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In the woods of northern Alphatia there are dweomer moths the size of pigeons that have developed magical auras. Their caterpillars prefer to feed on the leaves of dryad-haunted trees, and once they have eaten enough they weave silken cocoons in which they transform into adult moths. These silken cocoons can be collected and turned into a fine material, Dweomersilk, which can be used to weave beautiful and expensive garments. As it happens, dryads consider the moths and caterpillars to be pests, so will leave alone or encourage humans who collect the cocoons. More importantly, dweomersilk is particularly good at holding enchantments so wizards of Alphatia, particularly those in the city of Shiell, have created numerous magical robes using dweomersilk. There are various silk-weavers and tailors in Shiell who will create the garment and sell it on to a wizard who can then place their own enchantments on it. As with any magic item, these are generally not sold in shops but guarded carefully by their owners, or sold in private transactions for considerable sums or commensurate favours.
It should be noted that dweomersilk robes do not interfere with spellcasting, so human mages (who abound in Alphatia) can wear any of these robes without worry about casting spells.
Some examples include:
Robe of the Adventurer: This robe gives a basic AC of 7 to the wearer. Furthermore when the wearer is within 20ft of a trap the wearer should make an Intelligence check. If successful the robe alerts the wearer as if a Find Traps spell had been cast.
Robe of Arcane Retention: This robe gives a basic AC of 8. Also any time the wearer casts a magic user/elf spell from memory (not from a scroll or other item) there is a 1 in 6 chance that the spell is cast with normal effect but the caster does not lose it from memory, allowing them to cast that spell again.
Robe of the Arcane Scholar: This robe allows the wearer to Read Magic and Detect Magic at will. Also 1/day the wearer can Identify a magic item.
Robe of the Arthropod: This robe has strange shaded patterns on it that look like many creepy crawly creatures. It grants its wearer a number of powers, each useable once per day:
- 1/day the robe turns into a crab-like exoskeleton giving the wearer AC 3 for 1 turn
- 1/day the robe sprouts spider-like legs from the back allowing the wearer to climb on sheer walls and ceilings at the wearer’s ground movement for 1 turn
- 1/day the robe sprouts translucent wasp wings for 1 turn allowing the wearer to fly at twice their ground movement.
- 1/day an insect swarm (as per the monster with 2HD) can be released from the sleeves though it only lasts 1d4 combat rounds before dispersing. The swarm will attack any enemies immediately in front and will not attack the wearer but other than that the swarm is difficult to control.
Robe of Evasion: This robe gives a basic AC of 6 while the wearer is free to move and dodge (i.e. the wearer effectively has a +3 Dex bonus to AC). Also if an opponent hits the wearer in melee combat the robe will Blink the wearer up to 20ft away, to the caster’s choice of location. If the caster is unconscious the location is random but won’t put the wearer in a worse position.
Robe of the Mule: This robe is often a uniform dark brown and is equipped with eight pockets on the inside and outside, each one capable of carrying 100cn/10lb (so 800cn/80lb total) of small items. The wearer’s carrying capacity is doubled and the wearer needs to rest only half as often.
Robe of Protection: This is among the most common of dweomersilk robes and typically gives a +2 to AC (giving the wearer AC 7) and to saving throws. They come in a range of colours and styles.
Robe of the Summoner: This robe is nearly always of deep purple hue, with intricate symbols woven into it. It generates a perpetual Protection from Evil on its wearer. Furthermore the robe allows the wearer to Detect Summoned/Extra-Planar creatures within 60ft radius once per turn (i.e. the caster can sense elementals, conjured beings and other things not native to the Prime plane).
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