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Thread: Fan-made Wondrous Magics: Post Your's Here!

  1. #1
    Join Date
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    Thumbs up Fan-made Wondrous Magics: Post Yours Here!

    <b>Waterskin of the Woodland Realm</b>

    These beautifully crafted waterskins are highly prized by the warriors of the Woodland Realm, especially the Warders, those small ranging companies tasked with scouting the borders of Thranduil's kingdom and beyond. The scarcity of potable water in Mirkwood makes these items a necessity for survival in the forest deeps. Any water poured into one of these vessels, no matter how befouled, is transformed into cool, clear drinking water in 1d6 hours (roll once for the entire party, per water source). Even the black water from the sleep-inducing Gûlduin loses it's sorcerous potency when so contained. The waterskins only have the power to purify water. They cannot create water or transmute alcoholic spirits or wine. Merely possessing one of these waterskins grants a +4 Survival rolls for locating water. Finding even non-potable water in Mirkwood is difficult (TN 20) under normal circumstances.
    Last edited by Taliesin; 09-14-2003 at 09:34 AM.

  2. #2

    Troll's Purse

    Troll’s Purse
    “Trolls’ purses are the mischief, and this was no exception. “ ‘Ere, ‘oo are you?” it squeaked, as it left the pocket; and William turned round at once and grabbed Bilbo by the neck, before he could duck behind the tree.”
    —The Hobbit


    Trolls’ purses are magical bags that have minor spells of vigilance woven into them. When touched or purloined by anyone but its true owner, a Troll’s purse cries out. Most Trolls’ purses can only wail in alarm, but some can actually speak short sentences in a high-pitched voice. Troll’s purses are called such for the trouble and mischief they can cause, as it is unlikely that Trolls themselves possess the skill or magic to craft them.

    Any attempts at Legerdemain automatically fail when tried against a Troll’s purse. Only Magicians, Wizards, or characters with the Enchant Item ability (such as Craftsmen or Elves) can create a Troll’s purse. The crafter can speak into the purse any phrase of 7 words or less; the purse will repeat this phrase once in its own squeaking voice when it is handled by anyone other than its owner.

  3. #3
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    Elven-lamps

    <b>Elven-lamps</b>

    <i>“.... One of [the Elves] uncovered a small lamp that gave out a slender silver beam. He held it up, looking at Frodo's face, and Sam's. Then he shut off the light again, and spoke words of welcome in his elven-tongue."
    —The Fellowship of the Ring</i>

    It was Fëanor who first discovered the secret of catching starlight in clear crystal and holding it there for a while. This marvelous skill, much more difficult to devise than it was to learn, was soon mastered by other Elvish craftsmen. At the time of the War of the Ring, Fëanor's lamps are common amongst Elves from the Woodland Realm to the Grey Havens.

    The lamps are typically small metal or wooden boxes, the designs of which are as many and varied as the artisans who fashion them. Sometimes the walls of the box are perforated with intricate designs through which the light shines, other times they are made of translucent material, which creates a colorful soft glow. The lamps are most often easily carried in the hand, though handles are sometimes provided. In certain sacred rituals, the lamps are suspended by finely wrought chains or hithlain rope and swung slowly, to and fro. Those who need travel by stealthy means have special hooded lamps, the light of which can be uncovered to illuminate an area or focused through a small aperture into a narrow beam.

    Each elven-lamp holds a single clear crystal, smooth yet unshaped, and smaller than a fist. The crystals are commonly found in the beds of such rivers as the Silverlode and Nimrodel rivers in Lothlórien. Once prepared using the proper rituals, which include the singing of certain hymns to the Star-Queen, Elbereth Gilthoniel, the crystals are able to capture and hold star-light for a time, and even return it with a steady blaze many times greater even the brightest star.

    The pale silver light from an elven-lamp effectively illuminates an area with a radius of 60 feet. The brightness and directions of the light can of course be controlled in some of the more cunning lamp designs. The light lasts for 6+1d6 months before it has to be rekindled with the starlight ritual. Any found lamp has 1d6 months of light left in it before it goes out, unless it is has been "lost" for more than a year, in which case it is already "burned out". In any case, the light will begin to wane 6 days before it is extinguished completely; each day, subtract 10 feet from the radius.

    The pure light of Fëanor's lamp can also help reveal the Enemy's hidden agents. The light provides a +2 bonus when using Observe (Spot) to pierce an opponent's Guise.

  4. #4
    Enchant Craft: Weariness TN 5

    This is Enchant food, only for more stuff. You make a sword just a little bit sharper, or a wall a little bit thicker, or a painting shine JUST right, etc...

    Note: Requires at least 1 rank in a appropriate craft skill

  5. #5
    Drakreign
    An enchanted sword forged long ago by the Noldor in the first war to combat the mighty drakes that the enemy unleashed upon them. Nearly all are destroyed now, however one remains. The sword adds +8 attack against dragons, and is resistant to their fire. However it's true purpose is to disable the dragon completely. If the blade can be stuck into the neck or the back of the mighty beast, the sword's magic will completely desttroy the armour and wound the beast mightily. The Blade is destroyed in the process because the magic that holds it together disperses into the drake after contact.

