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- This is the LOOONG magic Item list, section 1 of 9.
- For your information, I am including the directory listing
- so that you may know the sizes of the files:
-
- C: SGTHADHD2
- Directory of C:\DND\MAGICITM
-
- SEND 1 41108 9-05-90 12:48a
- SEND 2 38684 9-05-90 12:40a
- SEND 3 27746 9-05-90 12:40a
- SEND 4 26038 9-05-90 12:43a
- SEND 5 27792 9-05-90 12:44a
- SEND 6 26300 9-05-90 12:44a
- SEND 7 33559 9-05-90 12:45a
- SEND 8 32861 9-05-90 12:50a
- SEND 9 32861 9-05-90 12:50a
- 9 File(s) 7872512 bytes free
-
- As you can see, this section is the longest. The various items in
- this list will have comments like [S5] etc. These are the sources, and
- I havent the faintest clue as to what Roy meant (that's Roy Neil, thank him
- if you think its cool - I just pasted/cut it together). Also, there are a
- variety of spelling mistakes and other such stuff in these files. Have fun,
- and enjoy.
-
- ================> CUT HERE <=========================
-
- TREASURE Version 3.3.5
-
- RANDOM TREASURE DETERMINATION
-
- MAGIC ITEMS
-
-
-
- Dice Results
-
- 01-20 Potions
- 01-48 Table III.A (UA)(35)
- 49-75 Table III.A.2 (UA)(19)
- 76-00 Table III.A.3 (18)
-
- 21-35 Scrolls
- 01-54 Table III.B (UA)(25)
- 55-96 Table III.B.2 (UA)(19)
- 97-00 Table III.B.3 (2)
-
- 36-43 Rings
- 01-30 Table III.C (UA)(24)
- 31-47 Table III.C.2 (UA)(13)
- 48-00 Table III.C.3 (41)
-
- 44-49 Rods, Staves & Wands
- 01-32 Table III.D (UA)(25)
- 33-69 Table III.D.2 (UA)(28)
- 70-00 Table III.D.3 (23)
-
- 50-64 Miscellaneous Magic
- 01-08 Table III.E.1 (UA)(33)
- 09-15 Table III.E.2 (UA)(30)
- 16-24 Table III.E.3 (UA)(33)
- 25-33 Table III.E.4 (UA)(36)
- 34-42 Table III.E.5 (UA)(36)
- 43-49 Table III.E.6 (UA)(30)
- 50-56 Table III.E.7 (UA)(28)
- 59-82 Table III.E.8 (A-E)(101)*
- 83-00 Table III.E.9 (F-Z)(70)*
-
- 65-81 Armour & Shields
- 01-44 Table III.F (UA)(26)
- 45-89 Table III.F.2 (UA)(26)
- 90-00 Table III.F.3 (6)
-
- 82-91 Swords
- 01-54 Table III.G (UA)(20)
- 55-89 Table III.G.2 (UA)(13)
- 90-00 Table III.G.3 (4)
-
- 92-00 Miscellaneous Weapons
- 01-33 Table III.H (UA)(36)
- 34-70 Table III.H.2 (UA)(40)
- 71-00 Table III.H.3 (32)
-
- TABLE II Version 3.3.5
-
- III.A.3 POTIONS
-
- XP gp
- Alchemical Elixirs 100 200+(1d10*10)
- Alchemical Potions 300 400+(5d6*10)
- Inorganic Solvent 800 2,000
- Oil of Phosphorescence Nil 100
- Organic Solvent 400 1,000
- Phase Potion 800 2,000
- Potion of Curing Lycanthropy 100 1,250
- Potion of Direction 350 800
- Potion of Explosions 450/75 900/150
- Potion of Frost Resistance 250 400
- Potion of Mind Restoration 650 1,300
- Potion of Missile Protection 400 800
- Potion of Nutrition 150 500
- Potion of Pain Supression 0 100
- Potion of Restoration 300 2,000
- Potion of Toughening 300 600
- Psionics-Boosting Potions
- Green 300 600
- Violet 300 650
- White 200 300
- Gray 200 350
- Silver 300 650
- Yellow 300 600
- Red 350 650
-
- Standard Acid 20 100
-
-
- III.B.3 SCROLLS
-
- Scroll of Domination(M) 1,500 4,500
- Scroll of Suggestion Nil 1,000
-
-
- III.C.3 RINGS
-
- ACME Ring of Invisibility 100 1
- Jhessail's Silver Ring 3,000 11,000
- Ring of Animal Magnatism 1,000 5,000, Nil 1,000 if cursed
- Ring of Annulment Nil 2,000
- Ring of the Bard 3,000 15,000
- Ring of Begone and Forgotten Nil 80,000
- Ring of Circular Curses Nil 30,000
- Ring of Claraudiance 1,000 7,500
- Ring of Command 2,000 10,000
- Ring of Damage Absorbtion 5,000 60,000
- Ring of Distraction 1,000 5,000; Nil 1,000 if cursed
- Ring of the Drow 1,000 5,000 Drow; Nil 1,000 others
- Ring of the Eagle 1,000 5,000
- Ring of Energy 500 6,000
- Ring of Fashion 1,000 3,000
- Ring of Flying Type I 2,500 30,500
- Ring of Flying Type II 1,000 7,500
- Ring of Fighter Power (M) 3,000 70,000
- Ring of Fire Starting 1,000 3,500
- Ring of the Grasshopper 1,000 5,000
- Ring of Health
- 01-45 15 CON 1,000 5,000
- 46-90 16 CON 2,000 6,000
- 91-95 17 CON 3,000 7,000
- 96-99 18 CON 4,000 8,000
- 00 19 CON 5,000 9,000
- Ring of Infravision 250 1,750
- Ring of Languages 1,000 5,000
- Ring of Lightning Resistance 1,000 5,000
- Ring of Limited Telepathy 2,000 10,000
- Ring of Magic Detection 1,000 15,000
- Ring of Magic Resistance
- 01-15 5% 1,000 2,000
- 16-30 10% 1,500 4,000
- 31-45 15% 2,000 6,000
- 46-60 20% 2,500 8,000
- 61-75 25% 3,000 10,000
- 76-85 30% 3,500 12,000
- 86-92 35% 4,000 14,000
- 93-97 40% 4,500 16,000
- 98-99 45% 5,000 18,000
- 00 50% 5,500 20,000
- Ring of Neutralization 1,500 7,500
- Ring of Permanent X-Ray 2,500 30,000
- Ring of Phantom Form 1,500 7,500
- Ring of Protection vs. Charming 3,600 18,000
- Ring of Quick Action 1,000 5,000
- Ring of Range Extension 2,000 10,000
- Ring of Rapid Regeneration 5,000 50,000
- Ring of Serten's Spell Immunity 8,000 50,000
- Ring of Shape Changing 2,500 15,000
- Ring of Telepathic Communication3,000 35,000
- Ring of Teleportation 2,000 15,000
- Ring of Tongues 1,000 5,000
- Ring of Truth Type II 1,500 5,000
- Ring of Vapors 4,000 35,000
-
-
- III.D.3 RODS, STAVES & WANDS
-
- Baton des Freres Marques 1,750 8,000
- Catstaff 6,000 13,000
- Demon Staff 8,000 35,000
- Nidus' Wand of Endless Repetition3,500 25,000
- Rod of Many Things 7,500 25,000
- Rod of Melting 3,000 12,000
- Spectre Wand (M-N) 2,500 10,500
- Staff of Adjustment (C) 1,500 8,000
- Staff of the Couatl 7,500 20,000
- Staff of Ethereal Action 7,000 15,000
- Staff of Skulls 900 15,000 (25% are 25,000)
- Staff of Spell Focusing 6,000 25,000
- Wand of Armory 600 5,000
- Wand of Backfiring @+300 @ (@=wand type norm)
- Wand of Fog 1,750 8,000
- Wand of Homing Fireballs 3,000 19,000
- Wand of Magical Mirrors(M,C) 3,000 20,000
- Wand of Opening 750 1,550
- Wand of Teeth 3,000 15,000
- Wand of Temporal Status 3,000 10,000
- Wand of the Undead 5,000 40,000
- Wand of Viscid Globs 9,000 50,000
- Wand of Whips 2,500 12,000
-
-
- III.E.8 MISCELLANEOUS MAGIC
-
- Alchemical Blade Venoms 300 1,500+(1d20*10)
- Alchemical Compounds 150 300+(1d10*10)
- Alchemical Dusts 300 500+(5d6*10)
- Alchemical Gasses 300 600+(5d6*10)
- Alchemical Powders 125 200+(1d10*10)
- Alchemical Talismans 500 6,000
- Amulet of Charming 5,000 20,000
- Amulet of E'Nezbit Nil 10,000
- Amulet of Finding 400 950
- Amulet of Power Word-Pain 5,000 11,000
- Amulet of Protection from Sleep 500 2,000
- Amulet of Psionic Reflection 2,500 10,000
- Anklet of Growth Nil 350
- Anklet of Hobbling Nil 350
- Anklet of Levitation 500 1,000
- Anklet of Sinking Nil 350
- Anklet of Walking 1,000 5,000
- Armband of Death Nil 500
- Armband of Healing 2,000 6,000
- Armband of Music Nil 500
- Armband of Salutation Nil 500
- Armband of Strength 500 2,000
- Armband of Variable Strength 250 1,000
- Awl of Hole Punching 500 5,000
- Backpack of Convenience 500 5,000
- Balance of Conversion 950 2,600
- Barding of Deceptive Travel 5,000 25,000
- Barding of Easy Travel 3,000 18,000
- Base Ball 800 2,500
- Bead of Accuracy 700 1,250
- Bead of Dew 800 1,400
- Beady Eye 1,000 2,750
- Bellows of Breath 1,500 6,000
- Bellows of Breezes 2,000 8,000
- Bellows of Roaring Nil 300
- Black Flame Candle 1,000 5,000
- Blanket of Sleeping Nil 1,600
- Book of Curses 750 3,500
- Book of Foresight 700 2,200
- Boots of the Coward Nil 5,000
- Boots of Safety (F) 900 2,600
- Bottle of Containment 1,750 4,000
- Bottle of Evaporation 200 1,000
- Bottle of Fireflies 2,000 5,000
- Bottlejohn's Nest Egg 1,500 7,000
- Bowl of Blood 500 1,000
- Bracelet of Swimming 500 5,000
- Bracers of Deflection 4,500 27,000
- Bracers of the Merman 2,000 4,500
- Breach-gate 2,500 20,000
- Bread of Restoration 900 5,000
- Breath Mints 700 7,000
- Bridle of Control 500 2,000
- Bridle of Listening 500 1,500
- Bridle of Soaring 2,500 7,000
- Bridle of Speaking 1,000 4,000
- Brooch of Alchemy 3,000 17,000
- Brooch of Begoing 4,000 16,000
- Brother Samuel's Cookoo Figurine5,000 50,000
- Carpet of Catastrophe Nil 9,000
- Cat Boots 400 1,000
- Censer of Thaumaturgy 2,500 12,000
- Chains of Subspace 7,000 100,000
- Chains of The Rune of the Chain 2,000 55,000
- Chimes of the Winds of Time 4,000 20,000
- Church Bell 2,000 5,000
- Cibola's Powder 1,000 15,000/ 1/4 teaspoon
- Claws of Raking 600 1,000
- Cleats of Gripping 800 1,300
- Cloak of Battle 2,000 12,000
- Cloak of Comfort 1,500 7,500
- Cloak of Delight 3,000 35,000
- Cloak of Dry Clear 500 4,000
- Cloak of Echoes Nil 3,000
- Cloak of Emptiness 3,000 15,000
- Cloak of Etherealness 2,600 15,500
- Cloak of Fangs 1,500 10,000
- Cloak of Guarding 1,500 10,000
- Cloak of Many Colors 1,200 8,000
- Cloak of Night 2,000 20,000
- Cloak of Quick Change 5,000 15,000
- Cloak of Reflection 1,500 10,000
- Cloak of Stars 1,200 7,500
- Cloak of Survival 1,000 6,000
- Cloak of Symbiotic Protection 3,000 20,000
- Cloak of the Shield 1,500 10,000
- Collar of Obedience 2,000 10,000
- Cone of Silence 1,000 8,000
- Cue Ball 500 1,000
- Danleor's Dungeon Chains 1,500 20,000
- Degree Belt 3,000 15,000
- Dew Tent 20 500
- Dimension Egg 10,000 50,000-200,000
- Dragon's Eye 3,000 20,000
- Dust of Blending 1,250 5,000
- Dust of Forgetfulness 1,500 4,000
- Elemental Ball 1,000 2,000
- Elven Bracelets 300 3,000
- Expanding Crystals 200 4,000
- Extendible Rope 700 4,000
- Eyes of the Undead 3,000 10,000
- Faerie Lasso 3,000 13,000
- Flagon of Dragons 6,000 40,000
- Foldbox 5,000 50,000
- Folding Coracle 500 3,000
- Foster Grants 500 10,000
- Gauntlets of Heat 1,000 10,000
- Gauntlets of the Ghoul 1,500 10,000
- Gem of Shielding
-
- 01-15 Nerve shield 450 7,000
- 16-35 Mind shield 300 5,000
- 36-55 Ego shield 300 5,000
- 56-75 Id shield 300 5,000
- 76-95 Psyche shield 300 5,000
- 96-00 Brain shield 500 8,000
-
- Gem of Scroll Reading 3,500 17,000
- Girdle of Lions 2,000 8,000
- Glass Bead 750 1,000
- Glowing Globe 100 200
- Goblet of Glory 1,250 12,000
- Greenstone Amulet 5,000 30,000
- Hand of Remote Action 1,400 16,500
- Harrowhelm 1,500 15,000 (plus 500/2500 per discipline)
- Hasp of Reloading 1,400 5,000
- Helm of Darkness 2,500 45,000
- Horn of War (F) 1,000 41,000
- House of Zebulon 5,000 10,000
- Igor's Inner Sanctum Nil Nil
- Instant Rust 800 2,000
- Irons of Imprisonment Nil 4,000
- Irons of Transference Nil 4,250
- Jewel of Living Shadows 5,500 80,000
- Lunar Brooch 400 1,000
- Lysenko's Plaster Nil 30,000/gallon
- Maggorp's Magnetic Metal 500 1,000/grapnel | 250/rung
- Manual of Coral Golems 600 4,000
- Manual of Summoning Familiars 950 6,000
- Medallion of Defense 300 800
- Mirror of Sending 1,250 2,750
- Mirror of Travel Type I 4,000 15,000
- Mirror of Travel Type II (M) 8,000 50,000
- Mist of Rapture 200 9,000
- Mug of Plenty 50 2,000
- Multiversal Box 8,000 75,000
- Nadar's Everful Safety Lamp 30 250
- Necklace of Alteration 1,000 5,000
- Necklace of Bad Taste 500 1,000
- Oyster Chest 1,500 15,000
- Pasqueli's Perfect Polish 1,000 5,000/gallon
- Pearl Bead 2,200 55,000
- Poison Balloon Nil 2,000
- Polychromatic Tent 400 2,000
- Prayer Bead 300 900
- Quill of Scroll Creation 250 600 (500/1,000 with ink)
- Quill of Transcribing (M) 5,000 25,000
- Rhun's Horned Cloak
- Horns: 2,000 7,000
- Visor: 2,200 7,500
- Tail: 2,500 10,000
- Rust Dust 1,000 5,000
- Scepter of Defense 1,000 4,000
- Shadow Hat 700 10,000
- Soap of Washing 600 5,000
- Soles of Valor 1,000 4,000
- Spectacles of Sight 3,500 15,000
- Staaflia's Wire 4,500 10,000
- Stone of Drywells Nil 5,000
- Stone of Mysterious Sounds 500 5,000
- Stone of the Well 5,000 50,000
- String of Warding 800 3,350
- Tabard of the Mystics 2,000 15,000
- Tanning Ointment Nil 500
- Throwing Irons 500 2,000
- Trumpet of Doom 900 5,000
- Waddington's Dropcloths 1,000 60,000
- Wheel of Keening 500 9,000
- Yoke of Boar Harnessing 1,000 9,000
- Yoke of Flying 3,000 20,000
- Yoke of Underwater Action 2,000 15,000
- Zimbavich's Rock Paint 1,000 15,000/gallon
-
-
- ARMOR & SHIELDS
-
- Animated Armor 4,000 25,000
- Armor of Acidic Secretion Nil 2,000
- Dragonhelm 2,000 25,000
- Tess' Armor 9,000 90,000
- Shield of Dragon Protection 1,100 11,000
- Vest of Steel 2,000 25,000
-
-
- SWORDS
-
- Guardian Blade 1,600 8,000
- Sword of Intercession 1,000 5,000
- Sword of Night, +1 700 3,500
- Sword of Percival Ironheart 8,000 90,000
-
-
- MISCELLANEOUS WEAPONS
-
- Arrow of Bow Breaking Nil 100
- Arrow of the Magi Type I 500 100 + price of scroll spell
- Arrow of the Magi Type I 0 75
- Bolts of Lightning 200 1,200
- Bow of Accuracy 2,500 15,000
- Bow of Distance 2,000 12,000
- Bow of Doubling 1,000 6,000
- Bow of Fire Teeth 750 5,000
- Bow of Ice Fangs 600 3,500
- Bow of Speed 2,000 12,000
- Caglistro's Caltrops 5 20
- Crossbow of Enchantment 1,500 7,500
- Crossbow of Healing 2,000 13,000
- Crossbow of Levitation 1,500 7,000
- Crossbow of Lir 2,000 10,000
- Cursed Bow of Warning Nil 500; 1,500 10,500 if uncursed
- Dagger of Alignment Detection 100 600
- Darts of Branding 200 1,500
- Diamond Dagger 4,000 30,000
- Electro Whip 1,400 6,000
- Elven Bow +3, Last Shot 1,200 8,000
- Elven Bow +2, Goblin Bane 1,000 6,000
- Elven Dagger 200 1,600
- Flame Net 1,000 6,000
- Hammer of Penetration 2,000 20,000
- Hilt of the Weapons Master 3,000 25,000
- Long Bow of Heartseeking 4,000 20,000
- Long Bow of Marksmanship 1,500 7,500
- Long Bow of Vampire Hunting 2,000 10,000
- Phantom Bow 1,500 10,000
- Trident +1/+2 vs Water Elementals 800 10,000
- Withering Scythe 5,000 20,000
- ALL MAGIC ITEMS
-
-
-
-
- POTIONS
-
-
- ALCHEMICAL ELIXIRS: [S8] Most any alchemical elixir may be found or
- bought.
