Tag Archives: magic item

Friendslayer Blade

Friendslayer Blade, A Cursed Weapon For Pathfinder


Continuing our theme of “curses“, as in “God damn it, where the hell did we pack my copy of Welcome To Skull Tower?1“, we present a cursed… but still useful… magic item. While classic D&D tended to make cursed items all bad, a punishment for greedy players who didn’t carefully experiment with items (except that cursed items explicitly didn’t show their nature when tested, only in real combat), I think it’s more interesting to make cursed items a bit of a double-edged mace… give players a reason to try to hang on to them, or at least consider it…

Please note, this post is filed under “Breakfast Crunch”, which means “Something I wrote while eating breakfast before scurrying off to work, with exactly as much editing, playtesting, and general quality as you’d expect under the circumstances.”

The Friendslayer Blade

The origins of the first friendslayer blade are lost in the mists of time, (“Mists Of Time”, Module P-238, published by TSR in 1979 on Earth 541-A) but similar weapons reappear with some regularity. The curse seems to be a result of poor mental discipline during enchantment; the mindset needed to imbue the weapon with the desired power requires strict focus, and if that focus drifts, the enchantment is warped.

A friendslayer blade can be any +1 or better magical weapon that does piercing or slashing damage, with the following special ability:

Price: +1 Bonus
Aura: Faint necromancy
CL: 3rd
A murderous weapon allows the wielder to make a coup de grace attack as a swift action against an adjacent, helpless, foe. This does provoke attacks of opportunity, but at a -4 penalty to the attacker.

Murderous blades are common among assassins, spies, elite military units, and others who maintain a ‘no witnesses’ policy and prefer to waste not even a second if they don’t have to. Perhaps 5% of such blades, though, bear the friendslayer curse.

Friendslayer Curse: Whenever an ally falls helpless in a square adjacent to the wielder of a murderous weapon, said wielder must make a DC 20 Will save or, at the start of their next turn, perform a coup de grace with the blade against that ally. This is an Enchantment (Compulsion) effect. It can be mitigated if:

  • There is a helpless enemy also adjacent.
  • The ally or the blade wielder is moved — note the wielder cannot voluntarily move to avoid the compulsion once they’ve failed their Will save!
  • Break Enchantment is cast before the wielder’s turn begins. This negates only the current compulsion; it doesn’t end the curse.

The compulsion only comes into effect during combat situations; it does not compel the wielder to slit the throats of his allies as soon as they go to sleep, unless it’s magical sleep cast by an enemy during combat. Then…

It is generally difficult to tell a friendslayer weapon from a normal, uncursed, murderous weapon; the normal rules for detecting cursed items apply.

1)Seriously, I’ve only got like four boxes marked “Lizard’s Books” to go through, out of more than 150 to start with, and I still haven’t found it. Arduin Grimoire and Runes of Doom? Check. Skull Tower? Nada.

Mask Of Infinite Alignment

The RPG Blog Carnival for November has a theme of “Gunpowder, Treason, and Plots”. I will be attempting to post content appropriate to this theme as I come up with it. For starters, here’s a nice little magic item of great use to anyone plotting treason, whether or not it involves gunpowder. The problem with “Undetectable Alignment” spells is that they’re a lot like pleading the Fifth… you look guilty. Can’t find the Chaotic Evil ranger in the room, but there’s one guy holding up a lead sheet? Gee, that’s not suspicious at all! This mask neatly solves that problem.

Mask Of Infinite Alignment

Aura moderate illusion and transformation; CL 5th
Slot head; Price 16,000 gp; Weight 3 lbs.


When first found, this mask shows an ever-changing pattern of images and symbols of the nine alignments, along with changes in its composition and tone to reflect this — a perfectly symmetrical mask of mithral when lawful good symbols are dominant, or a malformed mask of cracked iron for chaotic evil. When worn, it takes on a shape consistent with the alignment of the wearer, but at a thought, it fades from view.

So long as the mask is worn, the wearer may appear, to detection magic, to be of any alignment desired. Changing the seeming alignment is a standard action that does not provoke an attack of opportunity. The mask grants a +10 competence bonus to any Bluff checks to evade non-magical detection. When magical detection is used, the caster must make a Sense Motive check against the wearer’s unmodified Bluff check; if this check fails, the alignment of the mask is detected. If the check succeeds, the caster of the detection spell senses the mask’s supposed alignment, but knows it to be false.

Three times per day, the wearer of the mask may cast align weapon, as a fifth level caster, on any weapon they are holding, using the mask’s alignment instead of their own.

5% of these masks are known to be cursed, so that each time they are used, there is a 10% chance of the alignment change becoming permanent. If this happens, the curse will not affect the same wearer a second time. For that person, the mask becomes a normal, uncursed mask. The curse will still affect other wearers of the mask.

True Seeing will allow any alignment-detecting spell to instantly penetrate the mask.

Construction Requirements

Craft Wondrous Item, Undetectable Alignment, Align Weapon Cost 8,000 gp.

