueduct. The bottle can be reused until it is broken.

Faint enchantment; CL 5th; Craft Wondrous Item, message (heightened); Price 2,000 gp.


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Sleep Ward

Enchantment
Level: Clr 3, Bard 3, Sor/Wis 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all sleep spells, dreams, nightmares, and any sleep effects. This spell doesn’t awaken a creature that is already sleeping, nor does it protect against normal sleep; if the target is naturally sleepy, sleep can still occur.


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Power Word, Dream

Causes the target to enter a dream.

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that instantly causes one creature of your choice to fall into a sleep and to dream. The spirit of the individual passes into the Plane of Dreams. Any creature that currently has 101 or more hit points is unaffected by power word, dream.


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Elven Maiden Come Gnome

This spell was originally developed by Foulmouth Goldshore, who uses to woo elven maidens.

Enchantment (Charm, Passion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes the humanoid creature you have fallen in love with to regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, the spell will automatically fail. Also, you must

As per charm person, the spell on which it is based, the spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming, and you must present a material component of value to the target to that target. This component is good for one instance of the spell only.


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Golden Dragon Showers

This spell appears to rain showers of gold upon enemies. However, it actually casts molten metal upon the targets, burning them to cinders, dealing 1d10 per every 2 caster levels up to a max of 10d10 + 1d10 for each level of gold dragon.

Golden Dragon Showers
Evocation [Metal] and Illusion
Level: Sor/Wiz 4, Metal 4
Components: S
Casting Time: 1 standard action
Target: Self
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

It can only be cast in Foulmouth‘s golden dragon form, otherwise only requiring a single verbal component.


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Pouch of Sating

This pouch provides fresh sustenance one person according to the hunger level of the owner. The pouch appears full and is as heavy as the amount of today’s food left in it, but will only provide food for the owner, and only as much as she needs at the moment.

The food is kept fresh by being stored in a vacuum in a pocket dimension.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest, create food and water. Price: 1,000gp per month’s worth of food.


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Shadow Swarm

Swarm of shadows that attack creatures standing in shadows like piranhas, devouring their flesh wish a massive number of attacks. Creatures which move out of the shadows cannot be attacked by these swarms.

Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —

A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.

Combat

Shadows hunt in the night sky, traveling great distances.

Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.

Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Skills

Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175
Initiative +5

Senses Perception +1

HP 52; Bloodied 26

AC 19, Fortitude 15, Reflex 19, Will 13

Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold

Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).

Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial

Str 10 (+2) Dex 17 (+5) Wis 9 (+1)Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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Ring of Appearing as Magic

Created by some bored, sick wizard in his tower, this ring appears as if it is magical, and that is its only magical enhancement. It will appear as magical in response to detect magic, but an identify or analyze dweomer will reveal nothing, only that it is imbued with some form of an enchantment. This confounds mages who feel the need to know everything about an item, and personalities of this type will likely devote countless hours to the task in vain.

Faint enchantment, CL 3, craft wondrous item, Price: 150gp.


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Coin of Unknown Fortune

Flip this coin to receive either a +1 or a -1 luck bonus to all the rolls in your next encounter. This coin can only be flipped in this way 10 times, at which point it becomes normal currency.

Greater versions of this coin add larger bonuses or penalties, depending on the result of the flip. Still others add more charges.

Faint transmutation. Price: 100gp per bonus x number of charges (standard coin is 1,000gp)


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