Magic Items and Spells

There are a number of magical items I've created or modified for my dungeon. Feel free to use them in your own games.

I'm also including some mundane items here, too, that might need a longer explanation.

Magic Items

Magic Items Index

Boots of the Coward

Well-made leather boots with sigils carved into the sole. When under the influence of fear, you double your movement speed.

+2 to AC when moving at full speed.

These boots will run away from anything, even their owner. If the boots are removed and not watched, such as taking them off to go to sleep, they will somehow run off. A closed door or tying their laces together is enough to stop this from happening.

Boots of Devouring

These well-made boots look like boots of elven kind. They feature elven designs and incredible craftsmanship. This hole in these boots is actually a portal to a small microplane containing grinding blades. Shining a light into the boots just shows a dark void not the inside of the boot.

Anything put into the boot takes 2d6 damage per round.

Climbers Dagger

+2 dagger. +4 vs constructs

This dagger can pass through mundane stone like butter and has a loop on the end of the handle for rope to run through. Can be left stuck in stone by releasing the handle. Once the dagger is removed from the stone, no hole is left.

When interacting with magical or enchanted stone, the dagger is forced out but deals damage

Clockwork Gnome

This slightly offensive-looking gnome figure wears a pointed red cap and holds a silver platter in front of it, as if it were a waiter. This gnome is 2ft high, with 2/3 of this height being hat.

The gnome can carry 2 slots of weight on its silver platter whilst still being able to move.

This construct can be wound up and will walk forward at 5ft per round. Each turn of its key on its back will make it walk 5ft to a maximum of 30ft.

Darkness Devouring Torches

These strange torches are made from a twisted dark metal with a cage filled with herbs and oil at the top. Lighting these torches gives off no light but burns away the Hungry Darkness on the 2nd floor.

Last for the same amount of time as a normal torch.

Duellist Hand

A beautifully constructed, intricate brass clockwork right hand.

Gives the user the ability to use all bladed one-handed weapons. Also gives a +2 bonus when using a sword with nothing in the otherhand.

To attune to the item, the user must be missing a right hand.

Endless Match

Single matchstick made from a stick of dark wood with a ruby affixed to the end.

Can create a flame at will. Can be extinguished like a regular match. Just strike it against any surface to light.

Everglowing Lamps

This magical lamp is intended to be wall-mounted, but can be carefully removed for use as a hand torch. This lamp provides a nice warm light that extends to a 30ft radius. They have a small switch for turning them on or off.

This lamp is not powered by corruption energy; instead, it has a small glass container containing a Shadow that powers the device.

This lamp is very delicate; if dropped or hit, it will smash, releasing the Shadow that will be very unhappy about being imprisoned for 1000s of years.

Frugal Crossbow

A finely made crossbow with a beautiful bolt that seems stuck in place, ready to fire. This crossbow can only fire this bolt. Once fired, the user can summon the bolt back to the crossbow once per round. The bolt will travel directly back to the crossbow, so it can be used to hit a target. You still need to roll to hit.

Guardians Chainmail

This weightless chainmail was created from the metal taken from the guardian's hide and enchanted in the tower. Designed for a guard captain who never arrived, this chainmail has a stunning pearlescent colour.

Super Lightwight - This chainmail takes up no inventory slots.

Petrification Protection - +2 Saves against petrification

Magnet Sheild

This shield has a thick metal front to it with visible bands of green metal on its back. When used this shield will attract projectiles towards it.

Magnetic - Any magnetic projectile shot at a target within 5ft of you will instead target you (still roll to hit).

Magical Cigars

A number of magical cigars have been created inside the tower, 3 variants exist:

Pink Label - Enables the smoker to change their appearance to any other humanoid. As an illusion. Lasts as long as you smoke the cigar. Note: The illusion will still be smoking a cigar

Blue Label - Whilst smoking, you can stoke the embers to create fog around you. Can stoke the cigar 10 times each time, creating a 10ft cube of smoke that lasts 1 turn.

Red Label - Gives off a torch's light when smoked. Lasts one hour. Can be stopped and started.

Overload Potion

A bottle containing an amber liquid that boils at room temperature. This potion provides max damage to the next attack or spell after taking. Lasts 2d6 rounds (only known to DM). If the time runs out and no attack has happened, then the user ignites, taking 2d6 damage.