- See The Compleat Alchemist for details.
- XP value: 100 gp value: 200+(1d10*10)
-
- ALCHEMICAL POTIONS: [S8] All of the alchemical potions can be found or bought.
- See The Compleat Alchemist.
- XP value: 300 gp value: 400+(5d6*10)
-
- INORGANIC SOLVENT: [S8] (a.k.a., Universal solvent negative.) Only alchemists
- know the secrets of creating this solvent. Inorganic solvent will dissolve any
- non-organic materials (such as stone, metals, glass, ceramics, etc.) at the
- rate of 1 cubic foot per minute, lasting for 1-4 minutes. This substance is
- ideal for dissolving locking mechanisms, doors, walls, etc. It can only be
- carried in a container made of some organic substance, such as a wooden vial,
- or a small wineskin. Inorganic solvent has no effect on any living organisms
- or organic materials of any kind.
- XP value: 800 gp value: 2,000
-
- OIL OF PHOSPHORESCENCE: [S1] A slight application of this oil will cause the
- user to believe that it is some other form of magical oil, generally oil of
- slipperiness. However, when it is fully applied to a living being's body, the
- user's skin will suddenly start to glow as if it were aflame. This
- bioluminescence is permanent, and can only be negated by a limited wish, a
- wish, or a remove curse cast by a cleric of 9th level or higher. The glow
- emitted from the body is usually a yellow-green color, and the affected
- individual is highly visible at night or against dark surroundings. All
- attempts to hide, short of covering oneself completely in blankets, hiding in
- another room, or going invisible, are doomed to fail.
- XP value: Nil gp value: 100
-
- ORGANIC SOLVENT: [S8] (a.k.a., Universal solvent positive.) Only alchemists
- know the secrets of making this solvent. Organic solvent will do 6-36 damage
- to any living organism and dissolve any organic material (such as wood,
- leather, cloth, etc.) at the rate of 1 cubic foot per minute. Duration of
- effects 1-4 minutes. Organic solvent can be contained in any glass, ceramic,
- or metal vial. Note that this fluid has no effect upon non-organic materials
- of any kind.
- XP value: 400 gp value: 1,000
-
- PHASE POTION: [SG] Phase potion, which is related to oil of etherealness, is
- more useful for general combat. When imbibed, this potion allows the user to
- shift in and out of phase with the Prime Material plane at will, much like a
- phase spider. When out of phase, the user is impervious to all forms of attack
- except those that reach into Ethereal plane. A phase door spell forces the
- user to remain in phase for seven rounds. Even when in phase, the user is
- surrounded by a fiery nimbus of white fire, the trace of the portal to the
- Ethereal Plane.
- In addition to being able to shift himself to the Ethereal plane, the user
- may take up to 60 lbs. of material with him. Inert gear can be taken
- automatically simply by touching it an willing it to come
- along, a living creature is entitled to a save vs. spells at -2 if it does not
- wish to go with the potion user. These effects last for 5d8 rounds.
- Phase potions are brewed from phase-spider ichor or from the concentrated
- juices of rare underground fungi.
- XP value: 800 gp value: 2,000
-
- POTION OF CURING LYCANTHROPY: This potion, as the name implies, when imbibed
- will cure lycanthropy in the imbiber but contains belladonna and has a 5%
- chance of poisoning the drinker, this poison will cause death unless cured in
- one hour's time.
- XP value: 100 gp value: 1,250
-
- POTION OF DIRECTION: [S1] The effects of this drink last much longer than most
- potions, continuing for 12-48 (12d4) hours. Consumption of this potion enables
- a character to retrace his path over and solid terrain, in effect preventing
- the character form getting lost. If a maze spell is cast at a character under
- the influence of this potion, he reemerge from the maze after only 2-5
- segments. If the reversed form of find the path is cast at such a character,
- the spell and the potion will cancel each other out; the potion will be
- neutralized, but the spell will not take effect.
- This potion does not have the same effect as find the path, in that it
- will not provide clues to the shortest path to the desired location. Note that
- the user will only be able to retrace a path he travels from the moment the
- drink is consumed to the moment the drink wears off. Any distance covered
- before or after that won't be automatically recalled. Once the potion wears
- off, the enhanced memory one has for the terrain covered will be forgotten; one
- must rely on a map of the area to successfully retrace his path.
- XP value: 350 gp value: 800
-
- POTION OF EXPLOSIONS: [S1] Though this potion appears to be like any other
- drinkable fluid, it is not meant to be consumed. The liquid is a powerful
- magical explosive that only requires contact with open air and a physical
- disturbance of some sort (being dropped or thrown, struck with an object, or
- shaken vigorously) to set it off. A potion of explosions will be found in a
- tightly sealed bottle similar to most potion containers. The container is
- generally fragile, of a ceramic or glass material that would probably break
- (save vs. crushing blow) if thrown against a hard surface. Most of these
- containers,of course, will be wrapped in cloth or stored where they aren't
- likely to be broken or jostled.
- If the entire bottle of liquid is thrown and breaks, this will generate a
- blast of 10 feet in radius, doing 6d6 damage to all within this area (save vs.
- breath weapon for half damage). Sometimes a 'dose' of this liquid comes packed
- in six small glass or ceramic vials that can be thrown separately. Each
- exploding vial does 1d6 damage to any character or creatures within a 5-foot
- radius. The small size and light weight of these vials makes them difficult to
- throw accurately; attacks intended to hit a creature directly are made at -2 to
- hit. the vials are especially fragile, taking a -2 penalty on any saving throw
- to determine breakage. The victim of a direct hit form a vial or an entire
- bottle of this liquid will take half damage if a save vs. breath weapon
- succeeds, but must make the saving throw at a -6 penalty.
- If an intended target is missed, the projectile will continue until it
- strikes the ground or some other solid object--possibly causing damage to
- someone else in the the vicinity of the impact point. If the container hits
- its target but does not break, the
- liquid inside will not be set off, and the container may be picked up and
- rethrown. The container must make a saving throw vs. fall if it is dropped
- from a height of 5 feet or less. In addition, there is a 50% chance that the
- liquid will explode if the container is shaken or jostled vigorously for longer
- than one segment. The same 50% chance applies on each consecutive segment; for
- instance, if a character with a potion of explosions in his backpack moves at a
- faster than walking speed for three consecutive segments three separate rolls
- are made to see if the liquid explodes.
- If someone tries to identify this 'potion' by taking a small taste,
- several things can happen. Opening the bottle and exposing the contents to the
- air activates the explosive fluid, and there is a 5% chance that the character
- doing so will inadvertantly jar the bottle enough in the act of opening it to
- set off the explosive. No saving throw would be given to the opener against
- the explosion in this case. If a tiny bit is swallowed to sample the potion,
- the drinker will feel his heart accelerate as if he's just sampled a potion of
- speed (assuming he knows what that feels like). This effect will only be felt
- for one round, and does not actually give the drinker any of the benefits of
- such a potion. If the entire contents of a bottle or vial are drunk, the
- character must make a system shock roll. If the roll is failed, the liquid
- explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another
- system shock roll to avoid immediate death. If the first system shock roll
- succeeds, the drinker becomes extremely ill and will be incapacitated for 3-6
- hours--unable to walk without assistance, attack, or defend himself.
- Potions of explosions are extremely rare. Few alchemists will agree to
- manufacture this liquid because of the great danger involved, even fewer
- treasure hoards will contain it.
- XP value: 450/bottle or 75/vial gp value: 900/bottle or 150/vial
-
- POTION OF FROST RESISTANCE: [S1] This potion grants immunity to the ill
- effects of all forms of normal cold down to -100 degrees F. Partial resistance
- to magical cold is also granted; saving throws vs. cold spells are made at +4
- on the die, and damage from cold attacks is reduced by 2 points per die down a
- minimum of 1 point per die. If only half a dose is consumed, the potion's
- benefit against magical cold is halved (+2 on saves, -1 on each damage die) but
- the protection from normal cold is unchanged. A full dose lasts one turn (10
- rounds); half dose lasts 5 rounds. Note that the icy breath weapons of
- creatures such as white dragons, winter wolves, and hoar foxes are included in
- the category of 'magical cold'.
- XP value: 250 gp value: 400
-
- POTION OF MIND RESTORATION: [S1] When consumed, this magical liquid will cure
- any form of normal or magical insanity, and will also restore a feebleminded
- character to health. If a psionic character who was attacked while defenseless
- later drinks this potion, it will cure any psychic damage he suffered except
- for death, idocy, the permanent loss of an attack or defense mode, or a robot
- state. This potion will also enable a psionic character to recover psionic
- strength points at twice the normal rate for two hours after the potion is
- consumed.
- XP value: 650 gp value: 1,300
-
- POTION OF MISSILE PROTECTION: [S1] The effects of this magical potion last for
- 3-18 rounds. When consumed, the potion gives partial protection from all magic
- missile attacks. The drinker gains a saving throw vs. spell each time a single
- magic missile hits him; if the
- throw is successful, no damage is take from the missile. If the throw is
- failed, only one point of damage will be taken from the missile. Note that
- separate throws are required foe each magic missile, so a target struck by six
- of them from an 11th-level wizard must save six times.
- XP value: 400 gp value: 800
-
- POTION OF NUTRITION: [S1] The imbiber of this potion can go one week without
- needing any food or water, and will suffer no ill effects as a result.
- Protection is also granted against a chime of hunger; the user of a potion of
- nutrition receives and initial saving throw vs. spell to negate the effect of
- the chime upon himself. And even if the throw fails, the drinker receives two
- (not one) saving throws vs. spell on each succeeding round to end the hunger he
- feels.
- XP value: 150 gp value: 500
-
- POTION OF PAIN SUPPRESSION: [S2] This non-magical concoction is presumably a
- barbarian creation, but, if so, the secrets of its manufacturing are closely
- guarded. The potion deadens pain for 1-4 hours and tends to deplete the user's
- energy reserves.
- Against magical powers that directly cause pain, such as a symbol of pain
- or venom from eriniyes' daggers, the potion gives +5 on all applicable saving
- throw and reduces all effects of such pain by half in every respect but
- duration. Furthermore, the potion restores 2-8 hp to the drinker (not
- exceeding the drinker's original hp total) and allows the character to exert
- himself physically as if he were one strength class stronger. (A strength
- class is considered to be each individual line given in the Strength Table II:
- Ability Adjustments on p. 9 of the Players Handbook.) Thus, a fighter with a
- strength of 12 would be able to exert himself as if he had as strength of 14
- (the lowest value of a range is considered to be the strength achieved). When
- the potion's effect ends, the user suffers the loss of strength and hit points
- bestowed, and loses an additional 1-4 hp of his own as well from exhaustion.
- Because the potion draws on the user's reserves, taking more than one dose
- at a time can be risky. If two doses are taken together, they will last for a
- total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off.
- However, the strength-class increase is the same for a normal-size dose, and
- bonuses against magical pain attacks are as described above. If three or more
- doses are taken at once, the user must make a system shock roll, with a +5% per
- dose penalty, to avoid retching and ruining the effect. If the roll is
- successful, the duration of the potions will be 3-12 hours, and 3-12 additional
- hp will be lost at the end. In no case is strength raised by more than one
- class, bonuses against magic raised, or more than 2-8 temporary hp bestowed.
- XP value: 0 gp value: 100
-
- POTION OF RESTORATION: [SL] This magical fluid was first created by Kenither
- the Gaunt. Each dose negates the effects of the following spells and powers,
- restoring the affected creatures to its normal state: charm monster, charm
- person, feign death, forget, friends, haste, hold person, polymorph other, ray
- of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and
- Tasha's uncontrollable hideous laughter.
- A polymorphed creature restored by this potion need not make a system
- shock roll. The liquid also cures blindness and deafness, and restores a
- crystalized character (see description of Crystal Spider). The potion can be
- administered by pouring a dose on the subject or by the creature ingesting it.
- In either case, it can negate more than
- one spell. For example, if applied to a creature under Tasha's uncontrollable
- hideous laughter and haste, both spells would be negated.
- XP value: 300 gp value: 2,000
-
- POTION OF TOUGHENING: [S1] Quaffing this potion will immediately add 2-18
- (d12+d6) hit points to the consumer's current total, even if the final total
- exceeds the maximum number of hit points are held in reserve. Any damage taken
- by the character will first be taken off the character's own hit points; only
- after all of these hit points are gone will hit points be deducted from those
- bestowes by this potion.
- The duration of this potion (and the hit points granted by it) is only
- 7-12 turns. Thus, if someone has received extra hit points from this potion
- and has lost all of the extra hit points, then when the potion wears off he
- will not loose any at all, because the extra have already been removed.
- Potions of toughening should only be taken singly; if a second dose is
- consumed before the first wears off, the second one has no effect, and the
- drinker must make a system shock roll or die.
- XP value: 300 gp value: 600
-
- PSIONICS-BOOSTING POTIONS: [S1] A few potions are known to psionic magic-users
- and alchemists that are capable of increasing a psionic character's attacks and
- defense strength for a limited time after being consumed. A potion of this
- type takes effect 2-8 segments after imbibing it, and the effects can last
- anywhere from 2-40 turns (2d20).
