Usable by all classes. A robe is a sleeved garment, optionally open at the front, ankle-length to knee-length, without fasteners (although open-front versions usually come with a sash allowing them to be tied shut.) A cloak is a long, blanketlike strip of cloth, optionally equipped with a hood, that if properly fit should be ankle-length to floor-length; it is narrow enough to be thrown back over the shoulders for speed and wide enough to be wrapped completely around the body for warmth, although it usually is not fastened in front except for a single tie at about neck level. This description is provided to make clearer the ruling that a character may wear (at most) one robe and also (at most) one cloak simultaneously without tripping over excess fabric. Robes and cloaks may be worn over armor. A cloak must be worn over a robe, not under, if both items are worn. By default cloaks and robes do not burn out. Magical cloaks and robes, unless otherwise specified, are not harmed by ordinary combat even if they provide no protection against weapons; rips and cuts produced by weapon blows re-weave themselves shut as soon as the weapon is withdrawn.
Level 3 "followers of Carrunos". This cloak can turn its wearer, who must be a follower of Carrunos, into a bear, as per the Transformation V prayer. Duration is 3D6 turns. Suggested burnout is 15%.
Level 1. This cloak maintains a comfortable interior temperature for outside conditions ranging from 0F to 120F, and lessens the effects of worse extremes. It keeps itself clean and dry regardless of the weather. The internal temperature compensates for the wearer's activity, automatically cooling off if the wearer exerts himself and needs to shed heat.
Level 2. The image of this cloak's wearer is always displaced a few feet from his real location. The first attack on the cloak's wearer in a given fight always misses; subsequent attacks are at -10% for melee, -20% for missile. Targeted spells (any single-target spell) always miss unless deliberately aimed at the caster's true location; if this is attempted, the caster has 5% per level chance to deduce the wearer's true location. True Sight reveals the wearer's true position and allow attacks without the above penalties. Such cloaks are generally formed incorporating displacer beast hides, and displacer beasts will attack the wearer of such a cloak in berserk frenzy, ignoring all other targets. The cloak gives no bonus against the attacks of such beasts.
Level 3. This cloak is totally impervious to flame. The wearer, if the hood is drawn low and the cloak draped about his body, takes no damage from any flame attacks, including fire-based spells of all sorts and even dragon's breath. If the wearer takes a round to stretch and gather the cloak under his feet, he can walk (awkwardly) through pit fires or blast furnaces unharmed.
Level 2. This cloak camouflages the wearer in any natural setting. An inattentive person can walk right past without noticing. Even against a thorough search there is a 1% chance per foot of intervening distance of overlooking the wearer. This is reduced by 20% for a bare rock background or 50% for an entirely man-made background such as a uniform building. The wearer may add his Hide percentage. Moving negates the effect of the cloak.
Level 3. This item has all the attributes of the Cloak of Comfort, above, but can also compensate for literally unlimited temperature extremes if the wearer draws the cloak closed and breathes through a fold of the hood. (This posture makes combat and spellcasting impractical, however.) The temperature control provides the effects of the clerical prayers Resist Fire and Resist Cold. Breathing through the hood as stated filters out harmful gases regardless of their degree of deadliness, though it does not provide breathable air in an environment where there is none (e.g., underwater).
Level 3. This cloak is normally hoodless. The wearer may fly at 18" speed in any direction, with no climbing or turn restrictions. The wearer may also detach the cloak and send it up to 18" away under mental command. When the cloak is flying free it may be used to shove objects (or people) as a fighter of 15 strength; it can wrap around and lift inanimate objects (or willing people) weighing up to 500 pounds. Continuous concentration is needed to mentally direct the cloak when it is operating away from the wearer. If this concentration is broken, or the range is exceeded, the cloak falls and the next person to pick it up becomes the new "wearer."
Level 3. Such a cloak appears normal until the wearer draws it around him and lowers the hood; the wearer then becomes invisible, as does everything worn or carried under the cloak. (Yes, the cloak becomes invisible too.) This invisibility is not broken by any action the wearer takes other than opening the cloak, although it should be noted that opening doors, swimming, and such activities tend to reveal the wearer's location even if he is still invisible. It is not possible to fight effectively without opening the cloak far enough to become visible. The cloak is voluminous enough that even fairly bulky objects can be brought under its concealment. It can also be used without being worn to "invisibilize" any inanimate object small enough to have the cloak bundled completely around it.
Level 3. No one can recognize the wearer of this cloak or be able to identify him in any way unless the wearer wills otherwise. The wearer's alignment or religion, skills, magical abilities, profession, etc. are likewise obscured from observation or magical detection. This does not prevent people from noticing the character, it is simply impossible to find out who he is or, aside from direct observation, what he can do. Even Commune and Contact Higher Plane prayers are blocked by this effect.
