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Comments: 3
Ideas: 0
Rating: 3
Condition: Normal
ID: 5556

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Updated:
May 31, 2009, 8:28 am

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Vieryn

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The volcano robe as it is called houses the elemental power of fire.

Full Item Description
It is a vibrant red robe striated with brighter and darker reddish shades. In front of the chest the fabric is held together with a golden medallion. The medallion appears scratched a great deal, but upon closer inspection the scratches are arcane phrases and incantations. In the medallions center lies a pale red stone.

History
In ages long past a certain noble discovered stones of great power, these Elemental Sigils as they were called commanded powerful natural magic. Now this noble had to find vessels with which to harness this power so they could be put to use so he called upon an elven seamstress whos work he admired and she made a cloak for him. Sewn from elven silks and dyed red to imitate flickering flames as one moves, this is a masterpiece of elven works.

Magic/Cursed Properties
The stone in the medallion is the mighty elemental Sigil of fire. Its great arcane powers give its wielder the ability to gradual increase the temperature of an area, while not to extremes. Plus while wearing the cloak it is impossible to get too hot or be burned. Therefore allowing its wearer to walk through molten lava, survive in a desert, or withstand a wizards fireball. While the cloak boasts no offensive powers it is enchanted with illusionary magic so that at a distance it appears as a flickering flame and gives off a faint glow. The robe feeds off fire and heat, so when one is burning or in a desert it functions more effectively. On the other hand when in a cold climate the robe occasionally fails or malfunctions. When the robe has a lot of heat stored its wielder can warp to any known location, to everyone else the user seems to suddenly combust.



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Comments ( 3 )
Commenters gain extra XP from Author votes.

Cheka Man
January 12, 2009, 10:41
0xp
This needs to be put In Work.
valadaar
January 12, 2009, 11:23
0xp
Updated: Make sure subs are put in in work first - otherwise when you do post it for real, it will not be in the
'new pile' and overlooked.
Voted Pariah
November 23, 2010, 0:35
0xp

It's a solid idea, I personally would've like to see some more fluff with it, as it is right now it's basically just a list of what it does, no "Old Greg the pyromancer..." story to spice it up at all, just fire, cloak, pretty, warm, nomex, teleport.  It's not bad, it just doesn't have panache, which happens to be my word of the day for today.

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The Door A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair. When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party, Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir
By: Grendel | Visit | UpVote 1xp

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