Netbook of Cloaks
(Volume 6)
By Sanity Dungeon Productions
Copyright Notices:
We, the entire group of Sanity Dungeon Prodctions, are third party writers, and are in no one a part of TSR, Inc. or WoTC or wish to challenge the rights to their copyrighted and trademarked material. We confirm authorization to write and distribute this netbook as freeware on the internet (BBSs) following the online TSR, Inc. agreement (which can be found at www.tsr.com).
The Netbook of Cloaks, and all other netbooks by SDP are solely © Copyright to Sanity Dungeon Productions, a division of Dungeon Ending All Darkness of Maryland and Pennsylvania. The origin of the NoC was started 1993 and was an original creation of Sanity Dungeon Productions with help from the folks at The Flame Genre local BBS.
Each entry in to this Netbook is seperately © Copyright to its specific authors. Every cloak sent in to us has been entered in to the NoC with the authors' permission. We do not wish to challenge these rights, either, nor do we take control of their rights when material is put in to the tome.
Editors/Compilers Notes:
We thought it was time to get the Netbook on to the internet (besides local BBSs) and to update the information we had in the volume.
The groups Netbook of Cloaks Volume 5 printed text version of the Netbook has plenty of scratches over it with pencil and pen, many corrections of spellings, some correction of cloak entries, and a few spiril notebooks full of more various cloaks. We are still taking submission, too. There will be a volume Seven.
After the List of Cloaks, also note the Appendix sections. We had to fix the random cloak table from the Dungeon Master's Guide to include the new cloaks. We also wrote up a Cloaks vs. Armor section, for your interest. It seemed a few people wanted to see such a section exist.
Some rewrites of TSR, Inc. cloaks have been made (like the Cloak of Displacement for example) and we would like to note this officially so that you don't get shocked seeing such entries. When writing some cloaks up, like the cloak of distortion, we found it especially needed for description working in other cloaks as not to confuse the two, and to distinguish the effects of such cloaks.
Next is the ring vs. cloak issue. We understand others' needs for other items, but if you want them so badly, go on to the internet and search for about ten minutes and you will find what you need. A lot of these cloaks can be translated in to rings, necklaces, or other magical items with some modifications. Just use common sense.
Some cloaks have special names and their official name (which is always included within () after their true called name. Watch out for prouncing certain cloaks names, especially when they could be said aloud another way (like Weighcloak, not Weightcloak).
~List of Cloaks~
Accuracy, Robe of
This garment is most often found in a dark shade of red and of a strange unknown material which has a dim amount of magic energy if trying to be detected for such.
The wearer of the robe will instantly know that the robe has potential when putting it on, but may not know its exact quality. The wearer fights with a THAC0 as if he or she was three higher levels.
Alignment Disguiser
This off-white colored cloak will seem to be nonmagical in all aspects, besides a weak enchantment, but it will sometimes be mistaken to be in some other close object.
While being worn, the alignment and level of a character will be hidden from detection until the cloak is removed.
Alignment Trickery, Robe of
This gray material robe seems to be nonmagical, but a high leveled mage/cleric may detect a weak aura of magic about it.
The alignment and level of the wearer, if tried to be detected by any means, will seem to be that of another alignment and level choosen randomly by the DM.
Astral Travel, Cloak of
This cloak is extremely powerful and made of completely black material. When a command word is thought or said aloud, the wearer goes under the true effects of the 9th level Astral mage spell. There are only said to be a few versions of this cloak, so it is impossible to buy it on the open market.
Aura Disguiser
This special cloak appear with brown to black material cannot be distinguished from any other type of special cloak, even through magical and psionic means it will seem as a simple cloak. The cloaks other power allows the wearer to hide their aura (the aura is a mystical field that surrounds all living and undead beings and swirls with many differing colors). Wearer will seem to have a normal aura, showing no signs of anger or evil (or happiness or good if needed) and will allow no special detection from the aura.
This cloak does not hide magical auras, however.
Berserk, Cloak of
The cloak of berserk is a black smooth material made cloak, with strangely no hood, but rather a fan rift around the collar. The berserker symbol also is set in to the back of the cloak, usually in a blood red or dark blue coloration.
When a fight wears this cloak and fights, they get the extra effects as if they also had the berserker kit. This can be use without the 'penalities' of the berserker and with only the positive points. This can be used with another kit, giving extra effectiveness. If the berserker kit is in effect, the cloak will detect this and double the fighting bonuses gained.
Black Claok
The blacklin cloak is a thin, long, cloak made of almost elven-like material which appears jet black. This cloak has low magical radiation when trying to detect any, but it still exists.
This cloak never gets dirty and liquid simply slides off of it, never collecting or soaking in to the material.
Blades, Cloak of
This special cloak designed for those between 5' to 7' tall is usually made of a metallic colored material which is usually relatively light and easy to carry. When the hood is drawn on this cloak, the magical properties are considered in play.
Anyone entering the rear or rear flank positions who is at least five (5) feet away or closer is subject to being hit by the cloak as it seems to flow in the wind (even with no wind to pick it). The cloak seems to sharpen up in certain peeks and form slicing weapons as it hits targets in this area.