- Experience points are gained only buy psionic characters who imbibe the
- potion and use one of the psionic modes affected buy the potion. Other wise no
- experience points are given.
- The potions each are listed with the major ingredient which is taken from
- a psionic creature from the Prime Material plane. These major ingredients must
- be taken from a creature which was slain without the use of magic or psionics.
- A character who drinks a psionics-boosting potion receives extra strength
- points when he employs one of the attack/defense modes that the potion affects.
- This boost enables the drinker to attack or defend as if his current psionic
- strength was increased by the amount of the bonus. However, the user cannot
- receive these bonus points if he doesn't have enough of his own psionic
- strength points remaining to use the attack or defense mode normally. For
- example, someone who drinks the violet potion will not receive bonus points for
- using a psionic blast unless that character has at least 20 strength points
- remaining (so that he would be able to use the attack mode even if he had not
- drunk the potion) and actually employs a psionic blast attack.
-
- GREEN This potion adds 50 points onto all psionic blast attacks made by the
- drinker, and 100 points onto all defense modes used as well. A specimen of
- tissue from an algoid is required to manufacture this potion.
- XP value: 300 gp value: 600
-
- VIOLET This potion adds 100 points to all psionic blast attacks made by the
- drinker, and 50 points to any defense modes used while the potion is in effect.
- The brain of a mind flayer is required to make this potion.
- XP value: 300 gp value: 650
-
- WHITE Adds 50 attack points to all mind thrust attacks made by the drinker,
- but not defensive alterations. This potion requires one brain mole to create.
- XP value: 200 gp value: 300
-
- GRAY Adds 50 attack points to all psychic crush attacks, but makes not
- defensive alterations in the imbiber. Parts from a psionic gray ooze are
- required to manufacture such a potion.
- XP value: 200 gp value: 350
-
- SILVER This drink will add 50 strength points to any ego whip of id
- insinuation attacks made by the drinker, and 50 points to any psionic defenses
- used. An intellect devourer's body is required to make this potion.
- XP value: 300 gp value: 650
-
- YELLOW This potion adds 50 points to all id insinuation attacks made by the
- drinker, and also makes a the drinker immune to psionic attack for the duration
- of the potion's effects. One-half cubic foot of material from a living colony
- of psionic yellow mold , collected in an appropriate container, is needed to
- make this potion.
- XP value: 300 gp value: 600
-
- RED This potion adds 25 points to any psionic blast, psychic crush, or mind
- thrust attacks made by the drinker, as well as 100 points to any psychic
- defense mounted. The brain of a su-monster is required to make this drink.
- XP value: 350 gp value: 650
-
- STANDARD ACID: [S8] This corrosive liquid created by alchemists will do 2-12
- points of damage to any living creature and do minor damage (save vs. acid) to
- any non-organic substance except glass or ceramic items. It may only be
- contained in glass or ceramic vials.
- XP value: 20 gp value: 100
-
-
-
- SCROLLS, SPELLBOOKS
-
-
- SCROLL OF DOMINATION: [S1] A scroll of domination is a powerful magical
- document that can cast an advanced charm spell over anyone being normally
- affected by a charm person spell. The document requires a read magic spell to
- understand, and may be only be used by magic-users. When the scroll is read to
- enact its magic, the writing disappears and the scroll is thereafter useless,
- just as if it were a scroll of spells.
- The target of this dweomer must be within 60 feet of the scroll reader
- when the power of the scroll is exercised. The target is allowed a saving
- throw vs. spell at -2 (with wisdom bonus/penalty applicable); if the throw
- fails, the being becomes charmed and will obey the caster's verbal commands.
- And, if both caster and victim share a common language, the victim will also
- obey mental commands of the magic-user as well. This charm power is the same
- as that used by vampires. The victim will not obey a self-destructive act, but
- the charm will not be broken if such a command is issued.
- The influence of this scroll can only be broken by a dispel magic or
- remove curse spell from a caster of 12th level or higher, or by a limited wish.
- The charm power is of relatively short duration, lasting only 4-16 hours. The
- victim will be freed of the scroll's effect sooner than this if he is taken
- farther that 60 feet from the
- scroll reader (the victim will not do so of his own 'free' will), or if a magic
- circle comes between the magic-user and his victim.
- XP value: 1,500 gp value: 4,500
-
- SCROLL OF SUGGESTION: [S1] This scroll appears to be an official
- pronouncement, personal missive, or other such innocuous document, and may be
- found in treasure hoards like any other scroll. No magical spell is required
- to read the scroll's contents. A magical curse, however, is worked onto the
- writing of the scroll such that whoever reads the scroll will immediately
- become subject to the next normal suggestion heard as if under the influence of
- the spell suggestion. The victim is allowed a saving throw vs. spell to avoid
- succumbing to the suggestion, but at the following penalties: -2 for a mildly
- dangerous act, -4 for a normal request involving little chance of personal
- danger, and -6 for an extremely reasonable request or suggestion involving no
- obvious risk. Under no circumstances will the victim perform a
- life-threatening or suicidal act, as per the provisions for the suggestion
- spell. Hearing such a suggestion, or making the saving throw allowed for other
- types of suggestions, will void the curse and negate the effect the effect of
- the scroll for the character.
- Because they are reusable, scrolls of suggestion have become popular with
- many royal courts and governments. Sometimes a messenger bearing one is
- waylaid by a monster; hence their appearance in treasure hoards.
- A suggestion to be carried out over a span of time, the scroll's curse
- will remain in effect after the scroll is read for a number of days equal to
- the readers intelligence score subtracted from 22. If no suggestion is heard
- within this time then he will not be affected. If they do hear a suggestion and
- are trying to fulfill it and then the duration expires, the enchantment is
- broken.
- Influence of this scroll upon an affected character may be detected by a
- detect charm spell, and its effects may be removed by a dispel magic or remove
- curse spell cast by a spell-caster of the named level or higher (11th level
- minimum for magic-users, 9th level minimum for clerics, etc.). A wish, limited
- wish, or alter reality spell will also remove this effect.
- XP value: Nil gp value: 1,000
-
-
- ============================ AND HERE IT IS FOLKS! ====================
-
- This is the LOOONG magic Item list, section 2 of 9.
-
-
- RINGS
-
-
- ACME RING OF INVISIBILITY: [S5] This plain bronze ring is inscribed with "Ring
- of Invisibility" and "ACME Ring Co." When it is worn, the ring becomes
- invisible--it has no other function.
- XP value: 1 gp value: 100
-
- JHESSAIL'S SILVER RING: [SO] This ring confers upon the wearer protection from
- mental attack. No control magic works upon the wearer, and all sucessful charm
- spells work on the caster, not the wearer.
- For example: a magic-user attempts to charm the ring wearer, and wearer
- fails his saving throw. The charm is turned upon the magic-user--who gets no
- initial saving throw--placing him under the control of the ring wearer. Any
- being thus charmed gets a saving throw to break the charm every 7 turns, and is
- instantly freed if the ring is taken off or destroyed. If the ring wearer
- makes his throw vs. the initial attack, the spell merely fails, and the ring
- has no
- effect. This property extends to gaze charm attacks, and is a maagical
- property rather than a physical "reflection."
- The ring wearer also gains a +4 saving throw bonus against stunning,
- confusion, and feeblemind. In addition, the wearer gains +4 on rolls to
- disbelieve illusions. The ring acts as a tower of iron will (defense strength
- of 77 points, no attack points) against psionic attacks.
- XP value: 3,000 gp value: 11,000
-
- RING OF ANIMAL MAGNETISM: Once placed on a character's finger, this ring
- allows communication with all animals as if the wearer had an 18 charisma. The
- wearer may speak with animals for as long as the ring is wornn, though the ring
- does not allow the wearer to charm animals in any manner. Only true animals
- (mammals, birds, fishes, reptiles, etc.) may be spoken to in this manner;
- magical 'monsters' are not affected. for the purpose of this ring, assume that
- any creature capable of using magical spells is a 'monster.' Thus, a pegasus,
- owlbear, or worg is an animal, but a unicorn, bugbear (because clerical
- bugbears exist), or a winter wolf is a monster. The wearer may try to convince
- animals to work or fight for him, and reaction is checked as if the animals
- were randomly encountered humans. Animals will not attack the wearer of the
- ring unless attacked first, even if they are hungry.
- However, 10% of these rings are cursed to draw any and all animals within
- one mile toward the wearer. The animals then surround the wearer and refuse to
- move, blocking the wearer's path in all directions. If the wearer of his party
- attacks any animals, all animals attack the wearer at once. If the ring is
- removed (requiring a remove curse spell), the animals revert to normal, and
- either attack (1-2 on d6) or flee (3-6 on d6).
- XP value: 1,000; Nil if cursed gp value: 5,000; 1,000 if cursed
-
- RING OF ANNULMENT: Whil this ring is worn, magic controlled by the character
- has no effect. This includes magical items, spells, and innate magical powers.
- Spells cast at the character from an outside source, however, act as normal.
- Thus heal or fireball affect the wearer normally, but the ring-wearer cannot
- sure his own wounds using magic.
- A remove curse must be cast upon the ring in order to allow the wearer to
- remove it. A dispel magic has a 1% chance per level of the caster of negating
- the ring's powers for one round, allowing the wearer to remove it.
- XP value: Nil gp value: 2,000
-
- RING OF THE BARD: This rare magical ring, when worn by a character other than
- a bard, acts a ring of protection, +2. It can be recognized the the engraved
- golden vines encircling the band. When placed on the finger of a bard, it
- retains it protection properties, but with a bonus. The ring then serves as a
- ring of protection, +2, +4 saving throws. It also raises the bard's charm
- percentage by 10%. This magic item is usually found in a wildreness or forest
- area.
- XP value: 3,000 gp value: 15,000
-
- RING OF BEGONE AND FORGOTTEN: [S5] This small silver ring is always found with
- other treasure. When it is put on, the wearer must save vs. spell or be
- transferred somewhere very far away indeed (DMO: may be another planet or
- plane....or another DM's world). The victim also loses his memory and the
- other party members forget the victim. (He loses specific memories only--his
- level, spells, skills, etc. remain.)
- Only the stark naked victim is transferred: all clothes and equipment stay.
- This is a good way to add treasure to your world, get rid of annoying
- player-characters without killing them and give blase` high-level sharacters
- the challenge of starting over.
- XP value: Nil gp value: 80,000
-
- RING OF CIRCULAR CURSES: [S5] This ring is only usable by mages. At first
- glance this ring looks simply ornate and is inscribed with 'Power to Curse'. A
- closer look shows two gold rings entwined around each other. Closer yet, and
- the two are shown to be a single band, looped twice. The wearer may cast a
- curse spell once a day, but the curse will affect him as well as his target.
- (Ring cannot cast the reverse.)
- XP value: Nil gp value: 30,000
-
- RING OF CLARAUDIENCE: This ring's gem is a small amethyst with a normal value
- of 100 gp. The amethyst is easily separated from the ring; it can then placed
- in a location on which the owner wishes to eavesdrop. A pick pockets roll
- allows a theif to secretly slip the amethyst into the clothes of another
- character. Any character can hide the gem in an empty room, barring
- extraordinary circumstances.
- Whatever is said with 60' of the amethyst is magically transmitted to the
- ring itself, and the words are then heard by the ring wearer alone. The
- ring-gem connection has a range of 1 mile, but only transmits sounds that could
- be heard by a normal human in the same location of the amethyst.
- XP value: 1,000 gp value: 7,500
-
- RING OF COMMAND: A ring of command commonly has 3-30 charges when found. The
- ring has the following abilities, only one of which can be used at any one
- time:
- 1. Command: This ability duplicates the first level clerical spell,
- command. Creatures with an intellegence of 13 or better (highly intellegent
- and above monsters) or with more than 5 HD or levels are entitled to a saving
- throw vs. spells. A command uses up one charge for every round the command is
- in effect. For instance, an orc could be told to 'die' and would stay 'dead'
- (unconscious) for five rounds is five charges were spent.
- 2. Charm person: This power is the same as the first-level magic-user
- spell charm. Two charges must be spent to charm a character, and an additional
- sharge per day must be expended to continue the spell each day thereafter. The
- victim is allowed a saving throw vs. sjpells to negate the charm. A character
- using a ring of command can expend another two charges to try again, of course,
- in the event of spell failure.
- 3. Suggestion: This ability is similiar to the third-level mage spell,
- called suggestion. The target of a suggestion is allowed a saving throw vs.
- spells, as with the charm person above. A suggestion costs two charges and
- lasts for one hour. More charges can be spent for additional hours, at the
- rate of one per hour, as desired.
- All of these powers only work on the humanoids listed in the Players
- Handbook under charm person, and their counterparts in the Fiend Folio and
- Monster Manual II.
- XP value: 2,000 gp value: 10,000
-
- RING OF DAMAGE ABSORBTION: This ring is usually found as a platinum ring set
- with a blue diamond, and is most often found near a mutilated body! The ring
- detects as magic but does not reveal other details. While wearing the ring, the
- user takes no effect whatsoever from
- anything (weapons, spells, poisons, etc.). any effect or damage is stored
- within the ring (no limits). When the ring is removed (or falls off), all
- damage, spells, etc. are released on the former wearer. The ring can be
- removed without releasing damage only by casting a dispel magic and a remove
- curse at the same time that the ring is removed (and even if this is done, all
- damage, etc. still will remain stored in the ring). In stress situations, the
- ring has a tendency to slip off the finger of the wearer (will fall off on a 1
- on 1d12--how often to roll is DMO). The ring cannot be fixed in place by any
- means! If a glove is worn over the ring, the glove will fall off also, even if
- the glove is sewn or tied to a shirt sleeve, etc. Also, the ring will be
- highly coveted by thieves for its obvious value. Because the ring holds every
- spell whether good or bad means that damage taken can have a cure light wounds,
- heal, etc., cast after them (or before) and will be released simultaneously
- with any and all damage which was stored. This way damage that would put a
- character below -9 and cause death can be cured with the ring on, and when the
- ring is removed the healing is subtracted from the damage before the character
- takes it.
- XP value: 5,000 gp value: 60,000
-
- RING OF DISTRACTION: This ring appears to be a normal ring of any other sort.
- In combat, this ring is capable of generating a sudden burst of light and sound
- that is perceived only by one opponent in melee with the ring-wearer (including
- those firing or hirling missile weapons within a 60' range). The burst of
- light and sound is seen/heard by no one else, and the target victim is
- designated by the ring-wearer's mental commands. This distraction causes the
- attacker to gain a -4 penalty on all attacks for the current round. If the
- opponent saves vs. spells, the penalties reduced to a -2 'to hit' result. This
- attack is made at the start of the melee round, regardless of all other
- circumstances, as it is a mental command. The ring may be used in this fashion
- up to five times per day. Once placed on a finger, the ring reveals its powers
- to the wearer.
- One out of five (20%) of these rings do not operate on a conscious mental
- command, however. These rings simply generate their flash and sound burst for
- the first five melee rounds in which the wearer is involved in combat in a day.
- As a result, the wearer might not imediately be aware that the ring is having
- any effect at all, though the ring-wearer's opponents may appear to act
- strangely. Another 5% of these rings are cursed (and cannot be removed without
- a remove curse spell) to cause the flash and noise burst to affect the wearer
- himself and no one else.
