The Magical Alphabet!!- P- The Portable Hole

Portable Hole- This fancy decaled cardboard box holds a bizarre and highly valued prize “The Portable Hole”.  This black flimsy piece of tarry film can be used to create openings (even in buildings) up to 2’ thick.  The portable hole is 1’ in diameter, but can be stretched to be up to 5’.  It takes 3 rounds to stretch the portable hole by 1’ (total of 12 rounds to stretch to the full 5’).  The portable hole can be picked up and placed back in the box after use, but only by the holder of the awesome cardboard box.

Portable Hole

Many a guard chasing after a thief have had the portable hole thrown under their feet and fallen off a bridge and into a mucky river.

If the user does not pick up the portable hole (or is unable to), it will reappear back in the fancy decaled cardboard box within 2d4 days, good as new.


The Magical Alphabet!! O- Octopus Cult’s Grand Ceremonial Helmet

Octopus Cult’s Grand Ceremonial Helmet- This helmet was once the grand helmet of an obscure cult that worshiped the octopus god, and was worn by the leader during the most sacred of ceremonies.

Octopus Helmet

Although the cult has fallen, the powers of the helmet still remain.

 

Once per day the wearer grows four tentacles out of their back (each receives +3 to attack and does 2d3 damage).  The tentacles receive +6 to disarming foes.  This lasts for 2d8 turns.

  • Twice per day the user can cast Darkness (Wizard, lvl 2) as a 4th level caster.
  • Once per day the user can become a chameleon, granting +8 to hide checks for 1d3 hours.
  • Once per day (while submerged in water) the user can transform into a dire octopus for 2d5 hours.

These powers are miraculous and blessings of the ancient and uncaring Octopus God…  Each time that one of the powers of the user must make a DC 20 Will save.  Failure means that the corruption of the Octopus God has touched the user.

 

First time- User’s skin becomes bluish and rubbery (+2 AC).

Second time- User’s eyes become that of an octopus (granting dark-vision).

Third time- User’s teeth fall out and a beak takes their place (bite attack, 1d4 damage).

Fourth time- User’s arms become elongated and rubbery, increasing reach by 5’.

Fifth time- User’s head becomes squishy and bulbous.

Sixth time- User becomes full servant of the Octopus God and no longer has any sense of self, they are an evil NPC.


The Magical Alphabet!! N- The Nightingale’s Song

The Nightingale’s Song- The wizard Grumble the Grumpy hated the song of the nightingale and vowed to be rid of them in his forest!  He gathered up all one thousand nightingales that resided in the wood and mashed them into a feathery bloody pulp and imprisoned their tiny souls in a wooden box.

 

Nightingale

Once per day the user can open the box and release the nightingales.  They will swarm all creatures in a 60’ area nipping and screeching at them.  All in the area take 1 point of damage per round, are considered blinded, and move at ¼ of their normal rate.  The nightingale swarm stays for 2d6 rounds before flying back to the box.

 

At the end of their duration the swarm lets out a deafening screech and all in the 60’ area must succeed a DC 16 Fort save or have their eardrums burst, rendering them permanently deaf.


The Magic Item Alphabet!!- M- Mask of Ancient God of Fallen Civilizations

Mask of the Ancient God of Fallen Civilizations- This ceremonial mask was worn by the high priest of the God of Fallen Civilizations, who rules over history, death, and ruins.  The ceremonial mask has many strange and powerful properties.

Mask

While wearing the mask in a dungeon or ruin, the wearer always knows which way is north.  The wearer also has a 25% chance of understanding any written language they come across (while the mask is on only).

 

Once per day the wearer can speak the name of Ancient God of Fallen Civilizations and open the gateway to His power.  The user rolls 1d20 + level (max of 10) + Charisma modifier.

 

1- The user has angered the ancient god and is cursed with bad luck for 2d4 days.  They must make every roll twice and take the lower of the two.

2-11- The user hears the secrets of history whispered in their head, but cannot make sense of anything.

12-13- The user hears the whispers of the knowledge of the ancients and receives +2 to all Intelligence rolls.

14-17- The user hears the whispers of the knowledge of the ancients and receives +4 to all Intelligence rolls.

18-19- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 3 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d3 rounds.

20-23- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 5 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d6 rounds.

24-27- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 2d10 years.  Target suffers -2 to all rolls for 1d4 days regardless of save.

28-29- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 4d10 years.  Target suffers -4 to all rolls for 1d4 days regardless of save.

30-31- The user gains some leverage against death.  Should they fall to 0 HP, they are instantly revived for 3d8 HP.  This effect remains until consumed.  Should this be rolled again before the effect is used, treat the roll as 28-29.

32+- The user is able to cast cleric spells for 24 hours.  Treat caster level as you would a cleric of equal level.


The Magical Item Alphabet!! L- Lover’s Scorn

Lover Scorned- This jagged blade has a long history of manifesting in the hands of lovers, men or women, who have been abused or abandoned by their lovers.  This blade seethes with malicious intent and hungers for blood.

Lovers Scorn

The blade does 2d4 damage and causes 1 point of bleeding damage.  Each successful attack with the blade grants a +1 to attack and causes the wielder to become lost in a blind frenzy of blood and elation as they hack their victim to pieces.

 

Once per day the user can point the blade at their target who must succeed a DC 20 Will (or Wisdom) save or be paralyzed with fear and stand by helplessly while the wielder slowly makes their way to them to exact their revenge.  The target is paralyzed for 10 minutes, even while being attacked.


The Magical Item Alphabet!! K- The King’s War Crown

The King’s War Crown- This crown is constructed of jagged metal spikes that have been welded together.  It once belonged to the great conqueror king, Tythis, as he marched across the high plains and took all for his kingdom.  Anyone who wears the crown is granted +2 to AC and allows wearer to roll attacks twice and take the higher of the two.

King Crown

Once per day the wearer may:

  • Summon a lvl 1d3 warrior to find beside you for 1d4 turns or until killed.
  • Summon a war steed that remains for 2d4 hours or until killed.
  • Be instantly clad in plate mail (AC 18) which grants a DR of 5 against all damage.  Armor remains for 1 hour.

The Magical Item Alphabet!! H- The Howler– Oops.. I Forgot to Post This One…

Today we say hello to H and shake its hefty hand…

 

The Howler- This jagged blade was crafted from the spine of a howler monkey that became corrupted by a virulent plague that was ravaging the jungles of the southern continent. This blade can be wielded one or two-handed, dealing 2d5 (2d8, two-handed) damage.

Glass_Sword_by_Gref313

Those struck with the blade must succeed a DC 15 Constitution save or become afflicted with the curse of weeping sores.  Within 24 hours the target’s flesh develops painful red sores that weep yellowish tears.  All further Constitution based rolls must be rolled twice and the lower of the two taken.

Once per day the user can cause the blade to emit the cry of the howler monkey’s tortured soul.  This functions as the Scare spell (Wizard, lvl 2) as if cast by a 6th level caster.


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