An attacking cloak has a THAC0 of 16 and can cause up to 1d6 points of damage (1d4 damage selected randomly by DM).
If the cloak suffers more then 8 points of damage, the blade aspect of the cloak may be lost, however the cloak's material is as hard to cut as metal. (AC 6).
Blood Cloak (Cloak of The Vampires)
This cloak is made of dark brown with striking patches of black material which is usual thick, but not so much as to be bulky.
When worn by a vampire, day-walking can be attempted in the middle of the morning and in the middle of the afternoon (when the least amounts of sun are showing on the earth) with a 94% chance of survival every twenty minutes (this means roll a percentage die every twenty minutes the vampire is wearing the cloak, and if 6% or lower is rolled, then the vampire instantly dies). The cloak also can regenerate hit points to itself if damaged.
Furthermore, the vampire wearing the cloak also needs to sustain strength more and will either drink blood, steal strength, or souls more then usual.
Calling, Cloak of
The cloak of calling is always made out of a material the same color as tree's bark and is basically light to wear. It radiates a fair amount of enchantment, but shows no signs of alteration magic.
Once per day, the wearer of the cloak may use one of the following spells at the level described below.
- Call Woodland Beings (as 6th level)
- ESP (as 8th level, but only with animals)
- Animal Friendship (as 6th level)
Crystalcloak
This special psionicist cloak has no hood and is made of leather. The leather is finely made and has a layer or two of pure crysals lining its entire surface and sometimes inside the cloak intself. When worn by anyone but a psionicist, it will surve no purpose.
With the wearer being a ps, the cloak provides a limited supply of PSPs that can also be used besides the psi's normal PSPs. These two number should be kept seperate, to distinguish the two, but they are both attainable by the psionicist with one different. When using PSPs from the cloak, the psi must spend double the amount to maintain the power and +4 PSPs to activate it (powers with no way to maintain are simply doubled, like detonate would cost a flat 36 from the cloak). The amount of PSPs a crystalcloak has depends on the color of the crystal put in to it, use the chart below.
| Color of Crystal |
PSPs |
Additional PSPs |
| Black |
600 |
+1d2x10 |
| Blue |
400 |
Nil |
| Blue, Dark |
460 |
+1d10x10 |
| Clear |
200 |
+1d10x2 |
| Clear, Sparkling |
400 |
+3d6x2 |
| Gray, Dark |
200 |
+2d20x4 |
| Gray, Light |
200 |
+2d20x2 |
| Green |
100 |
+1d20x2 |
| Orange |
60 |
+1d6+2x10 |
| Orange, Light |
60 |
+1d2x5 |
| Purple |
100 |
Nil |
| Purple, Light |
80 |
Nil |
| Red |
400 |
+2d10x5 |
| Red, Dark |
460 |
+2d10x5 |
| Red, Light |
400 |
+1d10x2 |
| White |
800 |
Nil |
| White, Off |
700 |
Nil |
PSPs from the crystalcloak can be restored, but only to their max. Restoration requires the cloak to be not worn, yet not packed in anything, preferably layed out or hung up. It restores itself at a rate of 1d4x10 PSPs an hour (10 to 40 PSPs).
Curse, Cloak of
The cloak of curse can have many effects which penalize the wearer in many ways. In any case, a cloak of curse cannot be simply taken off, but must have remove curse cast on it by an 8th level wizard/cleric or higher. Penalities always come with -4 modifiers to one or more of them following rolls: THAC0, AC, percentage dice, ability checks (to ability scores and/or proficiencies), turning undead, or Critical Hitting. Other types of cursed cloaks exist, but this is a generalized entry.
Displacement, Cloak of
The cloak of displacement works much like the powers of the displacer beast, in fact this cloak is made out of the fur of these creatures which is prepared right is as smooth as silk.
When not on a living creature the cloak will seem normal in every aspect, and will show no magical radiation if detection for such is in use. Once put on, the image of the wearer will be invisible and will not be able to be detected. Where everyone will see the wearer is two feet in front or behind the actual wearers position as the wearer wishes. If anything is detected for or otherwise searched for, it will be detected to point at the image, and not at the actual position. For instance, if infravision is used, the image will seem to be seen, but not the actual wearer. If magic is trying to be detect or intelligence is detected for, then the image will seem to carry the properties, and not the actual caster.
In combat melee attacks get a -6 against the wearer and missile attacks get a flat -2 to "to hit" rolls. Damage is never penalized, until a slashing weapon is used when a -1 penality is gained.
Saving Throws done within the same battle get a +4 to the first few made by the wearer, but are only made with a +2 bonus afterwards.
Distortion, Cloak of
The cloak of distortion is a black, finely made cloak which is about six feet long and seems nonmagical, even when detected for such. Once worn, its effects become obvious as the image of the wearer becomes a blob of haze and seems to be moving back and forth from the actual stance of the wearer, extremely quick.
