Magical Marvels and Places of Power: Ring Arcane Power & Wand of Spells

Greetings Traveler! And welcome back to your lessons on Magical Marvels and places of power. I apologize for my absence.

Ring Arcane Power +2 –  Stores up to two spells indefinitely.  Storing a spell uses that spell for the day. Be cautious when you find one of these rings for they may already have spells stored inside. Activation is the same as stored spell.

Wand of Spells: Once per day you may reclaim a spell slot you have already used. This spell slot can be used as normal.

Playing Cards for RPG’s? Why would you even need that?

Bracer of Flame

This gallery contains 7 photos.

Well, because I’m bored. And I like designing Magic Items, and fixing stupid ones (Looking at you Pathfinders Cure Light Wounds potion, with your poorly scaled healing). So, I have a few items written up and tentative card designs made. I want to stress that these are mockups and have no intent to release these with their current art, as it is all used without permissions….. Please let me know what you think down in the comments below… -Ink

Hey, Here’s Something In Alpha

Greetings Travelers!

So, I’ve been working on a nice little side project that’s meant to be used around the gaming table.

What is it? Power Cards! Useful at-a-glance powers and items for your character. It’s platform independent but currently geared more for 4e D&D.

Sample: Krag Hackenshield

It’s a (I think at least) a simple and elegant layout. Currently everything has to be added by hand, and the images you use MUST be cropped to 267W x 373H. I don’t know if I’ll ever implement the ability to auto crop, we’ll have to see.

I intend to set up a login system so you can have a stable of characters, as well as implement the ability to dynamically add and edit cards. I do not, however, intend to include any content from any existing systems. As that would be illegal.

Sample: Wyatt McGinn

For those of you that have your own servers:

While I put this together, I’ll leave you with the basic HTML template. All you’ll find in the Zip File is a moderately well documented bit of HTML that you simply need to add the appropriate bits of text to, and a completely undocumented bit of CSS.

For those of you interested, you can find that HERE.

Unfortunatley, you’ll need to link to

Magical Marvels and Places of Power: Black Blade of Corruption

Welcome to the new year traveler! Today we inspect an item most dark, The Black Blade of Corruption. It is said that this terrible blade was forged in an age long passed, by the lord if the dark himself, before he was sealed away forever behind the Gates of Eternity, for his greatest General, Murgrith the Blighted. After Murgrith’s eventual defeat, the blade fell into the hands of his soldiers, and made it’s way across the lands leaving pain and suffering in its wake.

After traveling the lands for centuries it was acquired by a Seeker of the Obsidian Tower. There it remains, being studied by our worlds foremost arcane scholars. Some believe, that after so long in the hands of men, that the blade has developed a will of its own, and wishes to rule the world of men.

Black Blade of  Corruption: Forged by the black hearted himself, may he forever be locked behind the Gates of Eternity, this malevolent blade corrupts the very soul of its wielder until they are nothing more than a shell doing the blades bidding.

Item Type: Longsword
Item Bonus: +1 (Scales to +3 as necessary)

  • Corrupting Compulsion: At the GM’s discretion, the Blade has a 10% (1d100) chance of forcing the wielder to act according to the blades’ will, each successful attempt increases the chance by 10%, the wielder is unaware of this occurrence. After a success rate of 50% has been achieved, the player may begin to hear whispers from the blade and converse with it. The Blade is of above average intellect.
  • Corrupted Soul: To lay the blade down and remove it from the players  possession at anytime requires a successful will save of DC 35.
  • Cruel: When the wielder strikes a creature that is frightened, shaken, panicked, cowering, or bloodied with a cruel weapon, that weapon deals an extra 1d6 damage.
  • Blight: Once per day, as a standard action, the blade casts a black cone of negative energy out 30 feet. Any creature in the cone takes [level*2] damage, unless he is of an Evil alignment, which takes none. Creatures with Lawful Good Alignment take [(Level*2)+Level] damage.

It is highly recommended that a GM be very subtle with this weapon and do his best to keep the player unaware of its true purpose. (Duh)

Magical Marvels and Places of Power: The Seals of Urtuin

After a bit of a break, we have the Seals of Urtuin. A set of vambraces commissioned by an ancient king. They are geared for legend, but should be fairly easy to work into any game.

The Seals of Urtuin:
“These vambraces, forged on the command of our nearly forgotten once king, and given to me by the blood of my father, are the proof of my right to rule!” -Baron Klaus von Eberheardt during the Battle of the Succession

Type: Wondrous Item, Accessory
Item Bonus:

  • Binding: The seals are milky white till a spirit is bound to them. The seals my bind, Elemental Spirits, Eldritch Spirits, World Spirits, and the spirits of mortal beings. Forcing a spirit to be bound against it’s will requires an Opposed Will check. Upon a successful binding the seals take on the principal colors of that spirit and the spirit is bound inside the vambraces until released. The spirit now acts as a Summoned Creature.
  • In Game: A summon acts as a Permanent Cohort with the exception that they can not trade items with the player. The player may make their own cohort with GM approval or the GM may provide the cohorts sheet. The wearer of a set of Seals may summon that spirit to aid him when needed once per [scene] as a standard action. Returning the spirit is a swift action.

Item History:
In the age before our own, the king of Reiben, Urtuin de Reiben VIII, commissioned seven seals of power. These seals could be possessed by, and harness the power of, Spirits.  Once completed,  he gave the seals to his most trusted generals who set out to befriend the most powerful spirit in each of their regions.  With these allies, Reiben became a truly powerful nation, throwing back all who came to claim their lands. However, time passed and the kings health failed. After his death, having left no heir apparent, his generals  split the kingdom into seven baronies, with the vambraces being used as proof of right of succession.