Level variable. This beneficial cloak (usually protection) is booby-trapped so that anyone other than the rightful owner (who may be centuries dead) who puts it on is dosed with contact poison. A typical poison would be 1D6 initial damage and 1 point of damage per round thereafter if the save is failed, with chances to save again every 10 rounds. This would be a "Level 1" Poisonous Cloak; more powerful or innovative poisons are possible, but GMs should scale the time of the cloak's appearance to its power so as to avoid putting average characters in a save-or-die situation. The cloak may be removed without difficulty, but the saving throw must be checked every time it is put on.
Level N. A Cloak of Protection +N adds 5N% to the wearer's saving throws and improves the wearer's AC by N. The armor protection of such a cloak is not cumulative with magical bonuses from armor or from other items of protection; only the larger bonus applies.
Level 3. Nonmagical missiles bounce harmlessly off this cloak, and magical missiles have only a 5% chance per point of magical bonus of hitting. Missile spells (e.g., the various "Lances" and Magic Missile) are unaffected. Most innate powers are unaffected unless, like a manticore's tail spikes, they involve physically shooting a nonmagical projectile. Every blow from a magical missile that penetrates has a chance to destroy the cloak equal to the initial penetration chance.
Level 2. This appears to be an ordinary traveling cloak; however, it is weighted and the lower hem is actually a magical cutting edge. Any character who can fight with a sword can figure out how to fight with the cloak with a few minutes of practice. The cloak improves the wearer's AC by 1 (this is not regarded as a magical bonus) and the edge can be used to slice at foes, gaining the AC interaction modifiers of a two-handed sword but doing damage as a battleaxe. The cloak can be used to strike at any opponent in melee range regardless of facing, and the wearer suffers no penalty for attacking someone behind him when wielding this weapon. The magic of the cloak is usually concealed, requiring a level-vs-level battle against 10th level to detect; this plus its ordinary appearance makes it a good holdout weapon.
Level 1. This cloak allows its wearer to control one nonmagical domestic animal capable of carrying a rider. The animal gets a mental saving throw; in the rare case of a nonherbivorous riding beast, the save is at +25%. While the wearer is mounted or touching the animal, the control is absolute; at a distance, the only control possible is to summon the beast to one's side or send it away. The maximum range is 36" and only one beast at a time may be controlled.
Level 2. This +3 Protection Cloak surreptitiously teleports magical items or great treasures that the wearer is wearing or carrying under it to an unknown location. It usually steals only 1 item per day, and only items not currently in use, to avoid suspicion. However, if the wearer takes off the cloak because of some suspicion that it is responsible for his losses, in the process of being removed it will sweep up EVERY magical item the former wearer was carrying, and teleport itself after them to boot. The "unknown location" is usually the very well-guarded treasure room of the greedy wizard who enchanted the cloak.
Level 3. This robe makes the wearer appear to belong in his environment. If perfectly still the wearer may be mistaken for a natural terrain feature. If moving, he appears to be something inconspicuous and normal to the surroundings---an animal in a forest, a servant in a castle, one orc among dozens, etc. The GM has discretion as to what disguise is provided, but it does not have to be the same for all viewers and is never something that arouses suspicions (though the wearer's actions may). The wearer has a general idea of what observers think he looks like. To see through the robe's deception, an observer must win a level-vs-level battle against 15th level. This robe's power cannot work if a cloak, other than an Elven Cloak, is worn over it.
Level variable. This robe, while also acting as one of the useful types listed, constantly tangles under the user's feet, tripping him. When he falls, he gets wrapped up in the trailing hem and long sleeves and must make a physical save to unwrap himself and get up (roll save each round, in the item phase, until successful; trying to get unwrapped counts as the wearer's action). This has a 50% chance of happening any time the wearer moves in combat; standing still and casting spells or shooting missiles is safe. It also happens two or three times per hour in less stressful situations. Unlike a cursed item, this is freely removable; it does have some useful function and it's up to the owner to decide whether it's worth the hassle and risk.
Level 4 M. This robe has 100 eyes embroidered all over its surface. The wearer can see through these eyes in all directions, and has True Sight (as the mage spell) with this 360-degree vision. It is almost impossible to ambush the wearer of this item. This robe cannot function if a cloak is worn over it. Only a mage can activate the eyes.
Level 1. This robe changes appearance to make the wearer look more impressive. A mage or cleric has a swirling, sky-blue or midnight-black floor-length robe emblazoned with glowing mystic symbols that move and change. A warrior has a rich formal dressing gown, or a magnificent surcoat emblazoned with his arms and motto (if wearing the robe over armor). The effect is to raise the wearer's charisma halfway from its current level to 18, rounding up. (17 becomes 18; 15 or 16 becomes 17; 13 or 14 becomes 16; etc.)