Attacks on the wearer are always made with a -2 penality from melee attacking weapons, and a -3 from missile attacks. Furthermore, piercing weapons recieve a -1 to damage (1 being the minimum for damage). A +2 bonus to Saving Throws is also gained for the first one or two Saving Throws done by an attacking creature. After which time (the third attack and after that require Saving Throw checks caused by the same creature) Saving Throws only get a +1 bonus. This is due to the same creature being able to focus more on their victim (being the one wearing the cloak of distortion).
Often (80% of) cloaks of distortion are made for creatures 5' to 6' tall (humans, elves, etc) and the other rare portion (20% of) cloaks of distortion are made for creatures less then 5' tall (dwarves, gnomes, halflings, etc.).
The cloak also makes its wearer particularly sensitive to light, but it takes extreme light which is more diectly focused then sunlight.
Dragon Hide, Cloak of
This nonmagic cloak is made purely of finely crafter dragon scales, which has been worked in such a way to make it almost feel smooth. The cloak has a personal AC of 0 and can protect against attacks from the back and the back flank positions. It is very durable and is sometimes easily gotten (at a high price). It is light, but not light enough to be considered weightless. When not being worn, the cloak requires special attention, it must be kept clean and unfolded, or its protective value goes down from being bent to much.
Enslaving Cloak
This cloak made of a variety of material is enchanted by a wizard who assumes control over the cloak and whoever its wearer may be. The cloak radiates very little magical energy, but will (60% of the time) show a link between itself and the wearer if detection for magic is in use.
Whatever the creator wishes will be done by the wearer, to a certain degree. The wearer has control over speech and has his/her own moral to deal with (so, if asked to leap off of a cliff, the wearer wouldn't do so). Depending on the tasks given, an enslaved wearer may have feel hatred for the one who enslaved them. (Determined by DM)
Existance Disguiser
This particular cloak will seemingly have no magical properties, even when worn it will seem like a simple cloak and nothing more.
When others try and divine anything about the cloak or wearer, nothing will be detected whatsoever. Besides basic sight properties and hearing properties will be uneffected. (Hence, others can see or hear the wearer, but if detect magic is done on a mage wearer, nothing will be detected, or a wearer with evil intent maybe seen, but not detected by the high level paladin.
Eyes of The Beholder (Cloak of Beholder Eyes)
The cloak of beholder eyes appears normal when not being worn, but once put on its power is automatically detected by the wearer (if intelligence is below 11, roll an intelligence check, failure means the being doesn't realize the cloak to be magical). The dark red to faded out black radiates a nice amount of magical properties in the school of enchantment, but its alteration status is hard to detect at all.
Whenever the wearer says or thinks a word, which he is allowed to do once a day, an eye stalk appears to come out of the cloaks material are cast a spell at any one target the wearer selects. Wizards will understand this the best, while other classes of characters may have a problem working this power of the cloak.
You must select target, then randomly roll on the behold eye table below, but to get full descriptions of the spells, look at the Beholder entry in the Monstrous Manual.
| Roll (d10) |
Eye's Power |
| 1 |
Charm Person (As Spell) |
| 2 |
Charm Monster (As Spell) |
| 3 |
Sleep (as spell) |
| 4 |
Telekinesis (250 Pounds) |
| 5 |
Flesh to Stone (As Spell) |
| 6 |
Disintegration (30 yeard range) |
| 7 |
Fear (as wand) |
| 8 |
Slow (As Spell) |
| 9 |
Cause Serious Wounds |
| 10 |
Death Ray |
If the cloak is subject to serious rips or dust it may weaken its power. (As determined by DM)
Fire/Cold Absorption, Robe of
This particular garment is usually made of a medium weight material and can be made of many fabrics and materials, but will usually have a 2 inch high symbol representing fire or water (ice) somewhere on it.
Whenever fire or cold based attacks are done directly against the wearer of this robe, it will absorb the powerful elemental effects in to itself. The absorption is complete, but only effective 70% of the time. No damage will be taken by the wearer if obsorbed.
A robe of fire absorption is 80% likely to be found, a robe of cold obsorption is 18% likely to be found, and a robe of fire and cold obsorption can be found 2% of the time.
Fire/Cold Resistance, Robe of
The robe of fire resistance or robe of cold resistance appears to be a normal garment, but will have a strong aura of magic that circles it constantly. The degree of protection from fire or cold varies on how well the robe is taken care of it and what it is made out of. Use the below table, with the DMs judgement to how good the robe actually is. Type A is general a extensively good robe with no tears, while a type E robe of fire or cold resistance is generally in poor shape or made in a poor mannerism.
| Type |
Amount of Resistance of Fire or Cold |
| A |
50% |
| B |
35% |
| C |
20% |
| D |
10% |
| E |
5% |
DMs should use there comman sense to determine how much damage or wounds are suffered from fire or cold. Remember extensive amounts of either (direct contact with fire for instance) will result in full normal damage.
Flexability Cloak
The flexability cloak is an elven designed cloak show their mastery of the arts of magic and has a fairly dim aura of magic about it. When worn it gives a bonus (or penality if cursed) to a persons dexterity score, determined by class. Wearing this cloak may take a character's DEX score above 19.
| Rogue |
+5 to DEX |
| Priest |
+2 to DEX |
| Warrior |
+1 to DEX |
| Wizard |
+2 to DEX |
Once removed or dispelled, the magical properties are completely lost.