- XP value: 1,000; Nil for cursed gp value: 5,000; 1,000 for cursed
-
- RING OF THE DROW: This item is made of eight strands of different unique
- metals entwined to form a ring. The drow found it troublesome when their
- magical items deteriorated upon leaving their underground homeland for long
- periods of time; to combat this, they created this ring. The ring of the drow
- is only made in the drow homelands by clerics of Lolth. Its purpose it to keep
- drow-made items the wearer possesses from deteriorating. To do so, the ring
- radiates an aura of magical energy that duplicates the radiations deep in the
- drow homelands. This aura only affects the wearer and the wearer's
- possessions. As a side effect of the ring's magical aura, a detect magic spell
- reveals the wearer to radiate magic strongly. In addition, a detect evil shows
- the wearer of one of these rings as evil, and a know alignment indicates that
- the wearer is chaotic evil, regardless of the wearer's true alignment. If the
- wearer uses a
- psionic power of aura alteration to try to change the aura, the wearer must
- save vs. spells or else change alignment to chaotic evil. If the wearer saves,
- or if the wearer fails to save but is already chaotic evil, the psionic power
- functions normally, and the ring's aura is temporarily changed.
- To posses one of these rings is considered an honor among the drow,
- because it signifies that the wearer has traveled far from the homeland, and
- that he or she was aided by a cleric favored by Lolth. Drow will kill any
- creature other thatn a drow who possesses one of these rings.
- XP value: 1,000 to drow; Nil to others gp value: 5,000 to drow; 1,000
- to others
-
- RING OF THE EAGLE: This ring allows the wearer to shapechange at will into a
- giant eagle for an unlimited period of time. All of the wearer's worn or
- carried possessions (except live beings) are merged with the giant eagle form
- and will be unusable while the ring wearer is in that shape. The user may fly
- for up to 12 hours non-stop, but will suffer exhaustion effects thereafter,
- losing 1 hit point per turn until he stops and rests for 3-6 hours.
- XP value: 1,000 gp value: 5,000
-
- RING OF ENERGY: This magical ring always has a gem of some sort in its
- setting. Upon command, a pencil-thin beam of energy can be made to shoot out
- from the gem toward a desired target. The beam will automatically hit any
- desired target located along an unobstructed line of sight fromt he ring wearer
- and within 60 feet of the wearer. A save vs. spell is allowable to avoid the
- beam and its damage, and it the intended target makes its saving throw, the
- beam will continue along its straight-line path and may hit an unintended
- target that lies within range. The power beam of the ring of energy loses
- potency as it travels outward. Against a target within 20 feet of the ring
- wearer, the beam does 4-24 (4d6) points of damage; at 21 to 30 feet it does
- 3-18 (3d6) points of damage; at 31 to 40, 2-12 (2d6) points; at at 41 to 60
- feet, 1-6 points. The beam only affects living things; golems, undead, and
- creatures of similar sort are not hurt by it, but it will hit such a creature
- and in doing so expend its energy. The ring of energy cannot be used more than
- four times in one day. The energy fo the power beam is drawn from the Ethereal
- Plane; as such, each usage has a 3% chance (non-cumulative) of opening a
- passageway to that plane and causing a terithran (Fiend Folio) to arrive on the
- Prome Material Plane. Any such creature 'summoned' in this fashon will appear
- 30 feet waay from te ring wearer and will immediately move in to attack in an
- attempt to destroy the ring (and its possessor).
- XP value: 500 gp value: 6,000
-
- RING OF FASHION: The ring of fashion, when commanded with the proper word,
- immediately dresses the user in any sort of clothing the character can dream
- of, short of true armor of any sort (all costumes are AC 10). One out of 10
- all such rings allow the wearer to create heavy clothing that can be counted as
- padded armor (AC 8). Unfortunately, there is also a 1% chance that the ring
- will create a completely random set of clothing that lasts for 1-6 turns before
- fading. Such clothing appears in place of any other sort of clothing worn when
- the ring is activated. No metallic or metal studded armor can be worn by the
- user when the ring is activated, or else the ring will not function. Magical
- metallic items of small size, such as rings, bracers, or jewelry, so not affect
- the function of this device. However, magical and normal suites of leather or
- cloth armor will vanish once this ring is activated, returning only when the
- ring's
- effects are dispelled or negated. all magical girdles, boots, cloaks, and the
- like will likewise vanish and return later.
- XP value: 1,000 gp value: 3,000
-
- RING OF FLYING TYPE I: This magical item uses charges. It may have a maximum
- of 50 charges. This ring will allow the user, or anyone else touched, to fly
- as the magic-user spell for 12+1d6 spans per charge. The movement rate is 12"
- horizontally, 24" downward, and 6" upwards. the user of the ring controls the
- movement, so an opponent touched (who fails a saving throw) will be able to be
- lifted into the air at the users commands, and be dropped at any time.
- XP value: 2,500 gp value: 30,500
-
- RING OF FLYING TYPE II: [DUNGEON 14] This magical ring looks exaclty like any
- other magical ring. When worn, however, it allows the wearer and up to 600
- lbs. of weight to fly at will, as per the third-level magic-user spell. The
- ring may be used for up to two cumulative hours of flight per day. If worn in
- flight past that limit, the ring ceases to function and the user immediately
- falls. One feather fall spell (cast at 12th level of experience) may be used
- from this ring per day, in addition to the powers of flight; however, the
- wearer should note that the feather fall spell has a duration of 12 segments,
- slowing the wearer so that he falls only 144' during that time. Thus, this
- spell should only be called upon when the wearer is about to strike the ground,
- or else he will fall again when the spell's duration expires.
- XP value: 1,000 gp value: 7,500
-
- RING OF FIGHTER POWER: The ring of fighter power appears as a small silver
- ring, that is very battered. Any round when the magic-user chooses to acitvate
- this ring, he can fight as well as a fighter of the same level, using any
- weapon. The limit is ten rounds per day, but they need not all be used at
- once. Even if the user is under haste, etc., he cannot cast spells or use any
- object not usable by fighters during any round the ring is activated.
- XP value: 3,000 gp value: 70,000
-
- RING OF FIRE STARTING: The beauty of this ring is obvious under even the most
- casual inspection. Its band is forged from a bright, silvery metal and has an
- intricate bas-relief of an ancient fire-tending ceremony carved into its
- surface. The stone is a 5000 gp diamond and glows with a faint inner light.
- When it is worn, a slight sensation of warmth can be felt emanating from it.
- If the wearer touches the stone to any combustable substance and speaks the
- command word, the material must save vs. magical fire or burst into flame. The
- material need not be entirely dry or pure, and the conditions do not have to be
- temperate in order for the ring to function.
- This ring has an unlimited number of uses. It is in itself immune to all
- fire- and heat-based effects, magical or otherwise.
- XP value: 1,000 gp value: 3,500
-
- RING OF THE GRASSHOPPER: While wearing this ring, a character weighing up to
- 300 lbs can jump (as per the magic-user spell) once per turn for a number of
- times equal to his/her strength score. (A strength of 18, with or without an
- exceptional rating will allow for 18 jumps per day.) If the wearer of the ring
- of the grasshopperattempts to jump more often than allowed by his strength, he
- must save vs. paralyzation each time he lands. Failure to save indicates that
- (s)he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled
- and character has 35 hp then 10 (10.5 rounded down) points of damage are
- taken)) and reducing the victim's movement
- rate to 3". A character injured in this manner will find running leaping, and
- other strenuous activity involving the legs to be impossible for 6-36 hours
- afterward, unless a heal spell is applied to neutralize the ill effects.
- XP value: 1,000 gp value: 5,000
-
- RING OF HEALTH: Wearing the ring of health brings many benefits. The wearer
- is allotted the ring's set constitution, in as far as it pertains to health,
- recovery of hit points, ability to consume amounts of liquor, and system shock
- and resurrection percentages; this does not, however, pertain to hit points
- conferred by a high constitution whenever a level is attained. For example,
- wearing the ring of health (constitution 16) would allot 96% chance of
- sucessful revival if the wearer is killed, while a ring of health (constitution
- 19) would give a +1 on saving throws vs. poison. Neither ring gives the wearer
- any additional hit points. The ring must be worn for at least a week before
- the wearer gains its benefits. No benefits are realized by placing such a ring
- on a dead person in a attampt to revive him.
- The type of ring is determined by rolling percentile dice and consulting the
- talbe below:
- d100 CON XP value gp value
- 01-45 15 1,000 5,000
- 46-90 16 2,000 6,000
- 91-95 17 3,000 7,000
- 96-99 18 4,000 8,000
- 00 19 5,000 9,000
-
- RING OF INFRAVISION: This magical ring can appear as any other type of ring
- magical or otherwise. The ring of infravision gives infravision to anyone
- wearing the ring. The rang e for this infravision is 60 feet, and can be
- dispelled by any spell which nullifies infravision, or any light source within
- sight of the wearer of the ring, because the ring will only work in total (or
- very close to total) darkness.
- XP value: 250 gp value: 1,750
-
- RING OF LANGUAGES: This ring is basically a limited version of the ring of
- tongues. Instead of gaining the abilities of the ring of tongues, the wearer
- gains a number of languages conferred by the ring while the ring is worn. The
- wearer not only understands these languages--he is also able to speak, read,
- and write the languages as if they were his native tongue. Note that once the
- ring is removed from the finger, the wearer loses the ability to understand the
- languages the ring possesses.
- It is possible, however, for a character whose intelligence has increased
- (thereby allowing the learning of one or more additional language), or for a
- character with the ability to learn another language, to learn a language
- possessed by the ring merely by wearing it. This process requires the wearer
- to wear the ring consecutively for one month, after which time (due to the
- magically accelerated ability to learn) the character understands the language
- entirely, without the ring's further assistance. Only one language may be so
- learned at a time.
- The number of languages possessed by a ring is determined by rolling 2d4;
- the languages are picked from the table listed on page 102 of the Dungeon
- Masters Guide or from a language table of the DM's own devising. A roll of
- 86-00 on this table indicates either a common tongue, an alignment language,
- the thieve's cant, or the druidic tongue, as determined by the following table.
- Duplications on this table are merely rerolled.
- 01-60 Human (common, foreign, or other)
- 61-70 Lawful*
- 71-80 Neutral*
- 81-90 Chaotic*
- 91-95 Thieves' cant
- 96-00 Druidic tongue
- *Ones digit: 1-3, Good; 4-7, Neutral; 8-0, Evil.
- XP value: 1,000 gp value: 5,000
-
- RING OF LIGHTNING RESISTANCE: [SM] This ring functions exactly like a ring of
- fire resistance except that is protects the wearer from electricity.
- XP value: 1,000 gp value: 5,000
-
- RING OF LIMITED TELEPATHY: These rare magic rings appear only in pairs. This
- ring combination allows the wearer to communicate telepathically with the
- wearer of the other ring only, though these are restrictions on this. These
- rings have a telepathic range of 2,000 miles, but function only when both rings
- and their wearers are on the same plane of existence.
- These rings are normally made and enchanted for a specific pair of
- users--for example, for a husband and wife, a pair of allied adventurers, or a
- brother and sister. Notice that in each case, one partner must be male and the
- other female. This function on the enchanting, which enhances sympathetic
- feelings between such pairs, capitalizing on gender attraction as well. Also,
- because the rings are enchanted for a specific pair of wearers, the chance of
- two persons randomly finding such rings and being able to use them is almost
- nil. A remote chance exists that two persons of the same gender who are very
- closely allied of related (e.g., twins, friends or lovers who have been
- together for at least 10 years, a parent and a child, etc.) can make use of
- these rings, but the effective range is reduced to 500 miles, and there is a
- 20% chance per day that the rings do not function for that day.
- Successful use of these rings allows each wearer a +4 saving throw agains
- any type of psionic attack, psionic discipline, or magical effect which affects
- the mind and will of the wearer. This includes all charms, dominations,
- possessions, suggestions, and holds as well as fear, quest, confusion, etc. The
- use of ESP or telepathy by another person against the wearer of such a ring
- will immediately reveal the use of such rings to the skrying character.
- However, if the saving throw against the attacks mentioned above is failed, the
- ring wearer's partner (who might not be present during the attack) must save
- vs. spells at +2 or else suffer the same spell or psionic effects. Thus, if a
- ring-wearer was subjected to a scare spell, the other ring-wearer must save vs.
- spells at +2 or else be scared as well. Use the Wisdom Spell Immunities table
- in Legends and Lore to determine which spells are applicable in those cases. In
- the event of dire need, such as when one ring-wearer is unconscious, dying, or
- in great pain, a strong feeling of distress is felt by the partner. By
- complete concentration, the partner can determine the distressed ring-wearer's
- location. This takes a full turn to complete. If one ring-wearer is slain,
- the partner must save vs. spells (with will-force bonuses) or else pass into a
- coma for 2-20 hours.
- XP value: 2,000 gp value: 10,000
-
- RING OF MAGIC DETECTION: This magical ring, which is always made of gold, has
- the ability to allow the user to identify magical items as having a magical
- property. The dweomer detected will not be
- identified as of type, what the magical properties are, or how to use the item.
- XP value: 1,000 gp value: 15,000
-
- RING OF MAGIC RESISTANCE: As their name describes, these rings impart magic
- resistance upon their wearers. These rings do not increase the natural magic
- resistance a wearer may have-- they do not provide a cumulative figure for
- magic resistance. For example, a being with a natural magic resistance of 50%
- wearing a ring of magic resistance, 45% does not gain a magic resistance of
- 95%; rather the wearer gains the higher magic resistance of the two (in this
- case, the innate figure of 50%). Consequently, the ring is ineffective in
- respect to this wearer as a result. The effective magic resistance of the ring
- is obtained by rolling percentile dice and checking the table below:
- d100 Magic Resistance
- 01-15 5%
- 16-30 10%
- 31-45 15%
- 46-60 20%
- 61-75 25%
- 76-85 30%
- 86-92 35%
- 93-97 40%
- 98-99 45%
- 00 50%
- XP value: 500+500 per 5% gp value: 2,000 per 5%
-
- RING OF NEUTRALIZATION: This magical ring can be employed by any character
- class. Its sole function is to protect the wearer from the effects of a
- predetermined magic-user spell. Each ring has the ability to totally negate
- any damage or ill effects from a given specific spell, as noted in an
- inscription on the ring itself. A ring of fireball neutralization, for
- example, allows a character to stand in the center of a fireball blast and be
- totally unharmed. A ring of neutralization uses a charge every time a spell's
- effects are nullified. A typical ring of this sort, when found, has 4-16
- charges. It can only be recharged by a 12th-level magic user or higher, to a
- maximum of 20 charges, but this requires a prolonged and costly ritual (1 day
- and 1,000 gold pieces per charge). A charge is lost from the ring for each
- predesigned attack made on an individual wearing it. A magic missile or Melf's
- Minute Meteor spell forces rings matched for those spells to use a charge for
- each missile stopped. For example, if four magic missiles are negated by a
- ring of magic-missile neutralization, then four charges are used. A ring of
- neutralization only nullifies one type of spell. For example, if a character
- is wearing a ring of cone-of-cold neutralization and is the target of an ice
- storm spell, he takes normal damage from the attack.
- Spells with similar effects are nonetheless considered different for the
- purposes of using this spell-dedicated ring; a delayed blast fireball does
- normal damage if a character is wearing a ring of fireball neutralization.
- Similarly, a character wishing protection from lightning bolts, ball lightning,
- and a chain lightning spell would require three different rings. Only the
- person wearing the ring of neutralization is immune to that spell's effects.
- Anyone else caught in the area of effect takes normal damage or suffers the
- effects of that particular spell.
- XP value: 1,500 gp value: 7,500
-
- RING OF PERMANENT X-RAY: This trapped ring of silver with gold inlay, has
- 1d10+1 charges. On all but the last charge, it functions as a
- normal ring of x-ray vision. On the last charge, it makes all the soft tissues
- of the user's body invisible (i.e., everything except the bones and teeth).
- The user still functions normally, he just looks like a skeleton. Effect is
- permanent.
