Some, with just the right application of floating water and wind, build up into amazing feather-like structures. These ice feathers can be seen, mostly, clustering around high branches, but they can also build up on flat surfaces like water, or on rocks near water. Often, items near water are a good bet, since some of that water will either evaporate or sublimate and let some very cold water float around in the air.
Top Image: Ozchin. The A. Esther Inglis-Arkell. Share This Story. Club News. Whenever the rain comes it will be there, Beyond my time, but now I take my share. Come autumn and its leaves will turn to flame. What I must do Is live to see that. That will end the game For me, though life continues all the same:.
Filling the double doors to bathe my eyes, A final flood of colours will live on As my mind dies, Burned by my vision of a world that shone So brightly at the last, and then was gone. When their time comes they fall without wind, without rain. Daily the low sun warms them in a late love that is sweeter than summer. In bed at night we hear heartbeat of fruitfall. The secretive slugs crawl home to the burst honeys, are found in the morning mouth on mouth, inseparable. We spread patchwork counterpanes for a clean catch.
This morning the red sun is opening like a rose on our white wall, prints there the fishbone shadow of a fern. The early blackbirds fly guilty from a dawn haul of fallen fruit. We too breakfast on sweetnesses. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The adamantine walls of instant fortress have hit points and hardness The fortress cannot be repaired except by a wish or a miracle , which restores 50 points of damage taken. The door opens and closes instantly at his command. Anyone so caught takes 10d10 points of damage Reflex DC 19 half.
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The fortress is deactivated by speaking a command word different from the one used to activate it. It cannot be deactivated unless it is empty. These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head.
Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone to keep it safe while she is sleeping, for example , but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone. The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells.
Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone see ring of minor spell storing. When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again.
Iron bands of binding are usable once per day. These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word , he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save.
The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations.
It usually attacks the user, unless it perceives a good reason not to. A newly discovered bottle might contain any of the following:. This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
The lens is about 6 inches in diameter and set in a frame with a handle. If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction walls, roof, floor, and so on within feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
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The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of humans laboring for three days.
Each hour after the first, a character playing the lyre must make a DC 18 Perform string instruments check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed. This garment, worn over normal clothing or armor, grants the wearer spell resistance This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. Once the book is read, the magic disappears from the pages and it becomes a normal book. This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect.
This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur.
The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,cubic-foot object by depicting it two-dimensionally over a square-foot surface. Only normal, inanimate objects can be created. The pigments must be applied to a surface.
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It takes 10 minutes and a DC 15 Craft painting check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item including foodstuffs whose value does not exceed 2, gp. This ivory mask has been fashioned into the likeness of a human skull. It travels up to 50 feet away from the wearer and attacks a target assigned to it.
If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead , as if affected by a finger of death spell. After attacking whether successful or not , the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6. Strong necromancy and transmutation; CL 13th; Craft Wondrous Item , animate objects , finger of death , fly ; Price 22, gp; Weight 3 lb.
This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts a foot cube every 10 minutes. It also smashes rock a foot cube per hour. This mallet is 8 feet long. However, the wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a -4 penalty on attack rolls. This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells.
A creature not aware of the nature of the device always sees its own reflection. When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror is broken, all victims currently trapped in it are freed. This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original including magic. Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases such as cloudkill and stinking cloud effects, as well as inhaled poisons and allowing him to breathe, even underwater or in a vacuum. This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace.
If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer and only by the wearer , who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell Reflex DC 14 half. Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6.
The market price of a sphere is gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below. If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance.
The possessor of the orb is continually protected by an endure elements effect. This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells clerics , druids , rangers , paladins , and wizards. Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day each of a different level, 6th or lower. Strong transmutation; CL 17th; Craft Wondrous Item , creator must be able to cast spells of the spell level to be recalled; Price 1, gp 1st , 4, gp 2nd , 9, gp 3rd , 16, gp 4th , 25, gp 5th , 36, gp 6th , 49, gp 7th , 64, gp 8th , 81, gp 9th , or 70, gp two spells.
This normal-seeming pearl is beautiful and worth at least 1, gp on that basis alone. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance. Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item , freedom of movement , water breathing ; Price 15, gp. The wearer of this blue gem on a silver chain is immune to disease , including supernatural diseases. This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison , although poisons still active when the periapt is first donned still run their course.
This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and -9 inclusive. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon. This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn.
The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act. Faint divination; CL 1st; Craft Wondrous Item , detect chaos , detect evil , detect good , detect law ; Price 1, gp.
This item is a boon to any character able to turn undead , allowing him to do so as if his class level were four levels higher than it actually is. This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform wind instruments check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds.
Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day. These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform wind instruments check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. This is a mind-affecting sonic compulsion. As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds.
During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken except when she is in a totally silent area. This hypersensitivity is a curse and therefore hard to remove see the bestow curse spell. Faint enchantment and evocation; CL 6th; Craft Wondrous Item , creator must have the bardic music class feature, sound burst ; Price 12, gp; Weight 3 lb. These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within feet.
For each foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform wind instruments check. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is If the rats are under the control of another creature, add the HD of the controller to the Perform check DC.
Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control. When played by a character who has the Perform wind instruments skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound caster level 2nd. A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight.
When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains. The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled.
Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison as neutralize poison. Applied to a diseased area, it removes disease as remove disease. These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within miles of each other to function. Whatever is put through one ring comes out the other, and up to pounds of material can be transferred each day.
Objects only partially pushed through and then retracted do not count. This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. Creatures of Tiny, Diminutive, or Fine size can pass through easily.
Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.
Its wearer, if an arcane spellcaster, gains the following powers. If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character.
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An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way including restoration spells. Strong varied; CL 14th; Craft Wondrous Item , antimagic field , mage armor or shield of faith , creator must be of same alignment as robe; Price 75, gp; Weight 1 lb.
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally. This handy item functions much like a robe of useful items for the serious necromancer.
It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature see the list below. The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed.
A newly created robe of bones always has two embroidered figures of each of the following undead:. This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains foot darkvision. The robe of eyes sees all forms of invisible or ethereal things within feet.
However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes. The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.
The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a foot range. This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes.
Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:. In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
A foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3, pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a foot length until the knots are untied but lowers the DC of Climb checks while using it by A creature must hold one end of the rope when its magic is invoked. A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed all 12 hit points lost to damage , it is destroyed.
In addition, such obstructions as webs magical or otherwise do not affect an anointed individual.
Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution even wine. Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue see below. This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword.
Up to three times per day on command, the scabbard casts keen edge on any blade placed within it. This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab can also absorb energy-draining attacks, death effects , and negative energy effects.
Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed. This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate a standard action in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction. Moderate divination; CL 8th; Craft Wondrous Item , detect magic , creator must be at least 10th level; Price 2, gp. These burial wrappings look to be made of fine, embroidered materials.
When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth. This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition. Her speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces— make these slippers useless.
The slippers can be used for 10 minutes per day, split up as the wearer chooses. This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container.
One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set.
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If the objects are pulled apart a move action before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent. This stone cube, when given the command word , affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away assuming no intervening barriers.
The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell. The elemental appears in 1d4 rounds. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears is dispelled, dismissed, or slain.
This stone is typically a bit of rough polished agate or some similar mineral. Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse can carry 1, pounds tirelessly and never needs to rest or feed.
Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given.