Quick Getaway

A very well-decorated horse's saddle with a complex sigil on its underside directed towards the “steed”.

When attached and fastened to any creature's back, it turns that creature into a horse. Horses cannot remove their saddles on their own. The target retains their original intelligence and memories, but is unable to talk.

Ring of Caltrops

A thick iron signet ring with spikes protruding from its face. When the finger wearing the ring is flicked, a caltrop appears and lasts for 24 hours.

Ring of Swimming

When equipped, the wearer treats the air around them as if it were water. You can "fly" by swimming through the air, but the air is now too thick to breathe. Other water penalties also apply.

Robes of the Tower Court

These robes look fit for a king with deep red fabric and a perfect white fur collar. The inside is endless black, with stitched sigils of golden thread that look like constellations in the night sky.

Stake of Revival

This metal stake is engraved with necromantic sigils. It emits a faint, ominous green light from the metal's thinner parts.

When stabbed into the heart of a dead person, they are revived. They reroll all hit dice, then halve the total, and this is their new HP. If the stake is removed, they die again. This new undead individual can only be cured by magical healing.

Wounds don't seem to bleed; you just fall apart more. No longer need to sleep.

Roll for corruption, Seveare Source.

Violin of Eternity (Cursed)

This small, well-crafted violin looks mundane from the outside, but when looking through into the inside, magical sigils can be seen.

Anyone holding this instrument gains the ability to play the violin and will do so uncontrollably.

Any creature that can hear the music from this violin will dance uncontrollably. This will affect the musician, often preventing them from playing. Victims of the music will dance until they die, and their spirits will often get caught by the music and continue dancing.

Lore Items

Sung-Min Personal Diary

Notes on Work with the Mountain Men

Undated Entry: The Mountain Men came to me again, seeking my aid in their endeavours. Primitive minds, truly, but they exhibit an admirable persistence in their quest to harness the power of the Heart. My role is that of an advisor, providing arcane support and guidance. Today, I shared with them the peculiar metallic ropes I salvaged from a hidden passage. These cables, remarkable conduits of energy, contain their corruption and are vital for transporting it throughout the dungeon. They seemed very happy with the find.

Undated Entry, a Week Later? A Few Days? They ended up finding where I was living. Some adventures had helped clear a more direct path, lucky me. They offered me an arcane battery, a miniature of the Heart itself, pulsating with corrupted essence. Small enough to wear around your neck. I refused, of course, such a vile thing, drawing power from the very souls of those who perish nearby. To die within its proximity would mean becoming fuel for the next hapless wielder. A prison for the unwary and unwise. I will not suffer such a fate.

Undated Entry: In lieu of the battery, they entrusted me with a metallic stake, enchanted near the Heart. Its creation claimed the lives of several Mountain Men, yet they claim it holds the power to restore life to the dead. Death, begetting life, an ironic twist of magic. I hesitate to test it, though a suitable subject may present itself in time.

Undated Entry: There was talk of severing the Heart's connection from the tower entirely. Madness, plain and simple. I convinced them otherwise, for tampering with such forces risks calamity beyond their comprehension. Besides, they fear its creator, though they refuse to name him. Some even don't realise the scale of the tower above, they just lucked into digging into the lower levels. Others think this is some sort of divine artefact left here by some evil god. But I've seen the work of a mad wizard before.

Observations on the Heart of the Tower

Spells

Sung-Min's Lesser Wall of Force

Level: 2
Range: 30ft
Duration: 2d6 turns
Area of Effect: 10ft x 10ft square 1inch deep
Components: V,S,M
Casting Time: Instant
Saving Throw: None

A wall of transparent arcane energy can be summoned into a space the caster can see. Not invisible, but hard to see in low light. Once cast, this wall can't be moved.

Takes 1 turn of attacking to destroy.

Instantly destroyed by a disintegrate spell or dispel magic.

Can be dispelled at will by the caster.

The wall remains in place even if the ground beneath it is destroyed or transformed, hanging magically in the place where it was evoked.

Ritual of Binding

The wall can be made permanent (Not invulnerable) by hammering each corner into place with magical silver nails. (Requires Enchantment).

500gp per silver nail. 3 days to create.