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Hits: 1578
Comments: 6
Ideas: 0
Rating: 3.6667
Condition: Normal
ID: 5567


January 14, 2009, 10:14 pm

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Cheka Man

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Wind-catching cape


"He’d look a lot more majestic up there if he weren’t wobbling all over the place!"

Full Item Description
A wind-catching cape is usually floor length, and the lining is always a shade of blue. Along the edge on the outside of the cape is a number of glyphs that say, in a language only known to air spirits and scholars, a number of things involving wrapping the wearer in a cloak of wind.

The first wind-catching cape was created by an ill-fated young mage. Talented but reckless, he dreamed of the freedom of flight. Watching birds, he began to understand how they rode the wind currents, and though his experience was limited, decided that he could replicate such an ability.

It is generally believed that he crashed into a hillside somewhere, for though his notes on the cape were found in his study, neither he nor the cape he created ever surfaced.
Though his original designs have since been improved by more capable wizards, the cape remains finicky at best.

Magic/Cursed Properties
When the edges of the cape are grasped and held out, the wearer gains the ability to fly, with somewhat limited control. To get lift off, they either need considerable speed or a decently high ledge to drop off, but once in the air they can reduce speed a good amount. The slowest that one can go without dropping from the sky is roughly that of a fast run.
The problem with the cape is just how hard it is to steer or even control at all. The wearer will generally be pitching back and forth, spontaneously changing altitude and all in all having a rather stomach-turning time. Also, since the users hands are occupied keeping himself aloft, if they need to defend themselves they are restricted to using their feet. Now while a kick at cruising speed is definitely a thing to be feared, the force from the kick will often send the wearer spiraling away, losing a very large amount of altitude before being able to recover.
Travel by way of the cape does have its benefits though, such as the ability to travel at very high speeds, as well as being able to say "I just flew from ______, and boy are my arms tired!" and mean it for once.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
January 14, 2009, 22:18
Entertaining and fun without being uber-powered. 5/5
Voted Murometz
January 15, 2009, 9:28
The name drew me to this, and i'm happy it did. Low magic goodness! Very nice.

Here's something weird... 5 minutes before jumping on site and seeing (and reading) your cape, i had just finished watching THIS!!!!!

http://vimeo.com/moogaloop.swf?clip_id=1778399&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=&fullscreen=1 :D

Flying Squirrel style!
Voted valadaar
January 15, 2009, 10:04
Amusing! I like it!
Short and sweet.
Voted Ramhir
December 23, 2010, 18:59

A useful magical item without being excessively powerful. Good sub.

Voted Rathor
December 28, 2010, 2:42
Only voted
Voted MysticMoon
December 29, 2010, 23:07

Cool idea.

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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