Magical Marvel 19: Cloud Armor Ring

When worn, this ring immediately causes a funny tingling sensation in the wearer’s finger, and the purple gem begins to pulse with a smokey light. Slowly, this smoke begins to extend from the ring, forming around the wearer’s body. Over the course of an hour, the smoke spreads to cover the wearer’s body entirely in a shifting purple cloud.

Once it is fully active, the cloud functions as a suit of plate armor which is not encumbering, and does not impede movement in the slightest. Wearing it feels no different than wearing loose clothing made of lightweight cloth, and as such, does not impede spellcasting at all. Note that its protective effect begins only after the ring has been worn for 1 full hour, to allow the smoke to spread fully over the body. Note also that the ring does not grant any armor bonus in addition to armors which are already worn. A character wearing plate armor and this ring only receives the protective benefits of one.

Unfortunately, after an hour has passed and the armor is active, the wearer’s every movement makes a cacophony of noise. A simple motion of the hands is as loud as clashing swords, and every step sounds like a cascade of copper pots being banged together all at once. Because of this, while the armor is active, random encounters will be rolled 3 times more frequently than normal. This can be simulated either by rolling more frequently, or simply by rolling 3 dice every time you would normally roll a single check.

Magical Marvels 18: The Toy Boat

This tiny toy boat is very well made. It even has little oars! Aside from being a bit of an art piece, though, it seems mundane. Save for the fact that it starts glowing when Detect Magic is cast.

If the players happen to get the little boat wet, it will rapidly expand into a full-sized rowboat, which can easily carry four people in full adventuring gear. Once dry, it returns to its original, non-encumbering size. Of course, things don’t become dry as soon as they are removed from water. It might take a few hours on a hot summer day, or even several days if the weather is less favorable. The party may be forced to leave it behind and retrieve it later.

If the characters do bring this with them, be sure to note who is carrying it, and take appropriate action if they, say, walk beneath a waterfall, or get hit by a blast of water while fighting an elemental. The suddenly expanding boat may destroy any fragile equipment stored in the same container as it.

Magical Marvels 17: Spell Lock Axe

This mundane looking axe is appears at first to be the most useless magic item ever made. When a successful attack is made against a target, the player rolls no damage. The axe instead passes harmlessly through the target, as though the axe were an illusion. The only proof that the blow even landed is a puff of purple, foul-smelling smoke which lingers a moment after a successful blow.

The true value of the axe will become apparent only when it is used against a magic user. The axe severs the link between the magician’s corporeal body, and the metaphysical energies which she commands. As a result, a magic user who is struck with this weapon will be unable to cast spells. The MU will not be made immediately aware of this, and may attempt to cast a spell (or several) before realizing their powers have been somehow blocked.

The bond between the magician and the power of her craft heals quickly, however. The power to cast spells normally will return 1d10 minutes after the blow is struck. (This should be rolled instead of damage.)

The axe should still work against most creatures which use magic. Creatures which rely on magic to exist on this plane (such as demons, or ghosts) will instead be banished for 1d10 minutes.

Magical Marvels 16: Hellfire Jar

It has never been entirely clear whether Hellfire Jars are the product of an alchemical master, or whether they are in fact jars of true hellfire. In either case, the objects themselves are blessedly rare. And those who know of them consider them far too dangerous to use–unless they have the lack of good judgement and scruples normally associated with brigands and traveling adventurers.

When released from its ceramic jar, the fire will immediately fill a 10x10ft area, and expand at a rate of 1ft per minute. The hellfire burns sand, and stone, and steel just as a normal fire would burn wood. It reacts the water the same way normal fire reacts to lamp oil. Regardless of what is placed in its path, the hellfire will spread at 1ft per minute. Curiously, the hellfire does not consume anything on which it burns. If put out, it will appear as though the fire was never there.