- XP value: 2,500 gp value: 30,000
-
- RING OF PHANTOM FORM: The user of this ring can disperse his body's molecules
- at will, so as to become totally intangible. This ring does not allow the user
- to become invisible, as he will appear to be translucent in form. (Rings of
- invisibility and phantom form cannot be used together at the same time. The
- spell invisibility can be successfully cast upon the user of a ring of phantom
- form, however). An intangible character cannot be hit by normal weapons, but is
- affected normally by weapons with a +1 or better magical bonus. An intangible
- character cannot physically attack, but may cast spells. Heat, cold,
- electrical, and energy attacks (ball lightning, fireball, blizzard blast, magic
- missile, etc.) affect an intangible character normally. The user of a ring of
- phantom form can move through screens, pipes, and other narrow apertures at a
- 12" movement rate. If a character fails a saving throw against any magical
- attack form which can harm him, all carried items must likewise save vs. that
- attack form or else be destroyed.
- XP value: 1,500 gp value: 7,500
-
- RING OF PROTECTION VS. CHARMING: This is a special limited charge ring based
- on the 8th level spell Serten's spell immunity (+9 vs. beguiling, charm,
- suggestion; +7 vs. command, domination, fear, hold, scare; +5 vs. geas, quest).
- It operates automatically to ward its wearer, and the protection from each
- charge lasts a full 16 turns. It protects only the wearer, and cannot be
- recharge. It may have a maximum of 12 charges.
- XP value: 3,600 gp value: 18,000
-
- RING OF QUICK ACTION: A ring of quick action enables a fighter, cavalier,
- barbarian, ranger, or paladin to gain the initiative at the start of a melee,
- regardless of any other factors, including the condition of the opposition.
- The ring can be used 2-20 times in this manner before it runs out of charges
- and becomes useless. Expending a charge is an automatic action requiring a
- mental command at the start of a melee round.
- XP value: 1,000 gp value: 5,000
-
- RING OF RAPID REGENERATION: This ring acts just as does the ring of
- regeneration for the first two days worn. After the two days have elapsed, the
- character wearing the ring will regenerate one hit point per round instead of
- per round as the normal ring. If the ring is taken off for any period of time
- for any reason, the two day 'waiting' period must start over, thus a character
- may not discover the difference if (s)he continues to take off the ring to help
- heal a companion. A side effect of this ring is that the character also ages
- twice as fast as normal while the ring is worn (including the two day waiting
- period). This includes the unnatural aging effects of some creatures (such as
- ghosts, etc.).
- XP value: 5,000 gp value: 50,000
-
- RING OF RANGE EXTENSION: This item allows any spellcaster (including rangers,
- paladins, and the like) to voluntarily extend the range of any spell cast, save
- those spells with ranges of 0" or touch. Each such ring contains 2-40 charges
- and cannot be recharged. Each charge used increases the range of any spell
- cast by the amount listed as the
- normal range. Thus, if one charge is used, the range is doubled; two charges
- triple the range, three quadruple it, and so on. A ring of range extension may
- be successfully used on a spell cast from scrolls or other magical devices, but
- cannot be used to cast a spell into a plane other than that which the user
- currently occupies.
- XP value: 2,000 gp value: 10,000
-
- RING OF SERTEN'S SPELL IMMUNITY: [SM] Once per day, this ring can generate one
- Serten's spell immunity spell, duration 18 turns. The wearer can use the
- effect on himself, or share it with other characters as explained in the spell
- description (Player's Handbook 2, page 192).
- XP value: 8,000 gp value: 50,000
-
- RING OF SHAPE CHANGING: This ring commonly possesses 3-30 charges when found.
- Each of the charges expended allows the wearer to shape change as per the
- ninth-level magic user spell shape-change. The wearer of this ring may change
- back to his original form at will, without expending a ring charge. However,
- there is a 2% chance per shape assumed that the wearer permanently assumes the
- form of the thing into which he changes. In this event, the character stuck in
- an unfamiliar form can only regain his former shape by having dispel magic,
- alter reality, limited wish or wish cast upon him.
- XP value: 2,500 gp value: 15,000
-
- RING OF TELEPATHIC COMMUNICATION: These are two finely wrought rings carved
- from a single gemstone, rarely found near each other. These rings are attuned
- to each other so that their wearers can hold telepathic conversations--from any
- plane, any distance, etc. If the wearers share no common language, they may
- still communicate simple ideas and feelings. If one ring is not being worn,
- the wearer of the other will receive a general idea of where the empty ring is:
- direction, distance, etc.
- XP value: 3,000 gp value: 35,000
-
- RING OF TELEPORTATION: This enchanted ring commonly has 3-30 charges when
- found. The ring's gem is a deep blue spinel worth 500 gp if sold as an
- ordinary gem. The gem is easily separated from the ring and placed anywhere to
- which the ring's user wishes to be transported at a later time. By expending
- one charge, the wearer of the ring is teleported without error to a safe
- location within 5' of the spinel. The gem can be retrieved and reused as long
- as the ring retains at least one charge. If no safe location exists near the
- location of the gem (say, if it is buried under 10' of earth or is inside a
- burning building), the ring expends four charges and nothing happens. The gem
- must be obtained in order for the ring to work again.
- XP value: 2,000 gp value: 15,000
-
- RING OF TONGUES: The wearer of this magical ring can understand, read, write,
- and speak any language known by any creature within 30' of the ring, as long as
- the creature stays within the area of effect. Two rings of this sort within 30'
- of each other automatically cancel each other out. Additionally, it is
- possible for a character wearing this ring to learn a language (where this
- learning is warranted, as by an increase in intelligence or similar
- circumstance) from another character as expressed in the rules regarding
- language learning; half the normal time for this is required. (For further
- info, see page 34 of the Player's Handbook.)
- XP value: 1,000 gp value: 5,000
-
- RING OF TRUTH TYPE II: Most often found in the form of an unadorned band of
- copper or silver this ring is a scourge to all forms of deception. The ring
- allows its wearer to detect lie automatically and also acts as a true seeing
- spell up to three times per day upon the wearer's mental command. The ring has
- certain side effects that may manifest themselves upon the wearer. Any
- character wearing a ring of truth type II cannot knowingly lie or participate
- in a deception without immediately suffering 1d4 points of damage and having
- his vocal cords paralyzed for 1-10 rounds, rendering the character mute for
- that length of time. Also, if the wearer is a spellcaster, any
- illusion/phantasm spells cast while the ring is worn will automatically fail.
- XP value: 1,500 gp value: 5,000
-
- RING OF VAPORS: The origin of these ten unique rings is greatly disputed, but
- most mages agree that a powerful figure among the air elementals had a hand in
- its creation. The ring appears as a small circlet of misty vapors that
- continually shift and change; the ring, however, is solid. Any character
- wearing the ring gains the following abilities:
- At will Fly (12")
- Once per day Stinking cloud
- Once per day Obscurement
- Thrice per week Wind walk
- Thrice per week Wind wall
- Twice per week Aerial servant
- Once per week Cloudkill
- Once per month Summon aid from Elemental Plane of Air*
- *Wearer's alignment good--djinni; wearer's alignment neutral--8HD air
- elemental; and wearer's alignment evil--mihstu.
- All spell effects are at 16th level of ability. Summoned monsters will remain
- with the summoner for only 4-16 rounds, after which they will depart. Summoned
- monsters will not attack the monster unless attacked first, and they act in a
- friendly and helpful manner during the time they are present. The wearer also
- receives a penalty on saving throws verses fire, agains which he saves at -2,
- and takes +1 damage per die. It is possible that the maker of these few rings
- is still hunting for them.
- XP value: 4,000 gp value: 35,000
-
-
- This is the LOOONG magic Item list, section 3 of 9.
-
-
- RODS, STAVES, WANDS
-
-
- BATON DES FRERES MARQUES: [S5] This wood staff (length varies), is usually
- found marked with signs of chopping and sawing. The staff will always grow or
- shrink (in 1d3 rounds) to exactly twice the height of the person holding it.
- If the ends are cut off or if the staff is broken, the largest portion of the
- staff will regenerate fully. One end of the staff detects traps by swinging to
- point at the trap (range 10').
- XP value: 1,750 gp value: 8,000
-
- CATSTAFF: [S2] This item is a black, 7-foot-long staff of stout wood topped
- with a sculpted knob resembling a cat's head. When carried on or strapped to
- one's person, it imparts abilities related to silent movement and concealment.
- The holder/bearer of a catstaff is able to climb walls (if both hands are free)
- and move silently as a 9th level
- thief, hide in shadows with a 94% chance of success, see with ultravision to a
- 60' range, and cast shadow six times per day. This shadow is a 1" radius globe
- of semi-darkness centered on the staff; This gloom does not block infravision
- or ultravision, and is negated by a light source within its confines. It can
- be dispelled by magical (but not normal) light which touches its periphery, and
- unless dispelled or canceled by the desire of the staff holder it remains in
- effect for 2-4 turns. The shadow does not allow normal vision into or through
- its area of effect, and as such serves as a defense against visual attacks
- (gaze weapons, hypnotic and dazzling effects, and the like).
- The catstaff is a magical weapon and can be used in combat as a normal
- quarterstaff would be; however, it has no bonuses to hit or damage. It can be
- employed as a weapon while any or all of its magical properties are being
- utilized. The staff never makes any noise itself while tapping, scraping,
- striking, or otherwise contacting any solid object. Many such staves contain
- secret compartments for the carrying of small items such as thieve's tools,
- spell components, magical tokens, and the like. If it is broken in two, all of
- its magical properties are lost.
- XP value: 6,000 gp value: 13,000
-
- DEMON STAFF: [SH] This is a black leather-like staff, very strong, and carved
- with disgusting scenes and vile runes. It allows the wielder to cause fear in
- whomever it touches--no saving throw, inflict 4-24 hit points of damage which
- can only be healed by the passage on 1 full day of time per hit point upon any
- creatures it touches. It may also be used to call forth a Type I demon and/or
- turn the holder into a Type III demon for five rounds. Each of these functions
- operates but once per day.
- XP value: 8,000 gp value: 35,000
-
- NIDUS' WAND OF ENDLESS REPETITION: [SO] Named for the legendary mage who by
- its use gave us the oath "Nidus' Curse!", examples of this device typically
- have only 4d12 charges when found. The art of its fabrication is lost and has
- not yer been rediscovered. Upon command, this wand emits a grey cone of light,
- range 4", diameter at maximum range: 1.5". This cone may be continually
- maintained at a cost of 1 charge per round. Creatures caught in its light are
- allowed a saving throw.
- Anyone affected by the wand is forced to endlessly repeat actions taken
- during the preceding 2 rounds (or at least mimic them, as in the case of a
- spellcaster, who woould continuously try to cast a particular spell even after
- his components and magic are exhausted). This automaton-style cycle of 2 rounds
- of action, 2 rounds of the same actions in reverse to the starting position
- once again, and so on continues until a dispel magic, remove curse, or a
- limited (or full) wish is cast upon the victim. Even if the victim should die
- from lack of food and water, or of damage inflicted by passing creatures, the
- corpse endlessly repeats the cycle of action until it falls apart.
- XP value: 3,500 gp value: 25,000
-
- ROD OF MANY THINGS: [S1] This magical wand of silver may be commanded to turn
- into any 15 of the items listed on the chart below, and will stay that way
- until commanded to become a rod again. To change into something the owner must
- give a mental command naming the object desired, or the mental command 'do
- something'. If the rod is ordered into something which it cannot become, then
- the user must make a save vs. spell or suffer 2-12 points of electrical damage.
- For the rod to go from one shape to another, the object must first be
- commanded into
- rod form and then into the other shape. Since the rod is made of silver, any
- creature vulnerable to silver weapons may be damaged by the rod in weapon form.
- Although the rod has no + to hit or damage it may also be used to attack
- creature hit only by +1 weapons or better.
- Possible objects:
- Dice roll Item formed Dice roll Item formed
- 01-04 Axe, hand 51 Jo stick
- 05-06 Broom 52-53 Lance, light
- 07 Bo stick 54-57 Mace, footman's
- 08-09 Cable, 50' 58 Needle
- 10 Candlestick 59-61 Oar
- 11 Club 62 Pick, footman's
- 12-13 Crowbar 63-65 Poker, fireplace
- 14-16 Dagger 66-67 Pole, 10'
- 17-19 Dart 68-69 Scimitar
- 20-21 Flail, footman's 70-71 Spade
- 22-24 Fork, dinner 72-75 Spear
- 25-27 Fork, hay 76-78 Staff, quarter
- 28-30 Fork, military 79-80 Sword, bastard
- 31-32 Guisarme 81-83 Sword, broad
- 33-36 Halberd 84-89 Sword, long
- 37-41 Hammer 90-93 Sword, short
- 42-46 Hoe 94-95 Sword, 2-handed
- 47-48 Hoof pick 96-98 Trident
- 49-50 Javelin 99-00 Toothpick
- XP value: 7,500 gp value: 25,000
-
- ROD OF MELTING: [S2] This item is usable by a member of any character class,
- is the bane of all magical swords, particularly those with innate intelligence.
- It destroys magical swords through heat, which an intelligent sword will
- perceive as pain. If used to destroy a sword when not in combat, the user
- simply touches the rod to the sword and gives the command words to activate it.
- If the sword fails a saving throw vs. disintegration (as hard metal), the
- sword grows rapidly hotter until it melts into white hot slag within a single
- round. Anyone touching the hot slag or holding the sword as it melts takes
- 4-16 hp damage (save vs. wands for half damage).
- In combat, the wielder of the rod must concentrate on striking the
- opponents sword, which is considered to have a base AC 0 (with bonuses for
- magical protective devices applicable, such as from a ring of protection, but
- not from bracers of defense). Any misses against the sword will not strike the
- sword's wielder.
- If a sword is struck while in combat, it gains a +2 bonus to its saving
- throw due to the circumstances of combat. If the save fails, however, the
- sword quickly accumulated dangerous thermal energy, and the wielder will take
- damage noted above and drop the weapon. The sword will often spray the 5' area
- around it with sparks and lights as it melts, though this display is not
- dangerous. A sword with speech capability will emit a death shriek that will
- deafen all within 30' of it for 1-6 turns, if the affected creatures fail to
- save vs. wands.
- There is a 5% chance per ego point a sword possesses that it will explode
- when it fails to save against the rod of melting. Such a blast will cause 1 hp
- damage per ego point the sword possessed to all beings within 30' of it. If
- this occurs, the rod must save vs. disintegration (as hard metal), or it, too,
- will be destroyed by backfiring thermal energy, forcing its wielder to take
- damage and drop it as well.
- A rod of melting has at most 50 charges, and cannot be recharged. Each
- time it forces a sword to save against its melting power, whether the sword is
- destroyed or not, a charge is used for every point of ego
- that the sword possesses (or for the total to hit bonus the sword possesses at
- its greatest effect, if it is not intelligent). The rod will not affect
- non-magical swords or any other magical or non-magical weapons or items. If
- used against a living creature, it may be treated as a jo stick for damage. It
- has no effect at all against iron golems.
- XP value: 3,000 gp value: 12,000
-
- SPECTRE WAND: [SN] This wand only operates in the hands of a necromancer (or
- death master). It fires a jet black ray to a range of 180 feet. A hit by the
- ray is determined as if the intended victim had been attacked by a 6 HD monster
- vs. the target's frontal armor class (assuming the target is facing the weilder
- of the wand). If theis roll to hit is not made, there is no effect. If the
- ray does hit, the target takes 1-8 points of damage (no saving throw), and that
- many points are drained permanently from the figure's hit-point total. The wand
- takes 1 segment to fire, and can have from 1 to 50 charged when found, and
- cannot be recharged. The victim can only regain lost hit points in only one of
- three ways: limited wish (2-8 points), restoration (2-12 points), wish (3-18
- points). Once the victim gains a new level of experience, lost hit points that
- have not yet been regained are forever lost.