Fortitude, Cloak of
The cloak of fortitude is usually made of a wool-like material, but much tougher and thinner. It is generally medium weight, with a strong hood.
When a command word is spoken, the material of the cloak will become stronger and will seem to link itself together in a special way. All attacks against the wearer from the back (or against the cloak) that are considered piercing or slicing weapons will have a -4 penality to damage (minimum of 1 point of damage) and attack at an AC of 4. Blunt weapons do normal damage, but attack against AC 3.
Friends, Robe of
This robe made of light leather usually has small, white gems placed in to the bottum edge and is costly simply by appearance. The wearer of the robe of friends will instantly be charismatic to all on which he speaks. Nothing he or she says will be able to be taken negatively, and morale is raised by 2. The amount of friends the wearer has doesn't instantly go up, nor does it decrease after the robe is removed, but it is easier for the wearer to make friends with it on.
Free Action, Cloak of
This cloak, when worn with hood drawn, it acts as the Ring of Free Action in every aspect. If the gray material cloak is used in combination with a Ring of Free Action, there will be no effects bestoyed upon the wearer as the two cancel each other out.
Insanity, Cloak of
This particular cloak is usually white or off-white and is made of a medium weighted material. It's hood is smooth and rounder then most others, and is very confortable to the touch.
While worn, it slowly drives the wearer mad with insanity. This may cause alignment changes for the character which may be irreversible (DMs call, for both insanity and alignment).
At first, there will seem to be no effect, but every ten minutes the wearer must roll an intelligence check, and if failed their character must either mumble random phrases or do a random action (which may put them in to harms way). After three hours of wearing the cloak, signs of insanity can reach much further. The time limit between checks is taken down to 2 minutes, and they are done with a -2 penality. A days worth of wearing (24 hours) will be insanity beyond control for the character at which time the player may have to fail his worth and turn his/her PC over as an NPC (good insane role-players may keep their characters, DMs judgement, as always, is in place here).
Characters will randomly mumble phrases at all chances, will shout random phrases, yell at sleeping or deaf creature, yell at nonliving objects, do random things (like throwing random object, or stabbing random object with their weapon), have strange obsessions for the dead, have strange and sudden outbursts of crying or lustful actions (towards both the same and opposite sex), and many other things a interesting DM/player may wish to throw in there.
Lightning Absorption, Cloak of
This cloak which appears to be normal in every fashion, is usually made of a silver colored material, and feels almost as good as silk.
Whenever lightning is within 20 feet of the cloak, the cloak will absorb the lightning, causing no harm to the wearer himself. Any lightning used directly at the wearer is partially absorbed and does a mere 1/2 its normal damage, allowing for normal attack rolls and saving throws.
Lightning Attraction, Cloak of
This normal looking cloak has a metallic look to the cloth used in making it, and will appear highly magical if detection for magic is being used. The garment's actual material feels light and soft to the touch.
When ever lightning is within 40 feet of the cloak, it will be instantly attracted to the cloak and in return damage the wearer. Double the amount of damage the lightning would have done is taken in to the wearer and will most likely be released in to the ground on which he or she stands. No saving throws or AC checks are allowed for this damage, but a strength check may in allowed to decrease the damage by 1 per die (minimum of 1 damage per die rolled).
Light Deflection, Cloak of
A cloak that resembles the cloak of lightning absorption in every phsysical fashion, is often mistake for its close cousin.
The wearer of this garment will instantly know it has some magical ability, and once lightning is used against the wearer, it will become very obvious what the power is.
Without saving throw or attack rolls, all lightning effects will be collected in to the cloak and deflected to the next closes being to the caster, even back at the one trying to harm the wearer if closer then others. Full damage is taken to the one who is struck, but DMs should allow for a saving throw with a -6 penality for half damage.
Linked Pain, Robe of
The robe of linked pain will appear to be another type of robe if trying to detect for magic, but looks very much like a normal robe. The garment is usually a brown to black material, and rarely if considered light robe.
These robes come in pairs, and are directly linked to each other. If a true seeing spell is uses, a small, thin, gold cord of pure magic will be seen going straight from one robe to the other (since this cord is magical, it can pass through anything as it goes straight to the other robe of its kind.
While being worn, when one of the two wearers is hit, the other will feel pain equal in amount, but without the loss of actual Hit Points and creation of wounds. If an extensive wound is caused to one of the two wearers, like the loss of an actual limb, then the other wearer must roll a system shock roll or have no feeling in the same limb for 1d4 days.
If one of the two wearers dies, the other must roll a system shock check or instantly go in to a coma for 2d4+2 days (or passing the system shock means slight unconsciousness for only 1d2 hours).
Once put on, the robe cannot be taken off until the death or destruction of one of the wearers, which will certainly put the other wearer in great danger.
Leaping, Cloak of
This cloack appears as a normal black material cloak with a shark, thick hood.
It radiates a dim amount of magic in its aura if detected for such, but once the caster wishs to jump, they will figure out the true purpose of this cloak.