The fire’s only weakness is the turning ability possessed by goodly clerics of level 3 or higher. A cleric of the appropriate level will instinctively feel the urge to turn the fire, upon seeing it. They need not make any check to perform this action, the fire will simply die down before the power of their faith. A single cleric may clear 10ft per level, per turn. (So, in 10 minutes, a level 3 cleric could clear 30ft of flames).

Any living creature caught within the hellfire’s area of effect is completely immobilized by pain. They will writhe and toss, but cannot coordinate their body sufficiently to run, or even move purposefully in any direction. Every turn which a person is subjected to this tournament will cost them 1 point of permanent wisdom loss. A reduction of 3 or more will leave a character with severe PTSD. In practice, they can never be within 15ft of any fire without entering a catatonic state for 1d6 turns. A wisdom reduction of 6 causes permanent insanity.

Magical Marvels 15: Deck of Illusions

In a recent game, one of my players who has been absent for months and months finally managed to show up again. She’s a rather quiet player who typically only speaks up if she has an item or ability which could be useful in the current situation. Near the end of the game, the party needed to get through a large room filled with Kobolds, and she offered to use her “deck.”

“What deck?” I asked.

“I dunno. It says ‘Deck of Illusions’ in my inventory.” she replied.

“Huh,” I said, “I have absolutely no recollection of what that is. But it sounds awesome. I’m good at this stuff.” And since I can’t find any notes which describe what this item is or how it works, I thought I ought to just make it up again, so here it is:

The deck of illusions is a standard deck of 52 cards. Each card correlates to a specific illusion which will be cast when the card is drawn, and last for 1 turn after it appears. Only one card can be drawn at a time, and once a card is drawn it must be used. If the players do not use it themselves, then 1 turn after it is drawn it will activate on its own in whatever way the GM deems to be the most obvious.

After the card is drawn, but before it is cast, the party may decide precisely how it will be applied. No adjustments can be made to the illusion. But, for example, if the players draw the Ace of Hearts, they may decide what color the rubber ball is, where it comes from, and how hard it is thrown. Do not mistake this to mean that the players control the illusion, however. Any instructions they wish to give the illusion must be given before the illusion is cast. So if they draw a vampire, they may tell it to be intimidating, and it will attempt to intimidate, but the players cannot choose the illusion’s individual responses.

All illusions are perfect unless otherwise noted. If a smell or a sound is appropriate, the smell or sound exists. The rolling boulder appears to smash objects in its path, even though those objects haven’t been touched. Likewise, an illusory table of food can be eaten, and it will have smell and taste and even an false sense of fullness from overindulgence. The one thing none of these illusions can do is cause lasting effects. Dangers cannot harm, food cannot sustain, halfling insurance cannot be counted upon. (Which is true regardless of whether the halfling selling it is an illusion or not, but my point stands).

Clubs

Ace: A roaring fire which can fill a room or hallway immediately, or spread gradually through it.
Two: A large rolling boulder.
Three: Eight orcs, armed with wicked barbed spears, charging and screaming.
Four: A pit, 30ft deep, spikes at the bottom, several dead bodies.
Five: A group of twelve shambling zombies.
Six: A blade which scythes out of the wall, floor, or ceiling, blocking forward passage.
Seven: A gelatinous cube.
Eight: Objects already present in the area animate, and act aggressively.
Nine: A volley of arrows from an unseen attacker. Volley is repeated every few moments.
Ten: A ceiling collapse.
Jack: A group of heavily armed adventurers. No particular appearance can be specified.
Queen: A vampire, accompanied by 10 skeletons.
King: An illusory, black-scaled dragon.

Diamonds

Ace: A coin purse, with gold pieces spilling out of it.
Two: The smell of something delicious. No visual
Three: A nice campfire.
Four: A bush filled with full, ripe berries.
Five: A golden sword which sparkles with hinted-at magical power. Vanishes the moment a successful hit is made with it.
Six: A crate of the finest wines and ales.
Seven: A closed chest.
Eight: A small journal detailing the defeat of a dragon, and the location of a hoard which is “too large to move just now.”
Nine: A full spread of delicious food on a table, complete with pleasant smells.
Ten: An open chest with gold and gems spilling out of it.
Jack: A fish, flopping around, who chokes out “I’ll grant a wish to whomever returns me to water!”
Queen: A stunningly attractive human woman. Attempts to seduce any living creature she sees.
King: A stunningly attractive human man. Attempts to seduce any living creature he sees.

