Hoodwink
Using the three simple spells enchanted into this dagger,a clever player can acomplish great things.
A theif wanting to evade posses and escape battles, and occasionally smuggle items and persons, thought of this dagger. By working for a wizard for several years, doing dirty deeds and procuring items, he was able to pay the wizard to craft Hoodwink, and lead a successful thieve's life and retire wealthy.
Hoodwink appears to be a double edged dagger with a blood groove and a undyed leather wrapped handle. The powers of Hoodwink give it many uses. By making it invisible, it can be smuggled into areas where weapons are prohibitied. The smoke cloud can be used to abduct people, carry out discreet assassinations, or run away. Hoodwink's closet, located inside of the handle, can be used as a cold campsite, a storage locker, or a hideaway.
Hoodwink is very spectacular when all of it's powers are used in concert. The wielder can create the smoke cloud, 'jump' into the closet, and make the whole thing invisible. With clever placment of where the dagger lands, the wielder can hang out for three days letting things cool off before making good his escape.
Magical Properties:
Smoke cloud - A cloud of magical smoke can issue forth, covering a 20 foot diameter in the first turn, then growing an additional 10 feet for the next 3 turns. This smoke is magical in that it cannot be seen through by any vision, and muffles all sounds inside it. Six turns after creating the smoke, it dissapates.
Invisiblilty - Hoodwink can become invisible at the wielder's command, and remain invisible for 3 days or untill the wielder commands it to become invisible again.
Closet - Hoodwink can draw the wielder and everything he is carrying into a small extra-dimensional room, a mere 3 feet by 3 feet by 6 feet. The 3 foot by 3 foot ends of the closet act as windows to the outside. The wielder can touch a wall and say either 'wall' or 'floor' and down will become the direction for the wall to become the wall. This allows a person to sleep in the closet.
The room has shallow shelves 6 inches deep running up the vertical walls, one shelf is 12 inches wide, three shelves are 6 inches wide, and the last three are 3 inches wide. Each shelf has a coin inset on it with an arrow engraved on it, pointing down. Each coin can be turned to change which way is down for that shelf.
The wielder can exit the closet at will, or can remain for a maximum of 3 days. While in the closet, the wielder is considered to be the wielder for any other effects; and the closet is not effected by any other impacts, movements or enviroments. The contents of the closet do not change the wieght of Hoodwink.
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? Responses (6)

Were it any of my characters, they would probably lose the dagger after turning it invisible ^^ An interesting weapon.

'While in the closet, the wielder is considered to be the wielder for any other effects...'
...so no one besides the person inside can command it, if I understand it right (a very logical measure).
Thinking about it, what happens if the wielder dies inside? (A getaway that came too late... wounded mortally... ) Would the dagger refuse to obey commands, or would the wielders ghost inhabit the area? Quite uncomfortable to live with a poltergeist in a 3' x 3' x 6' room. A way to remove this curse might be to bury the body (or the dust that remained of it).

Such a simple weapon with so many hidden features... I would consider it very powerfull and one of my players would love this item.... for traveling through a city where she is no longer welcome for instance.
Yours gratefully, Ylorea

The most powerful power of Hoodwink is the Closet. To tune it down to a more managable level while still leaving it a useful item, simply omit the closet.

Short, interesting, useful.

A nice item, if a little too good at solving problems for the thief. Hardly sporting to carry an invisible hiding spot with one.