Hello everyone, and welcome to another great edition of Magic Market, where we bring you new and cool magic gear to serve your characters. This week I want to talk a little bit about items inspired by fairy tales. Below you’ll find a handful of cool items that I thought up while reading about similar items in fairy tales. So let’s get to it, shall we?
Crimson Cloak
As its name might imply, the crimson cloak is a hooded cape of bright red cloth. Though it is not readily apparent, the garment bears a powerful, if subtle, enchantment. The wearer of this cloak is regarded by all who see him as innocent and helpless. This has a number of benefits: first, it provides the wearer with a +5 circumstance bonus on all Diplomacy and Bluff checks made to convince another of his innocence. Additionally, this cloak reduces the Diplomacy DC to make a request of any creature by 5. The wearer does not gain these bonuses against evil creatures, or creatures immune to mind-affecting effects.
Glass Coffin
This ornate and beautiful coffin is made from a single piece of exquisite crystal, with perfect clarity and exceptional luster. In bright light, this crystalline casket casts forth prisms of dazzling light, highlighting the beauty of the piece. This coffin was clearly designed to hold a single Medium creature, and has a potent magical enchantment which perfectly preserves any creature placed within. Any living creature placed within the coffin is affected by the spell temporal stasis for as long as she remains sealed within the coffin. Additionally, for each day the target remains within the coffin, she becomes cured of one affliction, as though affected by one of the following spells: break enchantment, neutralize poison, remove disease, or remove curse. These afflictions are cured in the order they were initially incurred.
Golden Spinning Wheel
This beautiful, hand-crafted spinning wheel can be used by a skilled craftsman to spin ordinary fibers and materials into yarn of pure gold. This process typically requires a week’s worth of work, or about 32 hours of labor, and requires the user make a special Craft (cloth) or Profession (seamstress) check. At the GM’s discretion, similar Craft and Profession checks may be substituted for the above examples. The result of this check determines the amount of golden thread produced this way.
Typically the raw materials cost about 5 gp for every 10 lbs. This thread can be sold at value; gold is typically worth 50 gp per pound. Additionally, this thread can be woven by a character with a relevant Craft skill into golden rope which functions identically to silk rope, except that the bonus it grants is increased to +5, and it is especially resistant, granting it an additional 5 points of hardness. One pound of thread is required to make 5 feet of gold rope.
Guiding Stones
These magical stones appear as nothing more than mere pebbles until they are exposed to moonlight, at which point a bright azure phosphorescence enshrouds the rough earthen spheres, revealing their magical nature. These stones always come in pairs. So long as a person holds one stone, he has perfect knowledge of the direction and distance of the other stone. If one of the stones is ever destroyed, the possessor of the other stone immediately becomes aware of this fact.
Seven League Boots
The humble appearance of this pair of travel-worn and rotted leather boots belies a powerful enchantment which allows the wearer to travel vast distances with great alacrity. As a standard action, the wearer of these boots can activate their magic, allowing him to move with such speed as to cover the same distance as he could in 7 hours of overland travel (typically 14 miles for characters with a movement speed of 20 ft., or 21 miles for characters with a movement speed of 30 ft.) in a single move action. The wearer has no control over the distance travelled, and cannot choose to travel less than the standard distance.
The magic of these boots allows the wearer to move through and around any obstacles which would ordinarily impede his movement. Because the movement is so fast, it is impossible for the wearer to observe his surroundings as he travels, and the magic of the boots effectively renders the wearer incorporeal during this travel, preventing him from colliding with any physical obstacles in the intervening space. If the wearer’s movement would place him within a solid object, he is automatically shunted to the nearest empty space. This movement is incredibly disorienting, and renders the wearer nauseated for 1 minute after use, and sickened for 10 minutes after that. After each use, the wearer must wait at least 10 minutes for the boots to recharge before he can use them again, and the boots can be used up to three times each day.