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AD&D 2nd Edition » Magical Items

Ciaran's Cloak
Magical Clothing
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This magical garment is in the form of a heavy cloak, with a caplet and deep hood. It is a dark black in color, with crimson striations running up and down its length. The Cloak's fabric appears to be a type of heavy silk, but is in reality a magically created and enspelled cloth. Powers:

  • The item grants protection as a Cloak of Protection +5 (This results in a +5 bonus to Armor Class and also a +5 bonus on all Saving Throws).
  • The enspelled fabric of the Cloak cannot be cut or sundered. This results in the wearer taking only one-half damage from cutting or thrusting weapons.
  • The Cloak has a series of small sheaths sewn into its inside lining. Nestled in these sheaths are 24 small knives (each about 3-inches-long). These knives are enchanted to fly and attack at the mental command of the wearer. He can simply throw the Cloak wide and the knives will fly out and attack. The knives have an effective range of a 60-foot-radius and will automatically strike. The wearer can attack two times per round with each knife, and can assign as many or as few knives to a given target as desired. Each knife does the following damage- SML: 1d3+2, Save vs. Spells for half damage.
The Cloak's clasp is enchanted as well. It is in the form of a silver disc with a silver sword crosspiece. Fifteen small, silver studs decorate the disc. Powers:
  • Grants the wearer Immunity Magic Missiles (as spell).
  • Can heal the wearer of 2d4+4 hit points of damage (at the cost of 2 Spell Levels) three times per day.
  • Three times per day the wearer can evoke a power that causes the studs to flare into incandescence and detach from the disc, becoming 15 mystic motes of silvery light. The motes spin and orbit around the wearer, but in no way affect the wearer adversely (combat, spell casting, and so forth). Each mote moves to intercept physical and/or magical attacks aimed directly at the wearer. Each mote reduces the damage from such an attack by 1d4+1 points. Upon intercepting an attack the mote will disappear, except for area effect spells, which cause all the remaining motes to wink out of existence. If not used within 12 turns, any remaining motes fade out of existence.