Until next time.

Magical Marvels and Places of Power: The World Spirits

Come pupil, sit awhile and listen. You have been under my tutelage for eight weeks now. Today you shall learn of the World Spirits.

The World Spirits :
Scattered throughout the land are grotto’s in which spirits of great power rest. Strange and fantastical creatures, the World Spirits are the physical and spiritual manifestations of the lands surrounding them. Little is known of them, but we do know that they can range in size from truly gargantuan to absolutely miniscule. Normally very docile, they are quick to anger when their territory comes to harm, often becoming excessively violent and destructive. They are a common problem for settlers on the frontier, who encounter them every time a new village is settled or a town is expanded.

Type: Place of Power

Next week we will overview the Seals that bind these spirits and make use of them.

Magical Marvels and Places of Power: The Wells of Power

Welcome travelers, and well met. Today let’s have a look at the world our adventurers travel in. Below we have what is a nice plot hook. A merchant is willing to pay an exorbitant sum for a jar of some magical water, or perhaps the big bad in your campaign is trying to power up. Most Places of Power I post will be either a nice little plot hook or a simply a write up of some location that can benefit or hinder the player.


The Wells of Power:
Rumor has it that there is a great pool of magic that springs forth from the very essence of the world. Pure magic flows like water out of this spring, hidden someplace deep in the  mountains. Impossible to find, it is sought after by adventures the world over, and those whom find the well and dive into its waters are able to draw magic from the land itself and use powerful spells…but at a terrible cost. In every large town some burnout of a mage swears he found it while drowning himself in the cheapest ale he can find.

Type: Place of Power

Benefit: Whatever you want, you’re the DM. Maybe the water will let the Mage cast spells that are only meant for a sorcerer, or maybe they let him cast spells of a level or three higher than normal. Or maybe the barbarian can now cast magical spells… Perhaps there are unforeseen benefits as well, perhaps magic items that are exposed to the water are now artifacts, or are inhabited by some arcane world spirit.

Cost: Something to make the traveler wary, or everyone would just line up to hop in. My personal favorite is mutation. I roll a [1d100], on a 5 or lower, they are disfigured and hideous, NPC’s will either shun them or be afraid to go near them, anything higher and you can simply give them an oddity make them memorable and easily identifiable, like gold or solver skin, the whites of their eyes are blue, something along those lines.

alternatively, if mutation isn’t your thing, attach consequence to their benefit. Sure, the barbarian can now cast level 2 mage spells, but if he casts more than 1 spell a day he has to start making CON saves or pass out. The Mage can channel the natural magics of the world, and can cast spells 2 levels higher than he is supposed to, but that doesn’t mean they shoot off how he like or even that the right spell is cast. Maybe, after a roll of a [d100] the wish spell turns into curse on a roll of 25 or lower, or maybe that lightning storm just creates some static in the air, or the Mega Fireball 9000 fizzles out halfway to the enemy. the possibilities are endless. And the fun.



Magical Marvels and Places of Power: The Bracer of Light

It’s week five, and now we have a companion for your Bracer of Flame that we featured last week.

Bracer of Light:
This bracer of a savory yellow-gold gives off the faint glow of the sun, with what appear to be sunburst constantly appearing and dissipating beneath its surface.

Type: Accessory
Item Bonus: +1, This item bonus stacks with any item bonus from the weapon held in hand.

  • Bane:  “I will sunder my foe and cause him a pain one unimagined by the mortal mind” The weapon’s enhancement bonus is +2 better than its actual bonus against your chosen enemy and will deal an extra [2d6] points of damage.

Only one of these abilities can be used in a day:

  • Primary Ability – By Healing Hands: May the Light of the gods be a blessing to shine upon thee and thy allies. As a swift action, you call on the light of the heavens to heal [1d10+2] points of damage to one creature you touch. This can be used [Level/2] times per day (up to 10 times at level 20). This ability can not be used if By Burst of Hope has been used in the same day.

Instead of the primary ability, you may use the bracer’s alternate ability:

  • Alternate Ability – By Burst of Hope:  You channel the light of the heavens into yourself and direct it outward into a torrent of HP. Once per [encounter] as a move action, you emit a healing burst out to 30 feet. This burst heals allies for [1d10+2] damage per every 3 character levels you possess (up to 6d10+12 at level 20). This ability can not be used if By Healing Hands has been used in the same day.

Magical Marvels and Places of Power: The Bracer of Flame

In week four, we have a look at our heroes’ very notable lack of accessories. Might and Magic go hand in hand and what batter way to accessorize with a bracer?

Bracer of Flame:
This red bracer of an unknown metallic substance is carved in intricate swirling flames that draw the eye.

Type: Accessory
Item Bonus: +1, This item bonus stacks with any item bonus from the weapon held in hand.

  • Bane:  “I will sunder my foe and cause him a pain one unimagined by the mortal mind” The weapon’s enhancement bonus is +2 better than its actual bonus against your chosen enemy and will deal an extra [2d6] points of damage.

Only one of these abilities can be used in a day:

  • Primary Ability – By Flaming Hands: You summon the fury of fire and engulf your weapon in righteous flame. Once per [encounter] as a swift action you may engulf the bracer and whatever is wielded by that hand in flame for [1d6+1] rounds. Every attack made by a weapon held in hand deals an additional [1d6] damage.

Instead of the primary ability, you may use the bracers alternate ability:

  • Alternate AbilityBy Burst of Anger: You focus the fire inside yourself and direct it outward in a torrent of flame. Once per [encounter] as a move action, you create a burst of fire out to 30 feet. This deals [1d6] damage per 3 character levels (up to [6d6] damage at level 20) to everything in range.