Items
Other
Magical
3.75
6 Votes

18xp


Hits: 3794
Comments: 9
Ideas: 0
Rating: 3.75
Condition: Normal
ID: 3390

Submitted:

Updated:
January 15, 2007, 4:27 pm

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Spirit Cord

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A magic rope that can can bind two objects together, regardless of any intervening obstacles.

Full Item Description

When not tied to anything, the rope appears as normal, mundane rope appropriate to the culture,tech level, etc of the area it is found.  Chain variations can also be found, in that case appearing as a strong, well made chain.

History

This rope was originally developed to secure irreplaceable volumes in wizard’s libraries, but it soon found wider use - securing guardians, being used to provide special effects (Used in theater, it can simulate flying without visible wires), or any other place where strong, but invisible support is required.

Magic/Cursed Properties

Until tied to two objects this item appears simply as a very long, thin and magically strong rope (strong enough to leash an angry Rhinoceros!).  Once tied to two objects, it’s main properties become apparent.  The rope becomes insubstantial to all things except the two items tied and the being(s) who tied the knots.

For worlds which include the concept, the rope becomes Ethereal and those on the Ethereal plane can see and interact with the rope, but even there it is very strong.

While immaterial, the rope can pass through virtually anything not made of pure magical force without disturbing them.

The rope is ideal for trying guardian creatures to an area (provided that they are not strong enough to break the rope, or intelligent enough to untie the knot).  As the creature moves around, the rope will pass through furnishings, walls, other creatures, etc, without interruption.  Once the end of the rope is reached, the creature will be unable to move further.  It is also useful for securing items to a specific location. “Bloody heck - why can’t I take this sword out of the room!”.

If the rope is used with a grappling hook, the user of the rope will appear to be climbing thin air.  Since the rope is immaterial to any other object or person, only one person can climb the rope at a time, and then only if the free end of the rope is tied to some part of the climber.

If a being is tied up with this rope it only counts as being tied to 1 object and so the special powers do not take effect.  This holds true even if only two body parts are tied - once one part of the body is tied, the entire being counts as 1 of the two objects.



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Comments ( 9 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
December 8, 2006, 16:55
0xp
Useful for tying someone to a post in sight of everyone.
Voted manfred
December 8, 2006, 17:52
0xp
I so like simple items with manifold applications. Logical and pretty!
Voted Chaosmark
December 8, 2006, 20:28
0xp
Quite nicely done. A simple, yet useful, magical item.
Voted MoonHunter
December 9, 2006, 10:32
0xp
Good Solid Basic Magic Item. I added it to the generic magic item listing.
manfred
December 11, 2006, 14:04
0xp
Thanks you did it! Have forgotten this one.
Voted Murometz
December 9, 2006, 13:18
0xp
Reminds me a bit of the whole "severing the Astral cord" thing. Wonderful item val!
Voted Scrasamax
December 11, 2006, 13:59
1xp
Ah the things that could be done with this one. First and formost as a leash for the dog, one so apt at wrapping leashes around legs, trees, and the like.

Bravo
valadaar
December 11, 2006, 14:06
0xp
That's an awesome idea!
Dreamseeker
May 31, 2008, 9:02
0xp
Useful if one has to tie two prisoners, preferably in different cells, since it's impossible to untie except by the tied prisoners.

Link Backs

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Random Idea Seed View All Idea Seeds

       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp


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