Hearts

Ace: A small, bouncing rubber ball.
Two: A songbird.
Three: A large, stationary boulder.
Four: A wall.
Five: A window. Actually works as a window, and can be seen through.
Six: A door.
Seven: A table.
Eight: A tree.
Nine: A simple door.
Ten: A large, ornate double door.
Jack: A roaring fireplace, with a comfortable chair.
Queen: A lovely, comfortable meadow. Complete with freshwater pond.
King: Invisibility for up to 10 people.

Spades

Ace: A dancing ball of light.
Two: A streaking goblin, running naked and whooping.
Three: A sunflower grows to maturity. This appears to happen as naturally as possible. (On a stone floor, it comes through a crack, etc.)
Four: A marching band.
Five: A court jester.
Six: A clothesline.
Seven: A lost child.
Eight: A painter, supplies in tow, who simply MUST paint the first creature it encounters.
Nine: A porter who became separated from his adventuring party.
Ten: It begins to rain frogs.
Jack: A halfling intent on selling insurance of some kind.
Queen: A tall woman, who attempts to take charge of whatever situation she finds herself in. It’s time to get things done!
King: A naked man who proudly, and quite loudly, asks everyone what they think of his lovely new clothes.

Magical Marvels: Hat of 5 Birds

The hat of 5 birds is a curious magical object usually discovered in the form of a blue speckled egg with “Hat of 5 Birds” written in golden letters around it. No instructions on how to use the hat are provided, but some sages may be familiar with the necessary procedure.

If the egg is cracked atop a person’s head, then within the space of a week, five small birds will make their nest amongst the person’s hair. They will fill it with twigs and leaves, turning the person’s head into a tangled mess which will quickly become extremely unhygienic and smelly. Unfortunately, if the nest is removed or significantly tampered with at all, the hat is destroyed and the birds will return to the normal existence of their kind. So anyone desirous of gaining the benefits of the hat must endure the scorn of anyone who finds the smell of bird droppings offensive.

The five birds will follow any mental command they are given by the hat’s wearer. They can retrieve small objects, scout new areas, serve as spotters or guards, or perform any other task the player can think up. Note, however, that the birds are still birds. They gain no special intelligence, and cannot communicate complex ideas. They can mentally share information with the hat’s wearer, but they can do this only when perched within the nest. So they cannot, for example, be left in one room as a guard, and telepathically warn their master when danger is approaching. They must first make their way back to their master’s head, possibly being attacked, or blocked by closed doors.

Note also that the birds still need rest and food. This does not need to be tracked exhaustively, but if 2 birds are told to keep watch all night, then only 3 birds ought to be available for tasks during the day.

If the player chooses to command the birds to attack, the birds will most likely be ineffectual. They are, after all, very small birds. They will only hit on an attack roll of 20, and will only ever deal 1 damage. On the other hand, if the player commands the birds to defend her, they will do so valiantly. Each bird can absorb 1 attack directed at any player they are commanded to defend. Regardless of the attack’s effectiveness, the bird will be killed. The birds cannot defend against attacks unless they are commanded to defend a character before an attack roll is made.

If any of the birds are ever killed, a new bird will come to nest after 1 month’s time.

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Magical Marvels 13: Snowstorm Blade

When found, this weapon appears to be nothing more than a very elaborate hilt. It has a silver cross guard in the shape of a lightning bolt, a grip wrapped in blue-dyed leather, and a pommel circled with brilliant blue sapphires. One might at first suspect that the blade has simply broken off, but any cursory examination of where the blade ought to be will reveal no trace that a blade was ever there.