- XP value: 2,500 gp value: 10,500
-
- STAFF OF ADJUSTMENT: [S5] This staff is of dark polished wood. It will always
- be just the right size for the cleric holding it. In the hands of a good
- cleric it heals 1d6 per round or touch which ever is latest to anyone (but the
- cleric) who touches it. In the hands of an evil cleric it does 1d6 points of
- damage. In the hands of a neutral (lawful, true, or chaotic) is glows bright
- green--and so does the cleric, for 1d6 hours. It uses charges, and can be
- recharged.
- XP value: 1,500 gp value: 8,000
-
- STAFF OF THE COUATL: [S9] The Staff of the Couatl is a device much appreciated
- and used by good clerics, particularly those who worship the few good aligned
- deities of the Central American mythos. The lawful neutral clerics of
- Quetzalcouatl, however, may use staves of this sort normally.
- A Staff of the Couatl is about 7' long, with the top 3' of the staff
- fashioned in the shape of a winged couatl. Such staves are usually made from
- precious materials such as ivory over a silver core, and are magically
- strengthend so they can be used in combat (as quarterstaves). This powerful
- staff has the following abilities:
- 1. It can be used to summon one couatl per month to serve the needs of
- the cleric possessing the staff. The couatl will have randomly determined hit
- points and psionic abilities. It will fight on behalf of the summoning cleric
- until the opponent is vanquished or escapes, or until the user of the staff
- commands the attack to cease. If the couatl is summoned to fight against
- insurmountable odds, or if the combat does not seem to be favoring the side of
- the couatl and the cleric, the couatl will wrap its tail around the cleric and
- transport both of them to a place of safety elsewhere on the Prime Material
- Plane (by traveling through the Ethereal Plane). This destination is not under
- the control of the cleric. In any event, the couatl will vanish back to the
- Ethereal Plane 5-8 turns after being summoned, or sooner if the cleric commands
- it. This power may only be used by lawful good clerics or clerics who worship
- Quetzalcoatl.
- 2. So long as the staff is carried, the cleric gains a +2 bonus to his
- saving throw vs. magical effects in general, and a +4 bonus to
- his save vs. all poisons. These bonuses are cumulative with those offered by
- other devices, as per a ring of protection.
- 3. The staff may be used to effect the casting of certain spells: detect
- evil and snake charm each three times per day; neutralize poison and sticks to
- snakes each once per day; and wind walk once per week. All spell effects are
- at the 8th level of ability.
- 4. The staff is +1 to hit and damage when used in combat.
- A non-good, neutral-aligned cleric (lawful neutral, chaotic neutral, or
- neutral evil) who grasps the staff will not be harmed, but cannot use any of
- its powers (except for clerics of Quetzalcoatl, as noted for power #1). An
- evil cleric who picks it up will take 2-5 points of damage each round the staff
- is held. If a cleric of Tezcatlipoca, Quetzalcoatl's chief rival, is struck by
- or picks up this staff, all damage received is doubled, and that cleric must
- save vs. poison each round the staff is grasped or be slain.
- XP value: 7,500 gp value: 20,000
-
- STAFF OF ETHEREAL ACTION: [SO] Also known as the blink staff, this item
- appears to be a nromal wooden staff, but when a command word is spoken, it
- allows the holder to blink, as in the spell, for a cumulative period of up to 2
- turns per day. In battle the blinking stops (and begins again) in one segment
- upon the holder's command.
- The staff is a +1 weapon, and is able to strike cretures on the ethereal
- plane (such as couatl, ghosts, phase spiders, and characters using armor or oil
- of etherealness), as well as those on the Prime Material.
- This staff neither has nor uses charges.
- XP value: 7,000 gp value: 15,000
-
- STAFF OF SKULLS: [SO] This staff, usable by all classes, can animate skeletal
- remains. Each such operation, triggered by the word "Arise!", drains 1 charge.
- Animated skeletons are under the command of the wielder of the staff (cf.
- animate dead spell). If the staff should change hands, control of the
- skeletons goes with it. Skeletons need not be complete, but the skulls must be
- present, and skeletons lacking parts of course have their actions and/or their
- mobility impaired. Such animation is permanent, lasting until the magic is
- dispelled or the skeletons destroyed.
- Twenty-five percent of these staves have a secondary function: mending
- broken bones of both living and dead creatures. This takes one charge, and in
- a round will reattach a severed limb or digit, although it does not restore
- lost hp due to the wounds (or can restore hp, DMO). Limbs or bones not
- belonging to the recipient may be used; thus a heap of bones can serve as
- "spare parts" for a guard of skeletons. Typically, these staves are of ebony
- topped with an ivory skull, or constructed of a smooth-polished skull and a
- thighbone of giant size.
- XP value: 900 gp value: 15,000(25% 25,000)
-
- STAFF OF SPELL FOCUSING: [S1] This staff aids in the casting of a magic-user's
- or illusionist's spells, and makes the magic more effective if the spell is
- cast successfully. It must be held in the caster's left hand (or right if
- left-handed) throughout the casting of the spell, whether or not the magic
- requires a somatic component. (Any gestures requiring movement of the left hand
- are automatically modified by the staff if necessary.)
- When properly employed, the staff of spell focusing causes the target(s)
- of a spell to suffer a -4 penalty on the saving throw against the magic, if a
- saving throw is normally allowed. If the
- spell does not allow a saving throw, the duration of its effect is increased by
- 50% of the normal time. This effect does not apply to spells with a
- nonspecific duration or to those that have a permanent duration.
- Each use of the staff, for either purpose, expends one charge from the
- item. It can be recharged. If the holder of the staff tries to enhance a
- spell that cannot be affected (such as hallucinatory terrain, which allows no
- saving throw and has a non-specific duration), the staff simply fails to
- function and a charge is not wasted.
- The staff of spell focusing can only be used in this manner by a
- magic-user or illusionist. It can be wielded as a weapon by characters able to
- employ a quarterstaff, but grants no combat bonuses and has no magical
- properties.
- XP value: 6,000 gp value: 25,000
-
- WAND OF ARMORY: [S7] When touched to a target creature (or activated upon the
- wielder's person), this wand causes the recipient to be enveloped from head to
- foot, and on all sides, by an invisible field, magical field of force which
- slows and deflects physical attacks so as to afford the equivalent of armor
- class 0 protection.
- This field of force can be destroyed by dispel magic, limited wish,
- disintegrate (which will not affect the protected person, however) or similar
- magic, but otherwise lasts for 6 rounds. During this time it absorbs magic
- missiles and all electrical attacks (including magical ones) so that they do no
- harm to the wearer--or to anything else coming into coming with the field--but
- otherwise do not affect spells cast into, or out of, its confines. The 'force
- armor' may be cast over and in addition to real, physical armor worn by a
- target, and will completely cover any M or S size creature (who need not be
- conscious, alive, or even willing to be so protected; no saving throw allowed).
- Size L creatures will have only their heads and torsos protected by the fields
- of force. All classes may use this wand, which may not be recharged. Each use
- of the wand (only one use per round is possible) drains one charge.
- XP value: 2,000 gp value: 7,000
-
- WAND OF BACKFIRING: [S5] These wands resemble the normal wand and are tapered
- toward one end. It is often difficult to determine the function of a found
- wand--except by trying it. These wands function as normal wands EXCEPT that
- the discharge is from the thick end rather than from the thin end. This is
- often hazardous to the unwary user. The more common models of these wands are
- constructed in such a way that anyone grasping the wand will know its basic
- function--but not which end it fires from. It is believed that these wands
- were originally conceived by an inept mage but later copied by intent.
- All standard saves apply in addition to the special dexterity saves given
- below. The most common varieties are:
- 1) WAND OF MAGIC MISSILES--This wand will fire three magic missiles per
- charge expended.
- 2) WAND OF LIGHTNING BOLTS--Fires one lightning bolt per charge expended.
- (Mis)User must save on dex -10; if he saves, anyone behind him must save on
- dexterity normally.
- 3) WAND OF FIREBALLS--Fires one fireball per charge. (Mis)User must save
- on dex -10; if he saves, anyone behind him must save on dexterity with no
- minuses.
- 4) WAND OF COLD--Fires a cone of cold and the user has no dexterity save;
- anyone behind him must save on dex at -10.
- 5) WAND OF PARALYZATION--Fires a beam that will paralyze the user (no dex
- save) as the wand of paralyzation. For anyone standing behind, save on dex
- -10.
- 6) WAND OF POLYMORPH--Only a save vs. polymorph is allowed. If it is
- failed, the (mis)user is polymorphed into what he wished the opponent to
- become.
- XP value: wand norm +300(for finding fault) gp value: as wand of type
-
- WAND OF FOG: [SF] When activated, this wand creates 1,000 cubic feet of fog
- per round for 7-12 rounds, as per the first-level illusionist spell wall of
- fog. Such usage drains the wand of one charge. The initial 10' x 10' x 10'
- cube can be centered on any area within his range of vision. On subsequent
- rounds, additional cubes of fog can be created in adjacent 10' x 10' x 10'
- areas as willed by the wand user. Each fog cube persists for one turn after its
- creation. The wand is usable by all classes and may be recharged by an
- illusionist of 12th level or higher level. It can hold up to 100 charges.
- XP value: 1,750 gp value: 8,000
-
- WAND OF HOMING FIREBALLS: [S5] This wand is most often red and decorated with
- flaming arrows and shoots and ordinary fireball, except that detonation is
- delayed 2d4 rounds and it will home on whatever target the user names. Range
- 60', move 8. If the fireball cannot find a target that fits the name the user
- gave (and it can be very pedantic), it returns to the user for further
- instructions. . .but still explodes at the end of the 2d4 rounds, wherever it
- is. . .cannot be deactivated. . .
- XP value: 3,000 gp value: 19,000
-
- WAND OF MAGICAL MIRRORS: [S7] Activation of this wand creates an opaque,
- silvery, and reflective circular shield of force. This shield appears wherever
- the wand is pointing, 1" distant from the wielder of the wand, facing outward.
- Its surface will reflect images (including the gaze of the catoblepas and
- basilisk) like a mirror; the wand wielder can look through the mirror as though
- it was a window without suffering any harm from such attacks--and when viewed
- through the shield, things appear as they truly are: illusions are invisible;
- creatures or items disguised by magic, mutable form, or invisibility (e.g.,
- dopplegangers, shapechanged individuals, leprechans, demodands, and devils) are
- revealed in true aspect; and so forth.
- The mirror-shield lasts for 3-8 rounds (at random) and moves as the
- wielder moves the point of the wand. Each wand can only have one shield created
- from it in existence at a time (the first shield will instantly vanish if a
- second is created). The caster need not concentrate on the shield to maintain
- its existence, and can even put the wand down or pass the wand to another (who
- thereby assumes the control of the mirror) to engage in spell casting or other
- activities.
- The shield has no tangible physical existence; it can neither ward off
- attacks or be used as a weapon. Creatures pass through it as though it does
- not exist. It will, however, reflect color spray spells back at the caster,
- and harmlessly dispel darkness and prismatic spheres, sprays, or walls upon
- contact. A dispel magic, limited wish, wish, or alter reality will destroy
- such a shield; it cannot otherwise be affected. Each creation of such a shield
- drains one charge from the wand, and such wands are not rechargeable.
- Magic-users, illusionists, clerics, and druids may use this wand.
- XP value: 1,000 gp value: 4,000
-
- WAND OF OPENING: This wand is usually thin and made of wood. When this is
- struck against a lock, bound, tied, etc. object, it will cause the object to be
- opened, untied, or otherwise unbound. This effect is similar to the knock
- spell.
- XP value: 750 gp value: 1,550
-
- WAND OF TEETH: [S7] This wand is not rechargeable; it calls forth a certain
- number of 'teeth,' one per charge, firing not more than one tooth per round, at
- targets up to 7" distant. The missiles it fires are daggerlike wedges or
- blades of force that coalesce out of nothingness (actually from material and
- kinetic energy drawn from the Positive Material Plane) within 1 segment of
- activation, and in the next segment flash arrow-straight from the tip of the
- wand to the extent of the wand's range, passing through everything in their
- paths except spheres of annihilation, prismatic shperes, shield spells, and
- walls or cubes of force, all of which swallow or absorb them. A forcecage
- spell, or an existing armor (as in the 1st-levl magic-user spell, or that
- caused by a wand of armory) will deflect a tooth.
- A strike by a tooth does 4-14 (2 + 2d6) points of damage (save vs. spell
- will reduce damage by half), and strikes (as though a hand weapon directly
- wielded by the wand bearer) at +2 to hit. Solid rock will deflect a tooth; any
- other material will be struck and damaged by it, although magic items cause any
- plus they possess to be subtracted from the tooth's to hit roll. Wind wall and
- gust of wind spells, and similar air disturbances (such as those caused by wind
- walkers and air elementals) have no effect on the flight of he tooth. All
- classes can employ this wand.
- XP value: 1,500 gp value: 5,000
-
- WAND OF TEMPORAL STATUS: This wand allows the wielder to place any one
- creature in suspended animation, until a dispel magic spell or the reverse
- (temporal reinstatement) is cast. The effect is the same as the 9th level
- magic user's spell. The command word are invisibly graven into the side of the
- wands which remain invisible until a detect magic is used on the wand. The
- wand can only put one creature at a time into the magical state. That is to
- say, once a bugbear has been magically frozen in time,, the wand cannot put
- another creature into that state until the bugbear has been released. One end
- of the wand (usually the thinner end) casts the spell, the other end (thick
- end) uncasts it. One charge is used for each casting, and uncasting is free if
- the status was cast by the wand, other wise uncasting costs one charge.
- XP value: 3,000 gp value: 10,000
-
- WAND OF THE UNDEAD: [SJ] This wand resembles the wand of Orcus, but it is
- smaller. The wand of the undead acts as an unholy symbol, but any undead
- pressed into service will serve for 1-6 months rather than 1-6 weeks at a time.
- XP value: 5,000 gp value: 40,000
-
- WAND OF VISCID GLOBS: [SH] This item is a metallic baton which upon expending
- a charge will shoot one blob that covers an area of 4 feet with a gummy
- substance which adheres various things together--hands to items held, arms to
- shields, members to bodies. That is, whatever is covered by it will stick
- permanently to any other such object. It is cut by alcohol, however. The wand
- has a range of 6". The bond of the blob is stronger than the substances
- bonded, and very strong creatures can tear themselves apart trying to get free
- is enough is exerted. A saving throw applied (but blobs that miss must hit
- somewhere!).
- XP value: 9,000 gp value: 50,000
-
- WANDS OF WHIPS: This wand shoots forth a whip-shaped field of white,
- shimmering magical force to a maximum (horizontal and vertical) range of 7".
- The wielder of the wand, as he activates the wand, names, looks at, or
- concentrates upon a specific target creature or automaton (i.e., golem, undead,
- homonculous or the like), and the whip attacks this creature and this creature
- only. The whip remains in existance for 4 rounds; if the target is beyond 7"
- from the wand when it is cast, the whip will flash instantly (in 1 segment) to
- the limit of its range, at the point closest to the target, and hang
- motionless, waiting; it will attack only if the target enters its range.
- Otherwise, the whip strikes once per round, as Quaal's feather token does: at
- +1 to hit and on damage, doing 2-7 points of damage per strike, and binding
- fast an opponent if a save vs. spell is not made after each successful strike.
- Once a whip has bound an opponent, the wand wielder cannot release it to
- strike again. The whip cannot change targets. A whip may follow an opponent
- that it has successfully struck at least once beyond 7", moving with the
- target, even if the target teleports, plane shift, blinks, enters a rock or
- plant, etc. The whip can hit invisible and ethereal (but not astral) creatures
- without penalty. The wand of whips may be recharged. Any class may wield it.
- XP value: 1,500 gp value: 4,000
-
-
- ---------------------------------------------------------------------CUT---
-
- This is the LOOONG magic Item list, section 4 of 9.