When jumping, the wearer can leap up to two times their level in the direction they are facing or half the amount of level in feet in any front flank position. The height of the leap is equal to the distance. So, space is need for further reaching leaps. If the wearer wishes, they can jump straight up, jumping up double their levels in feet, but will move forward 1 to 6 feet (DM determines).
Morphusis (Cloak of Morphing)
The cloak of morphing, or as it is most commonly called the morphusis, comes in a variety of styles, colors, and materials, but always has a 2 inch high symbol somewhere on it.
What exactly the wearer of the cloak can morph in to depends upon the symbol, but is always an animal or some sort, no larger then class L of the Monstrous Manual system.
Once (rarely (8%) of these cloaks can be used twice) per day this morphing can be activated by a power word that is usually easily guessed by the symbol. Sometimes the activation word is even somewhere within the symbol. How long the wearer may appear as another creature also depends on the cloak type (which should be determined by the DM) and is normally anywhere from 6 minutes to 3 hours.
Mounter's Cloak
This particular cloak which appears made of some heavy dark material is worn by those who mount creatures (either airborne, land riders or seaborne). It is usually inscribed with a symbol on the back, made of darker material (usually black) which shows either where they learned the mounting skills or to which armor they belong. Twice per day, a command word can be spoken, and the one riding, for d2 hours (one d2 for every four levels of the wearer) can stay aboard their mount with no problem, even if the mount goes upside-down or crashes, discontinued as the wearer pleases.
Necro, Cloak of
The jet black cloak of necro appears to have a rusky look about it (sometimes small holes appear at the bottum, as well as a rough looking bottum edge). Making it look a lot older then it may actually be, it is simply the effect.
Wile wearing the cloak, the individual wearer will have the power to raise the dead once a week and can control dead once a day (successful saving throw vs. magic for the undead to be effected).
If worn by a good aligned person or by a nonmage, there will be no effectiveness in these attempts.
Poetic Insanity, Cloak of
The cloak of poetic insanity is one of a kind and has never been seen to know its physically properties.
Once put on, every twenty minutes the wearer must roll an intelligence check. Failing means the wearer goes in to a four minute rant of poetic speech, attempting to make every word he or she says to have perfect rhythm or to make every word rhyme with a word in the next sentence. The cloak, however, can easily be taken off and destroyed easily by a 3rd level mage casting disintegrate on it, or a 4th level mage/cleric casting dispel on it.
Prismrobe
This normal-appearing robe will seem to have other magical properties if trying to detect them. The prismrobe is black when not active, but can be made of many materials.
When activated, with the power word (also used to deactivate the power), all colors of the rainbow start to twirl and tangle on the surface of the robe's material. It shimmers and spreads out a 20 foot radius of multi-colored light which could be seen by in darkness.
The true effects comes within anyone besides the wearer who comes in to contact with it. Touching the robe instantly requires the victim who touched it to roll a d8 and consult the chart for the Prismatic Sphere spell.
|
Protection (from Illusions), Robe of
The robe is made of a dark material, as it fairly smooth; radiating only a dim amount of magical energy.
When illusions are seen or heard by the wearer of this robe of protection, they will instantly disbelieve the illusion, without saving or anything else of the like. This does not mean the wearer does not see the illusion, he or she will simply think of it as it is, an illusion.
Protection (from Magical, Blunt Weapons), Cloak of
This particular cloak is usually made out of a material that is of a light weight and usually a bright color (often white or off white). It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by magical, blunt weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Protection (from Magical, Edged Weapons), Cloak of
This particular cloak is usually made out of a material that is of a heavy weight and usually is black or dark brown. It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by magical, edged weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Protection (from Magical, Missile Weapons), Cloak of
This particular cloak is usually made out of a material that is of a light weight and usually a bright color (mostly often white). It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by magical, missile weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Protection (from Nonmagical, Blunt Weapons), Cloak of
This particular cloak is usually made out of a material that is of a medium weight and usually a bright color (if not white, actually). It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by nonmagical, blunt weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Protection (from Nonmagical, Edged Weapons), Cloak of
This particular cloak is usually made out of a material that is of a medium weight and usually a dark color (but never black). It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by nonmagical, edged weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Protection (from Nonmagical, Missile Weapons), Cloak of
This particular cloak is usually made out of a material that is of a light weight and usually a dark color (mostly black). It bares the symbol of special protection that a mage may see as a symbol of protection.
When attacked by nonmagical, missile weapons, the wearer of this cloak gets special protection from the cloak. Roll a d10 to determine the actual protection from slicing weapon damage.
| Roll (d10) |
Protection |
| 1 |
-1 to damage |
| 2-4 |
-2 to damage |
| 3-5 |
-2 to damage per die |
| 6-9 |
Half damage |
| 10 |
No damage suffered |
Remember, no less then one point of damage can be suffered from each die rolled. If a damage penalization per hit dice takes the damage below 1, then it is still considered 1, is all this rule means.
Quad-Personality Cloak
This cloak which can appear in any color and made of any material will always radiate with a high amount of enchantment.