If the sword is held aloft, a bolt of lightning will arc from the sky towards the hilt. If the bolt reaches the hilt, a 3ft long blade of jagged ice will slowly begin to form over the course of 1 minute. However, if there is anything in between the hilt and the sky (such as a roof, or a monster) then the lightning will strike that instead, dealing damage as normal. (6d6 damage, save v. breath for half). Lightning cannot be called for while the blade exists, nor can it be called for more than once per minute.

Note that while underground, holding the hilt aloft will cause a lightning bolt to strike the surface directly above you, potentially causing harm the player will not be aware of immediately.

Once the ice blade has formed completely, it functions as a longsword. Upon a successful hit, however, the ice blade shatters into a cloud of snow. Creatures with 5HD or or lower are frozen completely solid, and could easily be kicked into tiny pieces. Creatures of 6HD or greater take 6d6 frost damage, and are frozen to the ground until they can make a successful strength check to dislodge themselves. In particularly hot environments, a cumulative +2 each round would be appropriate.

Magical Marvels 12: Silvertongue Ink

When discovered, this item appears to be a moderately ornate inkwell, filled with a silvery liquid. The inkwell itself appears only slightly valuable, and the liquid inside can easily be mistaken for quicksilver. Altogether, a merchant would pay perhaps 50 gold pieces for it.

If the silvery liquid is used as ink (any quill will do) whatever is written with it takes on magical properties which affect whoever reads them.

A statement of fact, however ridiculous it may be, will be believed. A command, even a command to kill oneself, will be followed. And a question, no matter how personal, will be answered. A successful saving throw against magic can be made to negate this effect. However, unlike many similar effects, a successful save will not alert the subject to the fact that someone has attempted to affect their mind, unless they are a magic user of 10th level or higher.

It should be noted that addressing a note with something to the effect of “To the King of Gorpagop” will cause whoever reads it to immediately stop reading it, and make every effort to deliver the note to the king of Gorpagop.

When found, the inkwell contains enough ink for 100 words.

Magical Marvels 11: The Steedmaker Barding

4 x 5 original

In an age long past, when magic was young and humans did not yet understand the powers and limitations of the craft, there was a great queen named Austranar. She was a warrior, and a conqueror, who expanded her territory through ruthless campaigns. And, she never rode into battle without her beloved steed Kuruk. Though she was a queen, she forbade any to care for Kuruk but her. So much did Austranar love her horse, that her soldiers sometimes joked that despite her many consorts, the only true heir would be Kuruk’s. Austranar won countless battles astride Kuruk, and art depicting the pair is some of the more common pieces from that period of human history. But very little is known of Kuruk’s death.

During the a minor conquest of no great importance, a peasant with a dull sword made a lucky swing, and nearly severed Kuruk’s right foreleg at the knee. A crime for which he was promptly beheaded by the grief-stricken queen. Soaked in the peasant’s blood, Austranar clung to the horse’s neck and wailed in rage and agony. She called for her court magician, he was–a bit reluctantly–brought to her. The queen demanded that the magician preserve Kuruk’s life with his magic, and would hear none of his protestations.

Knowing that failure would mean his death, the magician worked furiously with his limited understanding of the magical arts. Many of those captured during the battle were put to death during his ritual. A few of their souls were used to strengthen the bond between Kuruk’s spirit and his body…though many more were killed simply to buy him time to think.

When Kuruk’s body shrived up and disappeared beneath his barding, the magician’s time was up. A furious Austranar, red faced with rage, demanded to know where her steed had gone. The magician fumbled, over his words before finally picking up the headpiece of the barding and presenting it to the queen. He explained that Kuruk’s essence was preserved within this piece of armor, and that any steed it was placed upon would be filled with Kuruk’s spirit.

This is not what Austranar had wanted.

In a rage, the queen took the armor in both hands and slammed it down atop the magician’s head, aiming to kill him. Instead, the magician disappeared entirely, leaving a horse which looked almost exactly like Kuruk in its place–save for its strangely human eyes. It didn’t take long to discover what a wondrous item the magician had created. And though she felt Kuruk’s loss deeply, the queen deigned to reward her magician for creating such an ingenious device–by allowing him to serve as her steed for the rest of his days.