-
-
- MISCELLANEOUS MAGIC
-
-
- ALCHEMICAL ITEMS: [S8] Any type may be found. See The Compleat Alchemist.
- BLADE VENOMS XP value: 300 gp value: 1,500+(1d20*10)
- COMPOUNDS XP value: 150 gp value: 300+(1d10*10)
- DUSTS XP value: 300 gp value: 500+(5d6*10)
- GASSES XP value: 300 gp value: 600+(5d6*10)
- POWDERS XP value: 125 gp value: 200+(1d10*10)
- TALISMANS XP value: 500 gp value: 6,000
-
- AMULET OF CHARMING: [SM] Anyone viewing the amulet is favorably disposed to
- the wearer (saving throw vs. spells negates the effect). Furthermore, the
- wearer's charisma (and comeliness if used) are raised three points.
- XP value: 5,000 gp value: 20,000
-
- AMULET OF E'NEZBIT: [S5] This trap is a 1" crystal jar on a gold chain to be
- worn as an amulet and gives off continual light. This is a jar of endless
- honey. When the crystal stopper is removed and inverted, it will drip
- excellent honey at the rate of 1d8 quarts per hour (approximately 1d4 oz. per
- minute). When worn as an amulet it cured the wearer's worst fault (party must
- vote on which fault is worst)--sending him to such excess in the opposite
- direction that all will want him back as he was. (i.e., a drunkard becomes a
- prohibitionist, etc.) The only way to remove the amulet is for all who voted
- on the worst fault to lift it at once--or by a wish or a remove blessing cast
- by someone twice the level of the wearer.
- XP value: Nil gp value: 10,000
-
- AMULET OF FINDING: This item appears to be much like other magical amulets.
- Anyone who wears one of these may see through the eyes of the wearer of the
- amulet's twin. Each amulet has one mate or twin and is attuned only to that
- other one. If an amulet's twin is not being worn by another, then when the
- wearer searches for the other end they will find nothing. If an amulet is tied
- in a small sack while worn around someone's neck, the wearer of the amulet's
- twin will see only blackness when the other end is sought after. If one of a
- pair of amulets is destroyed then the mate amulet becomes non-magical.
- XP value: 400 gp value: 950
-
- AMULET OF POWER WORD-PAIN: All creatures within 20 feet of the user must save
- vs. Rods when the word is intoned, or else suffer wracking pains for 2-8
- rounds, causing them to fight at -4 to hit, and making their AC worse by 1
- type. The power word can only be used once per day and and the amulet must be
- held in the hand for the power word to work.
- XP value: 5,000 gp value: 11,000
-
- AMULET OF PROTECTION FROM SLEEP: [S1] When worn on a chain or cord around
- one's neck, this object prevents its wearer from falling into any sort of
- sleep, whether normal or induced magically. The wearer is always alert under
- its influence, and cannot be affected by a sleep spell, potions or poisons that
- cause sleep, the sleep gaze of a jacklewere, or any other item or procedure
- that causes sleep or drowsiness.
- The amulet of protection from sleep can be worn as long as desired. But,
- after three days of continuous use, the wearer will begin to have mild and
- infrequent hallucinations. This effect increases in intensity and frequency on
- each day thereafter until after seven straight days of sleeplessness, the user
- will contract a form of insanity, as determined by a roll of 1d6: 1 = dementia
- praecox, 2 = delusional insanity, 3 = schizophrenia, 4 = paranoia, 5 or 6 =
- hallucinatory insanity. (DMG pp.83-84). The hallucinations will stop
- immediately if the amulet is taken off before seven straight days of use, but
- if the wearer is stricken by insanity, this condition will persist until
- removed by a heal, restoration, or wish spell, or similar magic. If the amulet
- is worn for ten consecutive days, the wearer will die as soon as the tenth day
- has passes. No magical cures will offset this effect, and the character can
- only be brought back to life by a raise dead, resurrection, or wish spell.
- The amulet does not provide a substitute for sleep, it merely postpones
- the need for it. A character who goes without sleep by using the amulet will
- eventually have to make up for this deficiency. In making up lost sleep, a
- character need not always sleep for one hour for every hour he has missed;
- instead, only one half-hour of 'makeup sleep' is required for each hour missed.
- This advantage does not apply when the deficit is a full night's sleep (8
- hours) or less; in such a case, the lost sleep must be made up on an
- hour-for-hour basis. If the wearer has lost 16 hours of sleep or less when the
- amulet is removed, he will be able to remain awake on his own for up to one
- hour thereafter, as long as he is engaging in daily strenous physical activity.
- The amulet may be worn by a member of any class, and will function
- continuously and indefinitely without needing to be recharged.
- XP value: 500 gp value: 2,000
-
- AMULET OF PSIONIC REFLECTION: The ancient githyanki-mind flayer wars have
- spawned a number of interesting psionic-related magical items and
- weapons. Among them is the githyanki amulet of psionic reflection, a small,
- ornate device that is pinned to a headband and placed so that it centers on the
- user's forehead. The wearer is protected from all psionic blast attacks made
- upon him; this protection does not extend to anyone else. In addition, if a
- psionic blast is cast upon the person wearing this amulet, the amulet itself
- will generate another psionic blast in the direction of the attacker, at
- one-half the strength of the original psionic blast (round fractions down). If
- the wearer is psionic, he cannot fire his own psionic blasts without attacking
- himself at the same time he attacks everyone else.
- This device is generally used by githyanki scouts who operate alone on
- missions into mind flayer lairs. Wearing such an amulet is considered a great
- honor, and githyanki will go to great lengths to recover lost amulets from
- their new owners. Mind flayers will be equally enrages to see such an amulet
- if they recognize it as such. Only humans, demi-humans, semi-humans, githyanki,
- and githerazi may use this device; non-psionic characters are neither helped
- nor harmed by it.
- XP value: 2,500 gp value: 10,000
-
- ANKLET OF GROWTH: [S3] This anklet appears and functions as an anklet of
- levitation in all respects. However, it also causes the wearer's leg to grow
- at the rate of 1 inch per turn (or part of a turn) for as long as it is worn.
- The victim's Dexterity score drops by 2 points per foot (two hours) of growth;
- if two anklets are worn, both legs grow evenly, and Dexterity drops by only 1
- point per foot of growth. The anklet(s) may be removed in normal ways. The
- magical growth and loss of Dexterity can be negated only by a remove curse or a
- wish. Although either remedy instantly restores the victim to normal size and
- Dexterity, the anklets, wherever they are, disintegrate.
- XP value: Nil gp value: 350
-
- ANKLET OF HOBBLING: [S3] When locked on an ankle, this item causes the victim
- to move at two-thirds normal rate. If two are used, only one-third normal rate
- is possible.
- XP value: Nil gp value: 350
-
- ANKLET OF LEVITATION: [S3] When locked and commanded to rise, this item does
- so. It stops and goes upon command of the person who locked it. If one anklet
- is used, the wearer is hoisted by one leg, in a most inconvenient posture; if
- two are used; normal levitation is obtained. It may be controlled within a
- range of 60 feet, but the effect is otherwise identical to the magic-user's
- spell levitate, bestowing vertical movement at the rate of 20 feet per round.
- The victim cannot be dropped unless the anklet is suddenly unlocked or
- destroyed.
- XP value: 500 gp value: 1,000
-
- ANKLET OF SINKING: [S3] This anklet appears and functions as an anklet of
- walking (q.v.) in all respects. However, when used to walk on acid, or on
- water 30 or more feet deep, the anklet stops functioning at some inconvenient
- point, suddenly becoming as heavy as a 1,000 gp weight (per anklet). When this
- malfuction occurs, the anklet also negates all other water walking spells and
- effects. The wearer thus sinks like a stone until the anklet is removed,
- although feather fall and other spell effects may show the victim for a time.
- XP value: Nil gp value: 350
-
- ANKLET OF WALKING: [S3] When locked, this anklet enables the wearer to walk
- upon any fluid--water, oil, acid, etc.--without actually
- touching it. The feet or boots hover a fraction of an inch above the fluid.
- One anklet can support 2,000 gp weight; two will support 5,000 gp.
- XP value: 1,000 gp value: 5,000
-
- ARMBAND OF DEATH: [S3] This armband appears identical to an armband of
- healing, but when locked on the arm, the snakes on its insignia animate and
- bite the wearer. Both hit each round, with no hit roll required. Each
- inflicts 1 point of damage per bite and requires a saving throw vs. poison per
- bite; failure results in death from the poison. After the snakes are animated,
- the armband will not unlock until destroyed.
- XP value: Nil gp value: 500
-
- ARMBAND OF HEALING: [S3] This item bears the insignia of a caduceus--two
- snakes entwined about a staff. When locked on the arm of a cleric, it causes
- any three curing spells cast by that cleric to cure the maximum possible
- damage: 8 points for a cure light wounds, 17 for a cure serious wounds, etc.
- Only three spells per day are affected.
- XP value: 2,000 gp value: 6,000
-
- ARMBAND OF MUSIC: [S3] This item appears and functions in all respects as
- either an armband of healing or an armband of strength. However, each time it
- is activated, the armband emits the sound of a brass band (with drums). The
- band plays a rousing march for one turn. These concerts don't overlap if the
- armband is used while the music is playing; if the armband is activated three
- times in three successive rounds, the music lasts for three turns. The armband
- cannot be unlocked while producing music. The noise can be heard clearly
- within a 60-foot range, regardless of intervening walls, doors, etc., and may
- attract the attention of monsters within that area. Note that silence 15'
- spell only dampens the effect slightly, reducing it to 30-foot range.
- XP value: Nil gp value: 500
-
- ARMBAND OF SALUTATION: [S3] This armband bears the symbol of a fleu-de-lis (a
- three-petaled flowering plant). When locked on the arm, it causes the wearer
- to salute his opponent (by bending his arm and raising his hand to the
- eye-brow) before engaging in hand-to-hand combat. It has no effect on missile
- fire combat. The victim must hold the salute for one round. The opponent may
- attack during that round, gaining a +2 bonus on its hit rolls. There is,
- however, a 50% chance that the opponent is so surprised it will fail to attack
- that round. The wearer is never forced to salute any one opponent more than
- once in any given melee. Once the first salute has been given the armband will
- not unlock unless a remove curse or more powerful magic is used.
- XP value: Nil gp value: 500
-
- ARMBAND OF STRENGTH: [S3] This band bears the symbol of a lion. When locked
- on the arm, it may be commanded to raise the wearer's Strength scores to 18/00
- for one turn. It functions three times per day.
- XP value: 500 gp value: 2,000
-
- ARMBAND OF VARIABLE STRENGTH: [S3] This appears identical to an armband of
- Strength but, when commanded to function, it instead drops the wearer's
- Strength score to 3. The Strength scores thereafter rises by 1 per turn, until
- 18 is reached, and drops again to 3 on the
- following turn. The victim's original Strength returns only when a remove
- curse spell is applied.
- XP value: 250 gp value: 1,000
-
- AWL OF HOLE PUNCHING: [S3] This awl can be used to create a hole large enough
- to see through (1/2 inch across and up to 5 feet deep) in any non-living
- material, including magic-user wall spells, solid steel, etc. It does not
- affect creatures of any kind and if used on a magical weapon will not change or
- destroy the enchantments upon it. The awl of hole punching may be used as often
- as desired.
- XP value: 500 gp value: 5,000
-
- BACKPACK OF CONVENIENCE: [S5] This very well-made backpack will adjust its
- size to fit the wearer. It has been enchanted so that whatever the wearer is
- thinking about will be readibly available at the top. Each time the wearer
- reaches in, there is a 10% chance that the wrong item is brought up: 1)
- clothing, 2) food, 3) weapon, 4) misc.
- XP value: 500 gp value: 5,000
-
- BALANCE OF CONVERSION: [S3] A weighing device, the balance of conversion will,
- on command, convert any coins placed on its left-hand tray into a gem of
- equivalent value, which then appears on its right-hand tray as the coins
- disappear. It can hold up to 1,000 coins at once, if they are in sacks. If a
- second command word is used, the balance operates in reverse, converting any
- gem on its right-hand tray into any named type of coins on the left-hand tray;
- the coin do not appear in a container and will spill. This item will function
- as often as desired.
- XP value: 950 gp value: 2,600
-
- BARDING OF DECEPTIVE TRAVEL: [S3] This item is identical to barding of easy
- travel, and indeed may be used as such indefinitely. However, if the proper
- command word is discovered and spoken, the steed turns into a monster. Roll
- 1d6 to determine the form of the monster:
-
- 1 bear, cave
- 2 lizard, minotaur
- 3 rust monster
- 4 basilisk
- 5 manticore
- 6 scorpion, giant
-
- the monster understands, obeys, and even fights for the user. Note that the
- gaze of the basalisk form is still dangerous, even to the user, and that the
- rust monster may require very quick and detailed instructions if accidents are
- to be avoided.
- XP value: 5,000 gp value: 25,000
-
- BARDING OF EASY TRAVEL: [S3] This is a 2-inch-long set of barding for horses.
- When the user places it on the ground or floor and speaks the proper command
- word, it enlarges to full size and magically creates a warhorse within it; hit
- points are determined randomly for each use. This can be done once per day at
- most. The animal disappears on command, when slain, or if the barding is
- removed. When the animal disappears, the barding returns to its original
- (empty) miniature state.
- XP value: 3,000 gp value: 18,000
-
- BASE BALL: [S3] When set upon the ground as a command word is spoken, this
- ball attunes itself to that 'base.' Thereafter, if the creature carrying the
- ball speaks a second command word, the ball teleports itself and the user,
- along with all equipment carried, to the base location. No other creatures can
- be carried or otherwise transported in this way. Standard chances of error
- apply, and the base is treated as generally known. The base ball will function
- once per week at most.
- XP value: 800 gp value: 2,500
-
- BEAD OF ACCURACY: [S3] This bead may be thrown at, and automatically hits, any
- victim within 60 feet; the victim must make a saving throw vs. spells. If the
- saving throw is successful, the bead falls off but does not break and can be
- recovered unless broken afterward. Otherwise, it sticks to the victim and turns
- into a small target ring of concentric circles. The effect lasts for one hour
- and cannot be removed except by soap of washing or wish. If generally aimed at
- the side on which the target appears, all weapon attacks gain a +2 bonus to hit
- the targeted victim. For example, a thief's backstab attempt would not gain
- this bonus unless the bead were thrown at the victim's back (that is if the
- thief makes the backstab at the back, invisible thieves could attack the side
- and get the benefit).
- XP value: 700 gp value: 1,250
-
- BEAD OF DEW: [S3] When placed in any spoiled, poisoned, or stagnant water,
- this bead purifies it, affecting up to 1,000 cubic feet of liquid. The
- purified water is clear and cool. The bead disolves when used.
- XP value: 800 gp value: 1,400
-
- BEADY EYE: [S3] Upon command, this bead becomes a small eyeball. The user may
- see with the eye as long as it remains within 60 feet. If it is rolled, the
- user must make a saving throw vs. spells or be dizzy, confused, then completely
- stunned until the bead is destroyed. If crushed while in use (by someone being
- spied upon, for example), the user must make a saving throw vs. spells or be
- blinded (curable in the usual ways). Although the user may have any number of
- extra eyes through the use of these beads, the eyes cannot be closed, and the
- user cannot avoid looking through them. If any monster with a gaze attacks
- looks at the eye in use, the user must make the appropriate saving throw
- (possibly each round), and may not look away. Upon command, the eye turns into
- a bead again.
- XP value: 1,000 gp value: 2,750
-
- BELLOWS OF BREATH: [S3] When pumped while the command word is spoken, the
- bellows of breath produces a greenish poison gas in a 25 x 20-foot cloud, 10
- feet high. The gas inflicts 20 points of damage, but each victim may make a
- saving throw vs. breath weapon to take one-half damage. This bellows produces
- its cloud only once per day.