Every ten minutes the player is forced to roll a d4 to determine a random personality that the character sudden feels in extreme. Use the table below when rolling for a random personality trait.
| Roll (d4) |
Personality Trait |
| 1 |
Happy |
| 2 |
Melancholy |
| 3 |
Lustful (for a person)* |
| 4 |
Hatred (for a person of object)* |
| * For person (or object) selected randomly by DM. |
The cloak can be easily taken off, and can not be dispelled.
Shellol (Shellcloak)
This rare cloak is made of hard, heavy material and has almost double the strength of other cloaks like it. It is usually made of an earth-toned color.
When the wearer of this cloak draws the hood and speaks a command word, the cloak forms in to a hard barrier, moving itself all around the being, forming a hard, thick shell that looks like a hemisphere from where the wearer was standing. The surface of the shell has an AC of -2 in this special form, and it cannot be seen threw (even by magical means). The wearer of the cloak, however, cannot move and may be subject to ground movement (shaking grounds from spells or from actual earthquakes for instance).
Inside the shell, the wearer has enough room to move around, and a magical supple of air which refreshes itself automatically. The air is considered clean, and cannot be effected by outside air and wheather conditions. If the air was bad around the wearer when the command word was spoken, it is bad inside of the shell as normal.
Inside the is six feet across and four feet up, allowing for one other being, but the air inside will be thin.
Once the command word is spoken again, the shell turns back in to the cloak, as normal.
Soul Drainer Robe
This robe appears all black and if detected by magic, will seem to be another type of cloak or robe with positive features.
The wearer of the robe instantly becomes a transferer to the lords of the Nine Hells. Anyone touched while a special word is spoken loses their soul as it travels to the Nine Hells and is put under the control with the rest of the undead world. The body is left pale white and will quickly decay of the wearer's victims.
Stealth Cloak
This normal-appearing cloak is made of a light material and is usually a nice easy color that is subtle to the eyes. The stealth cloak will only have a faint collection of magical energy in it when scanned for such, but when worn its effects become very clear. A +2 bonus is achieved to initiative and there is a special +4 to movement rates (+2 in water). Also, while in 'charge' the wearer of this cloak will obtain a +1 bonus to his AC and saving throws.
Stonez (Shelz's Cloak)
Stonez is a rare cloak made of an earth toned material which radiates a high amount of magical pontial (when detected for).
While it flows freely, and weighs of a normal amount of material, the cloak gives the wearer an AC of 2 when attacked from behind, as it is practically unharmable by weapons. It acts as stone in every aspect, but is to think and actually flexable to be used to hold up objects, but it has been known to be used as a shelter (water will not soak in to it, and since it cannot be seen through (by normal means) it adds that protective feature).
Strength, Cloak of
This cloak, alone, seems to have no magical properties, but if detected by a high level mage/cleric may show some signs of enchantment. It comes in a variety of materials, most commonly leather.
It's wearer gains a bonus to strength (determined by class) which can go above 19 if allowed to.
| Priest |
+1 STR |
| Rogue |
+2 STR |
| Warrior |
+5 STR |
| Wizard |
+3 STR |
Once removed or dispelled, the magical property is lost completely.
Stoneskin, Cloak of
A normal-appear garment, the cloak of stoneskin is usually brown or some other close earth tone and isn't very smooth to the touch. It adds no encumberance, however.
Twice per day, a power word can be spoken and the wearer will go under the effects of a normal stoneskin spell. If anyone but a wizard is using the robe, stoneskin is used at half the wearers actual experience level. No material component is needed for the spell to work, either.
The Night Rose, Cloak of
This special garment is unknown to the "world of light" and is the welcome cloak to a special society of Drow. It is made of jet black leath and is thought to be a heavy robe, but certainly not one that restricts movement.
The special signature of "The Night Rose" is on the back which is simply the black outline of a rose. This is a nonmagical garment, but the cloak does have an automatic AC of 5 and can sustain three points of damage before losing all value as a cloak.
Waterbreathing, Robe of
The robe of waterbreathing is a brown robe of thick, strong material will seem to be a robe of another kind if trying to detect its magical properties.
While worn, the being with it on can survive underwater for a lot longer then normally allowed. Four to six hours can be spent underwater, while in a normal situation only a few minutes can be spent underwater.
If six hours is spent underwater, then every ten minutes one point of damage is suffered, but being underwater is still allowed. If longer then ten hours are spent underwater, a day of rest may be needed above water to get back up to complete strength.
Waterwalking, Cloak of
This normal-looking cloak is made of a light material, usually a bright color like white is preferable. It has been known to have black trim, sometimes.
The wearer of the cloak of waterwalking does not "sink" in to water like he or she would normally, but rather can seem to "walk" on its surface. The effectiveness of waterwalking depends on the calmness of the surface of the water. If the water is smooth, the wearer will be able to walk with 100% accuracy, but if the water is waving, the DM can proclaim that walking is impossible (like on the shore of a coastal region with many rocks, creating lots of waves).
Weighcloak
This particular cloak seems to be made of a leather material, but from appearance alone seems to be much lighter. It radiates magic, but very dimly.
