[C&C / AD&D] New Magic Item -- Cloak of the (Vampire) Bat

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serleran
Ancient Deity of Dragonsfoot
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[C&C / AD&D] New Magic Item -- Cloak of the (Vampire) Bat

Post by serleran »

Cloak of the (Vampire) Bat

Culled from the most atramentous fabric and bathed in a sanguine pool, the cloak of the (vampire) bat is imbued with dread power, given ability to shed the bearer of flesh, turned to mist at command, but also to fly and command the weaker willed to service. Indeed, the making of the cloak was first discovered by a foul enchanter and would-be vampire who thirsted for nothing more than the taste of eternity, only to be thwarted at every opportunity by the righteous indignation of his brother, a paladin of noble frame. It is said the cloak was given one last gift, the very soul of its maker -- those unfortunate to discover it would agree, if able.

Powers

Once per day, as a 10th level wizard, the bearer is affected as per a gaseous form spell. This ability is command word activated which must be obtained via magical means (it is not inscribed or readily apparent on the cloak itself.)

Once per day, as a 10th level wizard, the cloak can affect its donner with a fly spell. This ability is thought activated, but does not reveal itself -- identify or other magical means will, however.

As a continual effect, as if cast by a 2nd level illusionist, the cloak radiates an influence* cantrip. If it is dispelled or negated, it resumes immediately the following round. Any being that successfully saves against it once is forevermore immune to the effects. Beasts and animals, however, are subjected to the opposite effect -- they must save or be affected as per a fear spell; this includes familiars or animal companions, which may abandon the character.

As the activated powers are used the first time, each night for one week, he donner suffers nightmarish slumber, waking with an unyielding thirst and hunger -- nothing seems to slake this need, except the partaking of raw meat. The character also agitates easily and seems distracted. This drawback must be roleplayed to be effective and should not be ignored.

To retain these abilities, if either the daily use powers are activated, the bearer must sacrifice blood and allow it to soak into the cloak. It does not matter if it is his own, but it must be an amount equivalent to 1/4 quart, or 1d4+1 Hit Point loss -- this damage cannot be healed by natural means and healing spells are only half as effective. If this is not possible, or the bearer denies the cloak its sacrifice, one point of Constitution is lost, and continues being lost until all necessary blood is fed.


I do not bother with XP / gold values since they mean nothing in my games.

* -- for those unfamiliar, this spell acts as a weaker charm person by making them more likely to be friendly; in AD&D terms it would provide a Charisma-based reaction adjustment / morale bonus.
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"You wear a disguise to look like human guys but you're not a man, you're a Chicken Boo."
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