Whenever The Steedmaker Barding is placed upon the head of a living creature, that creature is transformed into a warhorse, complete with a full set of barding to match the head piece, as well as a saddle, and other riding accoutrements. The magical steed is also well trained, and will serve as well as any warhorse can.

While, in many respects, the horse will resemble the long-dead Kuruk, it will also take on aspects of whatever creature it has been bonded with. For example, when placed upon a human, it will gain a human’s eyes, as well as that human’s mind and intelligence. It will not be able to override its training as a war horse because of this, but it will be able to follow commands more intelligently, or indicate its opinions when asked.

Other combinations might include:

Frog: The horse will have a green, wet appearance. It will be able to leap unusually high and far, and will have a frog’s long tongue.

Bird: The horse will gain wings, like a pegasus.

Shark: The resulting creature will look quite different from a horse, as it will not have legs, but rather, four large fins. It will also have a preternaturally large jaw of razor sharp teeth.

Bear: Its hooves are replaced with large claws, and its legs have a larger range of movement.

Spider: While in most respects it will appear to be a normal horse, it will have eight spider’s legs and be able to move silently along both walls and ceilings.

Magical Marvels 10: Glasstouch Dagger

The origin of Glasstouch Daggers is unclear. Though several have been found over the centuries, hidden in dark dungeons and deep caves, none have borne the identifying mark of any known craftsperson. Study of the magics used in their creation show that they must have been crafted by a powerful mortal illusionist, rather than coming from any otherworldly source. Regardless of their origin these daggers are a boon to any who find them.

Though they are made of glass, these weapons are not fragile. In fact they are very nearly impossible to damage without going to extreme lengths to do so. Even the edge of the blade does not dull. Aside from this small boon, however, the Glasstouch Dagger functions in combat just as any other dagger would. The true magical value of the dagger lies in the magical feats it can perform.

When the tip of the blade is tapped against any non-living surface, that surface becomes completely transparent. This effect functions on an area of up to 10 cubic feet, though if the object touched is smaller (such as a door) then only that object will be affected. The surface does not become fragile, nor does it lose any of its other properties. The dagger can affect an unlimited number of objects, and those objects will remain transparent for as long as the dagger (or the dagger wielder) is within line-of-sight of the affected object. Remember that transparency works both ways. If you use the dagger to look through a door, then whatever is on the other side of that door can see you too!

If the pommel is used instead of the tip, then the surface tapped will become mirrored rather than transparent. This effect is subject to the same limitations as the transparency effect, though it only affects a single side of the object. If the pommel is tapped against a door, then the side it was tapped against will become mirrored, while the opposite side of the door will retain its normal appearance.

Any sage with basic knowledge of magical items will likely know the above information. However, few sages know that Glasstouch Daggers actually possess even greater magics which only those who are attuned to them can access. After a character gains 1 level with the Glasstouch Dagger in their possession, it will become attuned to that character. The next time they handle the weapon, it will feel vaguely warm to the touch for a moment, and they will have an indistinct sense that something about the dagger is different. A sage with detailed knowledge of magic weapons may be able to inform the character of what has occurred. Otherwise the below must be learned through experimentation, or divination spells such as Identify.

If the tip of the blade is touched to a surface, and used to trace a shape, then only the space within that shape will become transparent. This still only functions to a maximum of 10ft in any direction. Tracing a shape with the hilt produces mirrored surfaces in the same way.

Additionally, if an attuned wielder can stab the dagger into a non-living object, then that object will become as brittle as glass for as long as the dagger is embedded in it. Note that embedding the dagger in an object does not make it mirrored or transparent. It retains its normal appearance, but becomes brittle and easily broken. Note also that this ability does not allow the wielder to stab the dagger into an object which they normally could not. A stone, or suit of armor, or shield cannot be affected by this ability. However, a wooden tree could be.