When worn, depending on the class of the character putting it on, in all relative respects their weight is decreased, while their size and appearance stay the same. The weight-lessening is purely magical and can make the wearer seem to have no foot steps in rustling leaves or making prints as in snow or dirt (but will most certainly leavine footprints in mud or large portions of grass).
Use this table to determine how much the wearer's weight is putting on the cloak.
| Priest |
3/4 of normal |
| Rogue |
1/2 of normal |
| Warrior |
5/6 of normal |
| Wizard |
1/2 of normal |
Wind's Cloak
The wind's cloak is a very powerful cloak for those who try to detect on it, showing greater signs of alteration magic then anything.
This particular garment is made of a think black material which is usually a very light weight.
Once put on, the wearer gains knowledge of its powers, but not how to control them as well as he or she would hope. DMs may play learning the cloaks innate levitation ability as they which, but should stick to having players use the cloak for at least ten minutes for getting use to the levitation (if not already used to such things from magic, etc.).
The cloak also gives its wearer the ability to lift object by mere will, but the object can not be heavier then 60 pounds of be larger then size L in the Monstrous Manual scale. This power is usually unknown to the wearer, and requires some sort of searching to figure it out (strong magical detection, etc.).
Zynfett's Cloak
The high level mage Zynfett made this cloak and when he died hid it from the known world.
The cloak is black with a red inner surface with is as smooth as silk. On the wearers will, the cloak can activate one of three powers: Invisibility (1/2 days), Displacement (2/week), and Distort Image (2/day).
This cloak is very rare and power, and also gives a +1 bonus to AC.
~Appendix #! - Cloak List (Alphabetical)~
*Accuracy, Robe of
*Alignment Disguiser
*Alignment Trickery, Robe of
*Astral Travel, Cloak of
*Aura Disguiser
*Berserk, Cloak of
*Black Cloak
*Blades, Cloak of
*Blood Cloak (Cloak of The Vampire)
*Calling, Cloak of
*Crystalcloak
*Curse, Cloak of
*Displacement, Cloak of
*Distortion, Cloak of
*Dragon Hide, Cloak of
*Enslaving Cloak
*Existance Disguiser
*Eyes of The Beholder (Cloak of Beholder Eyes)
*Fire/Cold Absorption, Robe of
*Fire/Cold Resistance, Robe of
*Flexability Cloak
*Fortitude, Cloak of
*Friends, Robe of
*Free Action, Cloak of
*Insanity, Cloak of
*Lightning Absorption, Cloak of
*Lightning Attraction, Cloak of
*Lightning Deflection, Cloak of
*Linked Pain, Robe of
*Leaping, Cloak of
*Morphusis (Cloak of Morphing)
*Mounter's Cloak
*Necro, Cloak of
*Poetic Insanity, Cloak of
*Prismrobe
*Protection (Illusion), Robe of
*Protection (Magical, Blunt Weapons), Cloak
*Protection (Magical, Edged Weapons), Cloak
*Protection (Magical, Missile Weapons), Cloak
*Protection (Nonmagical, Blunt Weapons), Cloak
*Protection (Nonmagical, Edged Weapons), Cloak
*Protection (Nonmagical, Missile Weapons), Cloak
*Quad-Personality Cloak
*Shellol (Shellcloak)
*Soul Drainer Robe
*Stealth Cloak
*Stonez (Shelz's Cloak)
*Strength, Cloak of
*Stoneskin, Cloak of
*The Night Rose, Cloak of
*Waterbreathing, Robe of
*Waterwalking, Cloak of
*Weighcloak
*Wind's Cloak
*Zynfett's Cloak
~Appendix #2 - Cloak vs. Armor~
The use of cloaks and robes as armor is certainly a pure selection on a player's part, but why? Can't a robe or cloak even replace armor if it is good enough? Yes, to a certain point when you really have to look at the properties of armor vs. cloaks and robes.
Protection
Armor - Generally protects the front and back of being, or more if full armor is worn and is generally harder to hit through then nothing at all.
Cloaks and Robes - These garments are worn on the back, allowing no protection to the front of a being nor allowing for great protection of the head or legs. Best used to protect direct back shots.
Then questions about how well protective is a cloak or robe instead or armor? Well you always have the problem of specific location of attacking foes. Rear and rear flank positions occupied by foes attacking will most often hit the cloak instead of directly hitting armor, or if the hood is drawn, doesn't this offer some protection?
As a rule, even with armor we here say that head shots are done to AC 9 allowing for an easy shot, but since it is considered a "called shot" it also has a percentage die roll (we won't go in to the details of the "called shot" system, if you use Player's Option, that is your own option to learn the system). When a hood is drawn, inless it has special powers, we say the head then has an AC of 8 against back and even side attacks (include rear flank positions). This protection, inless full plate armor is worn, isn't given to the character, and become vital in some situations. DMs may want to look in to this more or develop your own AC system which depends on areas of the body. It may, or maybe not a good idea for your individual campaign worlds.
So, how much damage can my cloak or robe take before being destroyed? In all reality, a cloak or robe or normal place would have about one or two hit points. But, how could you balance this out by hits it takes for the wearer?