Level 2. These robes are made of a totally uncuttable fabric. They do not change the wearer's armor class, but they cause all edged or pointed weapons to do half damage (round down), regardless of enchantment. This includes any natural weapon (claw or bite) attacks that do damage by cutting or piercing. Blunt weapons, such as maces or clubs, are unaffected.
Level 4. This robe appears to be a useful type but lowers all the wearer's attribute scores to 3 and prevents any casting of spells or use of special class abilities. It may be removed freely but the powerlessness lingers until Remove Curse vs. level 16 succeeds.
Level N/2 M. A Ritual Robe is enchanted for use with a particular spell and that robe is only good for that spell. Ritual robes for damage-doing combat spells are unknown. A mage using a Ritual Robe to cast a spell must spend at least one full turn casting the spell, or double the normal casting time, whichever is longer. The mage is treated as N levels higher than his actual level for spell point costs and maximum level shifts. For example, a 7th level mage can normally cast a spell at level 4.5 for 8 spell points; thus he can apply at most 1.5 levels of shifts to a Rope Trick spell. The same mage with a Rope Trick Ritual Robe +6 could spend a turn casting Rope Trick and be treated as 13th level for that spell, so that for 8 points he could cast it at level 7.5 with 4.5 levels of shifts, and lower power castings would be appropriately reduced in cost. Note that each Ritual Robe works for only one spell. A Ritual Robe enchanted to work for a morphic spell should be considered at least twice as powerful as a regular robe due to the flexibility of morphic spells. To use the robe, the mage must normally be able to cast the base spell.
Level 3 C. These are enchanted versions of religious ceremonial clothing. These robes increase the wearer's charisma by 3. Once per day, the wearer may cast any prayer he is normally capable of casting as an hour-long ritual at no cost in prayer points. The wearer functions at all times as though Bless I and Protection from Evil I (definition appropriate to religion) had been cast upon him. These robes may be worn over armor if the religion allows clerics to wear armor. By default, Sacred Vestments can be used by clerics of any religion, although they can be enchanted specifically for a single religion's clerics.
Level 3. These robes are soft and flexible from the inside and steel-hard from the outside. They may be worn by anyone who can wear robes and encumber as robes, but they give the wearer AC 3 (plate mail) and use the AC 3 weapon/armor interaction modifiers. Robes of Steel permit spellcasting as usual. For purposes of interaction with other items, these robes count as nonmagical armor. (The enchantment only changes the physical character of the robes rather than actively trying to deflect attacks.)
Level 3 M. The wearer of this robe can reach into its folds or into the sleeves and pull out any mundane, nonmagical object that can easily be carried in one hand. Any item listed for an "A" pack should automatically be available. The mage must be able to visualize the object in its entirety, inside and out, so complicated mechanical contrivances and high-tech items are not feasible. The mage must be at least moderately familiar with a particular tool to be able to visualize it accurately; while he can produce, say, lockpicks or swords at need, they will be of at best indifferent quality. (However, even a crude pick is better than none.) Any object visualized as metallic emerges from the robe fashioned of good (but not outstanding) quality steel, which means that attempts to produce coinage are rather pathetic counterfeits unless the character finds some land with steel money. Items created by the robe radiate a faint aura of magic and are destroyed by Dispel Magic, but otherwise are permanent. Living objects, other than white rabbits, cannot be produced from the robe. Food created by the robe is edible and nourishing. The GM has ultimate say on what can easily be carried in one hand. There is no limit, other than the wearer's patience, to how much can be produced by the robe. Any item of a type that could be produced by the robe can also be stored in the robe for later retrieval; up to 100 pounds can be so stored. Stored material does not encumber the wearer, but does add to his weight for anyone else trying to move him or for load on ropes or bridges. Anything stored in a Thaumaturgic Robe cannot be taken from it via pickpocket or any unauthorized means; only the mage wearing it can retrieve items from it. A real item stored in the Robe and retrieved remains real; i.e., it does not radiate magic and cannot be dispelled. Magical items cannot be hidden in the Robe; its enchantment simply fails to work on them.
Level 3 "level 12 mages". By default, this robe may be used only by 12th or higher level mages. It reduces the chances of any target's saving against the wearer's spells. Against Charm Monster, Hold Monster, Shaping, Suggestion, or Telepathy spells, the target's save is reduced .us to 5%. For all other spells the target's save is reduced .us by 5%. Some versions act as an Apprentice's Robe for mages under 12th level.
Level 1 M. The junior league version of the Wizard's Robe, this robe can be used by any mage. For those spells where the Wizard's Robe reduces the save .us to 5% (namely, Charm Monster, Hold Monster, Shaping, Suggestion, and Telepathy), this robe reduces the save .us by 5%; it has no effect on other spells.
Last Modified on September 25,1995.
ammulder@princeton.edu