Mallifor’s Mug Of Magnification

So… going to make an attempt to post small things regularly, instead of long articles I never quite finish. Just bits of what I call game lego — items, spells, monsters, feats, traps, etc, all the building blocks. (Plot, character, and memorable events, you have to provide yourself — I give you the toys, you play with them. That’s how it works.)

This is a Breakfast Crunch article — something I wrote while eating breakfast and getting ready for work, with all the editing, playtesting, and keen attention to detail that implies!

Mallifor’s Mug Of Magnification

Mallifor was a wizard who was slightly bonkers, a statement akin to “Rongnar Blackbraids was a dwarf who had a beard.” The son of a potter, he never quite forgot his upbringing, and is known for creating a series of magical mugs, brilliantly carved, that impart all manner of effects.

Pouring anything into a mug is a swift action, provided both the mug and what you’re pouring (usually a potion) is in your hand.

Mallifor’s Mug Of Magnification

Aura faint transmutation; CL 7th
Slot none; Price 9,000 gp; Weight 1 lbs.

Description:This mug is of red clay, covered with blue and green glazing in swirling, wave-like patterns. When a potion is poured into the mug, if it is imbibed within one round, it is treated as an empowered spell. The mug may be used up to 1d4 times per day, rolled secretly by the GM when the mug is first used on a given day. Using it an additional time produces a loud and unpleasant noise, and the potion becomes foul and undrinkable (anyone who tries is sickened for 1d4 rounds, Fort save DC 15 to negate)

Once filled, the mug may be handed off to an ally to drink from, or drunk by the owner. All the normal rules for drinking a potion, including any applicable feats, work as written when drinking from the mug.

Any potion poured in the mug cannot be spilled, so long as the owner of the mug does not wish it to be. This is true even if the mug is tossed or thrown to someone else.

If the potion in the mug is not imbibed within one round of being poured, it vanishes.

Construction Requirementscraft wondrous item, empower spell, brew potion, craft (Potter) 5 ranks. Cost: 4,500 gold.

Some variants of this use pewter mugs, silver goblets, etc. They are mechanically identical, but require a different crafting skill.

And STAY Dead!

And STAY Dead!

Assassination In A World Of Magic

The RPGBloggers carnival this month is about assassins, everyone’s favorite black-cloaked n’er-do-wells. My contribution is this collection of items and rituals designed to aid in killing people (and, ideally, not getting caught), when “We can’t question him here… kill him, cut off his head, stuff it in the bag of holding, and carry it with so we can talk to him later” is a perfectly viable strategy, or when the nearly lethal wound you inflicted is instantly healed by some inconvenient cleric a second later. (Or, worse, by some warlord who just shouts at someone until their throat un-slits.)

The items, etc, here, are not so much intended for the assassin class per se, as for anyone, regardless of their class, who engages in the art of removing obstacles from other people’s paths. Assassination, in this context, differs from straight-up combat in many ways: It is usually done solo; the assassin spends time, often days or weeks, studying their victim; and  it is best if no one knows who did it.

While the game mechanics here are for Dungeons & Dragons Fourth Edition, the ideas should be readily portable to any fantasy game where magic is, if not necessarily cheap or common, both common enough and reliable enough that the rich and powerful will have access to it for protection, and those who would slay them have access to counter-measures. (In most cases, there aren’t counter-counter-measures, because that game tends to have no end.)

Oil Of Eternal Silence

There are few things worse than having your dead victim rat you out. Even when returning the dead to life is out of the question, they can still speak from beyond the grave. Many assassins carry a vial or two of this substance to use if they suspect they were seen or that their target would have a good guess who got them.

Oil Of Eternal Silence Level 5+ Rare

This oil is thin, black, and yet glistens even in darkness. When ignited, the flames make no noise.

Lvl 5: 50 gp

Lvl 15: 1,000 gp

Lvl 25: 25,000 gp


Utility Power * Consumable (Minor Action)

Effect:When this oil is poured on a corpse, and ignited, any attempt use speak with dead on the charred remains are stymied, with a penalty to the Religion check equal to the  oil’s level, plus 5 (-10 for the fifth level potion, -20 for the 15th level potion, -30 for the 25th level potion).

Spider Queen’s Caress

This item is named for the drow, fabled masters of poison, but it is uncertain if it truly originated with them or if this is mere folklore, as the mystique of such things is ruined if it turns out it was invented by some cunning kobold shaman.

The Spider Queen’s Caress Level 8+ Rare

It’s clear, tasteless, odorless, and perfectly safe for you to drink right along with your target… assuming no one is also targeting you…

Lvl 8 125 gp Lvl 23 17,000 gp
Lvl 13 650 gp Lvl 28 85,000 gp
Lvl 18 3,400 gp


Utility Power * Consumable (Minor Action)

Effect:This poison must be ingested, and can be slipped easily into a target’s drink or food with a typical sleight of hand check, if anyone’s watching. It is virtually impossible to detect, requiring a Hard Perception check at the poison’s level +5 to notice. (Magic that detects poison with no roll or chance of failure will still have a 10% chance of missing this one.)