    (note: This is the only way I could figure out how lower level characters could beat a full powered dragon.)
    One ring to rule them all, One ring to find them,
    One ring to bring them, and in the darkness bind them

  6. #6
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    Delver’s Ring

    Description: The Delver’s Ring is a simple band of silver. There is a small emerald that has the impression of a hammer in the center of the jewel.

    History: The Delver’s ring was forged in the Second Age by the Elves of Eregion. In those days, there was friendship and trade between the Elves and the Dwarves of Moria. The ring was presented as a gift to the Dwarves to help in their mining for mithril and other materials. The ring was usually worn by the chief miners among the Dwarves as they carved deeper tunnels and shafts in the mountains.

    Rules: When traveling underground, be it in an ancient Dwarf mansion or a sorceror’s dungeons, the Delver’s ring provides two advantages to it’s wearer. First, it sharpens the bearer’s eyesight in the dark, effectively giving them the Night-eyed edge. Second, it also contains a minor enchantment that helps avoid becoming lost while underground. The ring also provides the effects of the edge Travel-sense.

    Usage: The Delver’s Ring is most likely in the hands of a Dwarf or in the remains of a Dwarf settlement. If the characters travel to Khazad-dum, they may find the ring near Balin’s tomb or possibly in the possession of an orc captain they encounter. The ring could possibly have been taken out of Moria when the Dwarves fled after the appearance of the Balrog in TA 1981. If this is the case it may be found in the Blue Mountains or among the treasures of Erebor.

  7. #7

    Elvish Gown

    Elvish Gown
    An Elvish Gown is a long, elegant gown sewn from the finest cloths for Elvish noble ladies in Lorien and Imladris. The gown fits tight to the shape of its wearer, and has long sleeves embroidered in silver thread with ancient Elvish words.

    It is said that an Elvish Gown is woven not only from cloth, but also from spring rain, summer flowers, autumn breezes, and winter snow. The magic of an Elvish Gown is that as the seasons change, so too does the colour of the cloth from which it is made. In the Spring, the gown is a delicate light green with shimmering rain-coloured highlights. Throughout the Summer, the gown is dark, verdant green, with highlights that glitter with all the colours of the flowers of the season. In Autumn, the gown is rich auburn and gold and in Winter, it is as white as new fallen snow and sparkles with silver and blue. A side effect of the subtle magic woven into the gown is that the wearer receives a +4 bonus to Weather-sense tests. In addition, the natural magic seeks to protect the wearer, providing 2 points of armour.

    The means of creating an Elvish Gown is said to have been taught to various ladies of the Wandering Companies by Goldberry of the Old Forest. The creator of an Elvish Gown must have Craft: Sewing (or a similar Craft skill) at a high enough level to enchant items, Weather-sense at 6+, and the Change Hue spell.

  8. #8

    Mathom

    Mathom
    --------------------
    “…for anything that Hobbits had no immediate use for, but were unwilling to throw away, they called a mathom.”
    —Concerning Hobbits, The Fellowship of the Ring

    --------------------

    The word mathom is a Hobbit term. Used in the normal vernacular by the little folk, the word refers to any bits of bric-a-brac that accumulate in all homes. Although of no use, a given item may have some sentimental value or provide a sense of comfort by its presence alone.

    However, some mathoms have a more sinister, magical air about them. The subtle magic of Middle-earth can work in strange ways. Darker magics and lesser shadows can become imbued into mundane items if such items are left at places in which great evil or tragedy has occurred. These are items that have been irrevocably cursed by long exposure to ancient evils. One who comes into possession of such an item is loathe to be rid of it, and will seek to keep it in his possession at the expense of more sensible things.

    Mathoms can be found in most ancient treasure hoards, or buried in the barrows of the ancient kings of the North. When one comes into possession of a mathom, he must immediately succeed on a TN 10 Willpower test or come under its spell. From that day forward they will always keep the mathom close by, as close as possible, and they are compelled to gaze upon it at least once a day. The owner’s thoughts are always on the mathom, and the distraction of it causes him to suffer a -1 penalty to all tests.

    If the mathom is removed from the owner’s possession, he becomes obsessed with finding it. He suffers a -3 penalty to all tests. A successful TN 10 Willpower test or spending a point of Courage can reduce this penalty to -1 for one day. At the Narrator’s discretion, becoming obsessed by a mathom may give the owner a point of Corruption.

    Every 1/2d6 days (minimum of 1), the owner of the mathom can make a TN 10 Willpower test to finally overcome the spell. A TN 10 Healing test provides the owner with a +4 bonus to his next Willpower test to overcome the power of the mathom.
    Last edited by Camdin; 09-20-2003 at 04:51 PM.

  9. #9
    Mods, can we get this stickied, too?

    Thanks!

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