Our system for damaging of cloaks is as followed:
From the damage taken by the player, take 5% iof the total, and round down any results (possibly taking it to 0). This is the damage taken by the cloak or robe. After taking 2 to 3 points of damage (more if indicated in the description) the cloaks power fails and the cloak or robe becomes useless.
Note this system is highly flawed, sometimes. Especially in high level campaigns or world with many foes. Slicing weapons may do more damage to the cloak, and other factors may be taken in to consideration by a carefully planning DM, but if cloaks and robes aren't what you want to focus on, simply don't.
It is easier to use the cloaks and robes of the DMG and this NoC withbout worrying about damage, to handle more pressing issues like plots, intelligent weapons, NPCs, etc., etc.).
Remember, as the DM you have the power to disallow rules or include your own house rules in to this Netbook and any other material. Advanced Dungeon & Dragons is about modifying what you like, using what you prefer, and having fun. If it isn't, don't play.
~Appendix #3 - Random Tables~
For use and need of random cloaks in any case.
| Cloaks and Robes (d10) |
| Subtable A (1-4) |
| Roll (d20) |
Item |
| 1 |
Cloak of Arachniba |
| 3-5 |
Cloak of Elvenkind |
| 6 |
Cloak of Poisonousness |
| 7-10 |
Cloak of Protection (Normal) |
| 11 |
Cloak of the Bat |
| 12 |
Cloak of the Manta Ray |
| 13-14 |
Cloak of Eyes |
| 15 |
Robe of Powerlessness |
| 16 |
Robe of Scintillating Color |
| 17-19 |
Robe of Stars |
| 20 |
DM selects from this table or roll again |
| Subtable B (5-6) |
| Roll (d20) |
Item |
| 1 |
Black Cloak |
2 |
Cloak of Archmagi |
| 3 |
Cloak of Blending |
| 4-5 |
Cloak of Displacement |
| 6 |
Cloak of Distortion |
| 7 |
Cloak of Dragon Hide |
| 8 |
Cloak of Insanity |
| 9 |
Cloak of Lightning Deflection |
| 10 |
Cloak of Leaping |
| 11 |
Cloak of Strength |
| 12 |
Flexability Cloak |
| 13 |
Mounter's Cloak |
| 14 |
Robe of Friends |
| 15 |
Robe of Useful Items |
| 16 |
Robe of Vermin |
| 17-18 |
Robe of Waterbreathing |
| 19 |
Weighcloak |
| 20 |
DM selects from this table or roll again |
| Subtable C (7-8) |
| Roll (d20) |
Item |
| 1 |
Aura Disguiser |
| 2 |
Cloak of Accuracy |
| 3 |
Cloak of Astral Travel |
| 4 |
Cloak of Berserk |
| 5 |
Cloak of Blades |
| 6 |
Cloak of Calling |
| 7 |
Cloak of Curse |
| 8 |
Cloak of Protection (from Illusion) |
| 9 |
Cloak of Stoneskin |
| 10 |
Crystalcloak |
| 11 |
Enslaving Cloak |
| 12 |
Existance Disguiser |
| 13 |
Lightning Absorption |
| 14 |
Lightning Attraction |
| 15 |
Morphusis (Cloak of Morphing) |
| 16 |
Quad-Personality Cloak |
| 17 |
Robe of Alignment Trickery |
| 18 |
Robe of Fire/Cold Resistance |
| 19 |
Stealth Cloak |
| 20 |
DM selects from this table or roll again |
| Subtable D (9) |
| Roll (d20) |
Item |
| 1-2 |
Alignment Disguiser |
| 3 |
Blood Cloak (Cloak of The Vampire) |
| 4 |
Cloak of Fortitude |
| 5 |
Cloak of Free Action |
| 6 |
Cloak of Poetic Insanity |
| 7-8 |
Cloak of Protection (from Nonmagical Blunt Weapons) |
| 9-10 |
Cloak of Protection (from Nonmagical Edged Weapons) |
| 11-12 |
Cloak of Protection (from Nonmagical Missile Weapons) |
| 13 |
Cloak of Waterwalking |
| 14 |
Eyes of The Beholder (Cloak of Beholder Eyes) |
| 15 |
Prismrobe |
| 16-17 |
Robe of Fire/Cold Absorption |
| 18 |
Soul Drainer Robe |
| 19 |
Wind's Cloak |
| 20 |
DM selects from this table or roll again |
| Subtable E (10) |
| Roll (d20) |
Item |
| 1 |
Robe of Linking Pain |
| 2 |
Cloak of Necro |
| 3-6 |
Cloak of Protection (from Magical Blunt Weapons) |
| 7-9 |
Cloak of Protection (from Magical Edged Weapons) |
| 10-11 |
Cloak of Protection (from Magical Missile Weapons) |
| 12 |
Shellol (Shellcloak) |
| 13 |
Stonez (Shelz's Cloak) |
| 14 |
Cloak of The Night Rose |
| 16 |
Zynfett's Cloak |
| 17-20 |
Roll again to select from different table |
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