The Tailor's Nook

Magical apparel for your fantasy RPG


Contents

Amphibian Cloak

Fenway's Magical Slippers of Waterwalking

Zandor's Wonderous Hat


Amphibian Cloak

by Rick Underwood

This greenish-grey cloak enables the human sized wearer to leap forward a maximum of an incredible 180 feet. This is possible only if the total weight of the wearer including body weight and items carried/worn is 50 pounds or less, ie an unencumbered gnome or halfling. For every further 50 lb of weight subtract 30 feet from the maximum. The wearer may not jump to the side or backward. He/she may jump up to 30 feet straight up, regardless of weight carried. When immersed in water, the wearer's legs and feet are polymorphed into that of a frog, giving him/her a swimming movement rate of 9. There is a flat 5% chance that the polymorph will be permanent, which only a wish or a limited wish can remove. Such individuals may suffer a charisma penalty until cured, and live in constant fear of being gated into France. The wearer can also hold his/her breath underwater for up to 12 minutes plus one minute per point of constitution. Creatures size S to L may wear the cloak.


Fenway's Magic Slippers of Waterwalking

These velvet lined slippers were invented and churned out by a wizard named Fenway who lived in his tower surrounded by a lake nearly a century ago. The wizard and his tower mysteriously disappeared twenty years ago, and no one has yet successfully been able to copy the slippers. No one has put a lot of money or effort into the attempt due to the existence of rings of water walking. The slippers, of course, enable the wearer to walk on water, as if wearing the more famous ring. The slippers are intricately woven with silver thread, and are pointed at the toes. Beings of size S to M may wear them.

(I'm not sure if these are original or whether I modified them from somewhere, they've been in my Word Perfect files for a long time)


Zandor's Wonderous Hat

by Rick Underwood

A decade ago the inventor of this hat, Zandor, a moderately famous adventuring mage, died in a battle with a demi-lich. Zandor had not perfected the hat which had a small number of flaws. His companions, led by the famous ranger Rewdan Treecutter (owner of the famous Gauntlets), brought back the bodies of those slain in battle, and all their possessions. Zandor had no heirs or family of any kind, and his magical hat was sold to benefit charities. Since then, the hat has had a variety of owners, and its present whereabouts is unknown.

The pointed topped hat is coloured a dark green, and has a wide brim. When the wearer reaches into the depths of the hat, he/she can bring forth a glowing sphere. When hurled, the drawer designates the distance from him/herself (up to 50 yards) at which he wishes the ball to explode. In addition the ball may be given a time setting (up to a maximum of 24 hours, at which time the ball will explode). The effects of the exploding ball are random and must be rolled on a d20 on the following table. All magic is at 12th level and saving throws are allowed where applicable.

  1. All creatures within 30 feet are slowed for 1 turn.
  2. Stinking cloud for 12 rounds in 20 foot cube.
  3. Cloudkill for 12 rounds, cloud will be 40' wide, 20' high and 20' deep, rolling away from hurler at a rate of 10' per round.
  4. Darkness 30' radius.
  5. All creatures and their belongings within 30 feet are diminished to one quarter normal size.
  6. All metal (including weapons and armour) within 30 feet turns to soft rubber (no saving throw). Magic items gain a saving throw vs magical fire to remain unaffected. Even if transformed, the powers of magical items will still work, although a magical suit of rubber armour will not offer any protection, and a +5 magic rubber sword will not do any damage but the first strike should be amusing.
  7. Bright flash (equal to sunburst from wand of illumination) - all within 30 foot radius are blinded for 1-10 rounds unless saving throw is made. All undead within this area take 6d6 points of damage, no save.
  8. All within 30 feet are paralysed (unless unaffected by mind spells) for 1d4 turns.
  9. All within 30 feet are polymorphed into (d10):
    1: mice 2: rabbits 3: frogs 4: dogs 5: pigs
    6: worms 7: chickens 8: baboons 9: birds 10: small trees
  10. Fireball doing 12d6 points of damage in 20 foot sphere.
  11. All within 30 foot radius are affected by Tasha's Uncontrollable, Hideous Laughter.
  12. Explosion sprays web on all creatures within 30 feet radius.
  13. Glowing globe explodes into 12 magic missiles which seek random victim(s) in 30 foot radius.
  14. All within 30 feet are turned to stone.
  15. All within 30 feet are affected by an ice storm.
  16. Ball explodes into chain lightning, which starts at 12d6 points of damage to closest creature, spreading and lessening from there to 11 other creatures. The arc can (and will) jump 100 yards, so it is possible for lightning to arc back to hurler (this was one of the bugs Zandor had not fixed).
  17. Everything within 30 feet is disintegrated except living flesh. Only magic items gain a saving throw (another mis-spell Zandor had not corrected).
  18. Everything within 30 feet is affected by a sleep spell, this variant affects up to 10 hit die/level creatures. Creatures not usually affected by sleep magic (like undead) are not affected.
  19. Mass charm on all creatures within 30 feet. They are charmed towards hat wearer only, and only when he/she is wearing the hat.
  20. Glowing ball curves back towards hurler and explodes at the exact point he/she threw it from. Roll again on this table for effect, ignoring rolls of 19-20. This was a major drawback of this magic item which had not even been discovered by Zandor.

Zandor's Hat is one of those unique magical items of which there is only one known example. Anyone owning unique items is usually harried by other mages/priests/sages wanting to buy/borrow/steal the item to investigate and research, or, in the case of very evil/good aligned items, to either destroy them or to return/give them to a church of an appropriate alignment.