Once ingested, spider queen’s caress gives the target vulnerability 5 (poison) and a -2 to all saves against ongoing damage or other effects from a poison of its level or lower, until the end of the second extended rest from when they consumed it. This increases to vulnerability 10 (poison) at 18th level and to vulnerability 15 (poison) at 23rd level. In addition, at 13th level, the first save made against any poison attack automatically fails (this is the first save rolled, whether the normal end of turn save or one granted by magic or healing). At 23rd level, the first two saves fail.

Since the spider queen’s caress is not directly damaging, some daring assassins will risk consuming it, if doing so lulls the suspicions of their target.

Blessingbane Weapon

Often, merely hearing that someone has been marked for death is enough to make his friends desert him, but some people have annoyingly loyal companions. This weapon quite literally cuts a victim off from support. While it was originally crafted to prevent someone who was “mostly dead” being restored if a healer happened on him at the last minute, it has also become a useful tool for those whose plans of a quiet slit throat in the night have gone awry, and they must kill their victim in the presence of witnesses.

Blessingbane Weapon Level 4+ Rare

One slice of this dagger, and the target finds that no one can aid him, not even himself.

Lvl 4 +1
840 gp Lvl 19 +4
105,000 gp
Lvl 9 +2
4,200 gp Lvl 24 +5
525,000 gp
Lvl 14 +3
21,000 gp Lvl 29 +6  2,625,000

Weapon: Light blade

Enhancement Bonus: Attack rolls and damage rolls.

Critical: +1d8 necrotic damage per plus, or +1d12 necrotic damage when making a coup de grace

Property: Any attacks you make with this weapon ignore temporary hit points, and directly reduce the target’s true hit point total.

Power (Encounter): Free action.  Use this power after you have damaged a creature with this weapon. Until the end of the encounter, any powers you use that deal ongoing damage to the creature which a save can end impose a -2 penalty to the save.

Power (Encounter): Free action. Use this power after you have damaged a creature with this weapon. Any attempt to make healing checks on the creature suffer a penalty equal to twice the weapon’s enhancement bonus. This lasts until the end of the encounter.

Power (Daily): Free action. Use this power after you have damaged a creature with this weapon. The creature cannot be the target of any beneficial power or effect with the healing keyword. He is not considered an “ally” of anyone, for any purpose, until this effect ends, meaning he will be targeted by area spells which normally do not affect allies, he is not included in any power that allows “all allies” to make an attack, and so on. Likewise, no power he has which targets “allies” will function. This effect lasts until the end of the encounter, or until the wielder of this weapon ends a turn without making an attack against the target.

Rite Of The Deceptive Tongue

While assassins often make a big show of swearing to carry their secrets to the grave, the fact is, many who have sent others to their deaths have no desire to follow after. Torture, magic, or simply a jingling bag of coins can tempt many to spill their guts.

Rite of the Deceptive Tongue

The hooded master of the guild of friendly helpers finished scribing the sign and then waved his subordinate on his way. He knew this was a risky mission, but he knew the killer would die before he revealed any secrets, whether he wanted to or not.

Level: 8

Category: Deception

Time: 10 minutes

Duration: 24 hours

Component Cost: 135 gp

Market Price: 680 gp

Key Skill: Arcana; must also be trained in Bluff to use this ritual.

When this ritual is performed, the target of the ritual, who must be willing, is given a topic or closely related set of topics that he cannot discuss honestly. He will be given a cover story or the like, and he will believe this with absolute sincerity, so that any Insight check will reveal he seems to be telling the truth. The Bluff check of the caster of this ritual, +5, is the DC for any Insight or Arcana check to determine that the target is under magical compulsion. Even if confronted with hard evidence that he’s lying, or threatened with death or torture, the subject of the ritual will either stick to his story, or will “crack” and tell a second, different, lie, but at a -5 penalty to his bluff as it will be forced and obvious.


It is not always easy to find these items; they are fundamentally illegal in most nations, as their purpose is self-evidently the antithesis of weal.  While the default is often to let the players have them if the DM thinks they should, and otherwise not, a less railroady method is possible.

A streetwise check at a hard DC of the item’s level can be made to locate a likely seller. This check is generally impossible in any village of under 500 people, unless the DM has explicitly placed someone there or the village is exceptionally corrupt and criminal — a drow town in the underdark, for example. It is at a -2 to -5 in any town or city of less than 5000, the exact penalty being based on the size of the settlement and the general tone of the place; chaotic cities in evil empires tend to have a thriving black market.

It is reasonable to assume that professional, full-time, NPC assassins who are working in their home cities, or who traveled with a target in mind from the start, will have resources appropriate to their level. If the NPC is forced, by circumstance, to hunt for such items himself (for example, he has joined the PCs as a hireling and was not able to gather all his items before they teleported half across the world), you can just assume he finds what he needs “offstage”, but it can be more fun to roll for it, as above, and then decide what the NPC does if he’s denied access to some of his favorite toys.  This also helps convey a sense of fairness and avoids the problem often seen in 4e, where there’s a giant wall between how the world works for PCs and how it works for everyone else.