- XP value: 1,500 gp value: 6,000
-
- BELLOWS OF BREEZES: [S3] This bellows appears and is used the same as a
- bellows of breath. However, when pumped and commanded, it produces great
- winds. The winds blow all loose items about, affecting a cone 60 feet long and
- 10 feet wide at its furthest end. Each victim within the area must make a
- saving throw vs. spells or be knocked over and unable to attack or cast spells.
- If used to help propel a boat with sails, the winds add a bonus of 30 feet per
- round to the movement rate. The bellows may be used once per day for up to a
- full turn per use.
- XP value: 2,000 gp value: 7,000
-
- BELLOWS OF ROARING: [S3] This bellows appears and is used as a bellows of
- breath and will also produce a cloud of green gas. The cloud is harmless;
- however, if any victims within it are hostile to the user, they all roar in
- rage for one round. This roaring bestows a +1 bonus to their hit rolls and
- saving throws for one turn and attracts the attention of all other creatures
- within 120 feet. Only one cloud can be created per day.
- XP value: Nil gp value: 300
-
- BLACK FLAME CANDLE: [S4] Like the spell of the same name, a black flame candle
- burns in reverse. It produces cold, darkness, and oxygen, while growing all
- the time. The candle may be cut into segments, but only the uppermost one will
- retain the magic. Note that if the atmosphere of an enclosed space gets too
- oxygenated, humans can get quite giddy, although it causes no real physical
- harm.
- XP value: 1,000 gp value: 5,000
-
- BLANKET OF SLEEPING: [S3] This plain gray blanket is 6 feet square. If used to
- wrap or cover any living creature, the victim must make a saving throw vs.
- spells or sleep until the blanket is removed. The blanket is easily removed by
- anyone but the victim; if the saving throw is successful, the blanket has no
- effect. The victim needs no food or water while asleep, and may sleep for
- years. A normal hit roll is required if the blanket is used in hand-to-hand
- combat.
- XP value: Nil gp value: 1,600
-
- BOOK OF CURSES: Large white leather book, decorated in gold leaf with pictures
- of spinning wheels, apples, cradles, fairies, radiates neutral good magic. If
- a person under a curse opens this book, it will tell him who cursed him, when,
- why, how and how the curse can be broken.
- XP value: 750 gp value: 3,500
-
- BOOK OF FORESIGHT: This is a slim volume which feels much heavier than its
- size would suggest. Bound in a dark maroon leather, the cover always has a
- chilling, clammy feeling. While the book of foresight appears to have may
- pages of fine paper, it is impossible to turn to any page except the one where
- the book opened.
- When opened, the book will reveal a potential danger, hazardous situation
- or other warning...always something which might be encountered or might occur
- later. When first opened, the warning is vague - a hint or suggestion of some
- possible hazard and, if the book is closed again, nothing immediate will result
- and the pictured hazard may or may not happen.
- If used repeatedly, the warnings may change...or the same warning may repeat
- itself but becoming more and more distinct.
- If the book remains open or if the warning is studied, the danger becomes
- increasingly clear and also immediate until, after 1d10+10 rounds spent
- studying the warning, the pages suddenly become blank...but the reader and
- party find themselves in the midst of the cautioned situation.
- XP value: 700 gp value: 2,200
-
- BOOTS OF THE COWARD: [S5] These boots resemble boots of elvenkind. They will
- appear and function as boots of elvenkind... until the wearer runs from a
- monster or combat. At this time the boots will clamp to the user's legs and
- will not release until a remove curse is cast upon them. When the victim runs
- from a monster or combat, the
- boot will leave glowing, greenish-yellow footprints with a strong odor. The
- prints will last for 1d6+6 turns before they fade, allowing the victim to be
- followed by even the most incompetent trackers.
- XP value: Nil gp value: 5,000
-
- BOOTS OF SAFETY: [S5] These are well padded boots that will, if a melee brings
- the wearer below 2 hp per his level, will immediately be teleported without
- error to the safest place within 20' per his level. It has 2d10 charges and
- cannot be made to not function.
- XP value: 900 gp value: 2,600
-
- BOTTLE OF CONTAINMENT: This small bottle can hold up to 20 units of any kind
- of fluid. A magic potion counts as one unit, as does one gallon of any
- non-magical fluid. The bottle keeps all its contents separate, and each may be
- recalled by name. However, any fluid stored must be poured from the bottle to
- be used. The bottle appears empty if examined. If the bottle is broken, all
- its liquid contents disappear.
- XP value: 1,750 gp value: 4,500
-
- BOTTLE OF EVAPORATION: [S3] This bottle appears identical to a bottle of
- containment and usually functions in the same manner. However, its entire
- contents may disappear without warning. There is a 5% chance of disappearance
- any time the user attempts to remove a liquid from the bottle.
- XP value: 200 gp value: 1,000
-
- BOTTLE OF FIREFLIES: [S3] This bottle appears and functions as a bottle of
- containment. However, when one wineskin of wine is poured into it, the bottle
- glows with many tiny lights and the wine is immediately consumed. The lights
- can be commanded to glow with any brightness desired and can light an area as
- small as 1 foot across or up to 120 feet in diameter. However, the bottle
- cannot be completely darkened except magically. The firefly light lasts 1 hour
- per wineskin of wine used and functions as often as desired.
- XP value: 2,000 gp value: 5,000
-
- BOTTLEJOHN'S NEST EGG: [S5] This item is a large crystal globe--powerful
- neutral magic may be detected. This is commonly found in the nest of a Harpy
- or other large, dangerous birds. It has been enchanted for the sole purposes
- of attracting such a bird to nest where its eggs may be gathered for market.
- Anyone carrying the globe has 25% or DMO to be attacked by such birds each day
- in the dungeon or wild, or each week in town. This is a rare imported item.
- And can only be identified by someone with experience with this item, or by the
- party carrying it getting attacked by the birds attracted to it (which gives
- them a 7% chance per encounter--let them wonder).
- XP value: 1,500 gp value: 7,000
-
- BOWL OF BLOOD: [SO] This bowl resembles other magical bowls (cf. bowl of
- commanding earth elementals) saves that it fills with blood either once per day
- (24 hours), upon command, or of its own volition once every 4 rounds after
- being activated. While in the bowl, blood will not congeal, and can be used as
- a material component, writing ink, medical supply (it will be compatible with
- all whom it is given), stirge lure, or hurled at opponents and blind them
- temporarily in a fight, etc. Eighty percent of these bowls contain human
- blood. Others contain elvish, gnome, and even (most rare) dragon blood. Such
- bowls fill from 9-90 times, and then vanish.
- XP value: 500 gp value: 1,000
-
- BRACELET OF SWIMMING: This bracelet is made of gold and is set with small
- pieces of jade. Its apparent value is 250 gp. It is actually a semi-powerful
- magic item which gives the wearer the same swimming abilities as those given by
- gauntlets of swimming and climbing. Note that no climbing abilities are given
- and that any character may use this item.
- XP value: 500 gp value: 5,000
-
- ===========================================================
-
- This is the LOOONG magic Item list, section 5 of 9.
-
- BRACERS OF DEFLECTION: [S2] These magical bracers function like bracers of
- defense of the most powerful sort, affording the wearer an effective armor
- class of 2. In addition, if the wearer chooses to attempt to parry an
- opponent's attack (as detailed on page 104 of the Players Handbook), the
- bracers cause the opponents to take a -4 penalty 'to hit', making a successful
- parrying attempt more likely. The wearer may only parry in this fashion against
- one opponent in any round, and cannot attempt to parry unless he does not take
- any offensive action during that round.
- XP value: 4,500 gp value: 27,000
-
- BRACERS OF THE MERMAN: [S1] These devices will allow the wearer to swim at a
- constant speed of 18" for up to 6 hours once per day, and at the speed of 12"
- indefinitely. The bracers also confer water breathing upon the wearer for an
- indefinite period. They do not, however, allow one to use fire or wield
- weapons underwater as one could on the surface. The bracers appear to be
- ordinary wrist guards or arm guards; they contain no engraving or other
- elaborate decoration. As with all magical bracers, both must be worn by the
- same character for their magic to work.
- XP value: 2,000 gp value: 4,500
-
- BREACH-GATE: [S5] A steel ring, two feet in diameter, this artifact is devoid
- of ornamentation or detail of any kind. Anyone who passes his head through it,
- though will receive the command word directly into his mind. When the ring is
- held against any surface and the word is uttered, there will appear a hole,
- beginning at the ring and continuing straight ahead until it again reaches open
- air. Speaking the word again causes the hole to be refilled, while speaking it
- backward causes the ring to appear at opposite end of the hole before closing
- it. In actuality, the device is temporarily phasing out the intervening
- material. If something happens to be occupying that space on the plane that
- the gate uses (take your pick), it will appear, probably to the user's
- detriment.
- XP value: 2,500 gp value: 20,000
-
- BREAD OF RESTORATION: [S5] This item is a small loaf of very dark bread that
- radiates magic. Eating one loaf of this bread is the equivalent of a full
- night's sleep and a full meal as far as renewing spells, mana, once-a-day
- powers, etc., are concerned. It keeps 8+1d12 days, if dry--if it gets wet it
- spoils in 2 hours, when it is broken or its sealed package is opened.
- XP value: 900 gp value: 5,000
-
- BREATH MINTS: [S5] Breath mints are found as small colored mint-candies.
- These candies come in the same colors that dragons do, and the person who eats
- the mint can use the same breath weapon as the corresponding dragon. Damage is
- 2-12, range 10", weapon may be used 1-2 times only. User is immune to the
- effects of that sort of breath weapon during duration. These mints do not keep
- well. If spoiled, water-damaged, etc., they make the users mouth feel as
- though a
- dragon has been nesting in it for the last decade or so--and have only 75% or
- less to work at all.
- XP value: 700 gp value: 7,000
-
- BRIDLE OF CONTROL: [S3] This bridle automatically calms the mount, preventing
- all non-magical fear. Flying dragons, nearby snakes, and other occurrences
- which could cause unprotected animals to falter or flee do not effect the
- mount. The bridle of control has continuous effect while worn.
- XP value: 500 gp value: 2,000
-
- BRIDLE OF LISTENING: [S3] This bridle given the mount the ability to
- understand any language heard. It does not enhance the animal's ability to
- speak, however; a speak with animals spell is needed for the mount to act as an
- interpreter. The bridle functions as long as it is worn.
- XP value: 500 gp value: 1,500
-
- BRIDLE OF SOARING: [S3] This bridle gives the mount the ability to fly (as the
- M-U spell) at any rate up to 360 feet per turn. The speed is not affected by
- encumberence, but the duration is 6 hours per day if the animal is lightly
- encumbered or 3 hours if fully laden. The total time is not limited to a
- single journey and may be used in any number of parts; however, each flight
- uses one turn of flying time even if only a few round's duration.
- XP value: 2,500 gp value: 7,000
-
- BRIDLE OF SPEAKING: [S3] This bridle gives the mount the ability to understand
- and speak in the common tongue. As most riding animals are not highly
- intelligent, the words and concepts are limited.
- XP value: 1,000 gp value: 4,000
-
- BROOCH OF ALCHEMY: [S5] This brooch is made of amethyst, that is carved with
- an alembic pattern. This brooch gives the wearer a percentage (his wisdom +
- 15) of indentifying any potion correctly, by placing the brooch into the
- potion, or adding the percentage to any other adjustments the identifier has
- when tasting the potion or just allowing the identifier more obvious clues when
- tasting.
- XP value: 3,000 gp value: 17,000
-
- BROOCH OF BEGOING: [DUNGEON 11] This item appears to be a decorative pin set
- with rubies, worth about 2,500 gp. However, it has distinct magical properties
- and can be used by a PC of any race and class. Each brooch has 1-50 charges.
- Once per week, the brooch allows the wearer to teleport himself plus an
- additional 750 lbs. to any part of the Prime Material Plane familiar to the
- person. This power drains two charges. Up to three times per week ( but never
- more than once per day), the wearer can blink (as per the 3rd level mage
- spell), except that the distance of displacement is of the wearer's choosing.
- This power drains one charge. Once per day, the wearer can become invisible
- (as per the spell). This power uses no charges.
- Furthermore, the brooch acts as ring of protection +1 so long as the
- wearer has it on his person and wears no other form of magical protection or
- armor. The brooch may be worn with bracers of defense, however. No charges
- are drained by this ability.
- XP value: 4,000 gp value: 16,000
-
- BROTHER SAMUEL'S COOKOO FIGURINE: [S5] This object is a well-carved figurine
- of a cookoo on a nest and inscribed "Spell Storing". It
- appears to function as a normal item of spell storing with indefinite capacity.
- In fact it stores the spells in other people's magic items. Range is 100' and
- spells are stored last in first out. When asked to release the spell it will
- do so normally if the other item is still in range -- otherwise it will release
- a different spell or none (DMO). If necessary it will delete spells already in
- the other magic items tomake room for the new ones.
- XP value: 5,000 gp value: 50,000
-
- CARPET OF CATASTROPHE: [S6] This large beautiful carpet files on command,
- smoothly and well, and can carry up to six passengers. However, it will always
- fly directly to the greatest possible danger on that level of the dungeon and
- then land. It will not fly again until the danger in this location is
- abbrogated. At that time, if commanded to fly, it will again fly directly to
- the location of greatest possible danger. (The carpet can pass thru stone
- walls as if ethereal.)
- XP value: Nil gp value: 9,000
-
- CATBOOTS: [S5] These boots are decorated with pictures of mice, milk,
- cushions, hearths, etc. Anyone wearing these boots will always land on his
- feet, whether jumping, falling, turning sumersaults, etc. But they in no way
- negate impact damage. Some varieties of these boots have all the benefits of
- boots of elvinkind too, and are worth the values of both boots added together.
- Each day the boots are worn the wearer has 1% (not cumulative) to be geased to
- go and look at the nearest queen.
- XP value: 400 gp value: 1,000
-
- CENSER OF THAUMATURGY: [SO] This perferated metal vessel is typically (75%)
- made of electrum, but may be forms of any prescious metal. If it is filled
- with incense and the contents are lit, the vapors from theincense will permeate
- a 1" radius after 1 round and increase by 1" per round thereafter until
- reaching a 7" redius limit after the seventh round.
- The effect of the vapors depends on what sort of character or creature
- ignited the inscence (which may be someone other than the owner of the censer).
- If the lighting was done by a member of a spellcasting class of creature with
- spell-like ailities, all magic-user spells cast by someone who is within the
- vapors are treated as if cast by a magic-user of 18th level. If the lighting
- is done by a character or creature with no spellcasting or innate spell-like
- abilities, then all magic-user spells cast by someone within the vapors are
- treated as if cast by a character of 5th level. A ranger or palidin who has
- obtained spell abilities because of high level is considered a spell-caster for
- pupopese of this determination.
- All forms of magic that are equivalent to any magic-user spell (such as a
- monster's innate spell-like abilities or druid, illusionist, or cleric spells
- that directly duplicate magic-user spells) are affected by the magic of the
- censer of thaumaturgy. Psionic powers, magic items, and other magical or
- magic-like effects are not altered.
- The 'high-level' effect of the censer's magic will give any spell cast the
- range, duration, and effectiveness that would be afforded to a magic-user of
- the 18th level, but does not allow the casting of any spell that the caster did
- not already possess. The 'low-level' version of the magic will limit the
- spells usuable within the vapors to magic available to a 5th-level casterl in
- other words, nothing higher than a 3rd-level spell can be successfully cast.
- Any attempt to use a spell of 4th level or higher will simply fail, and the
- spell
- will be wasted. As with the 'high-level' version, no caster can use a spell to
- which he would not normally be entitled.
- The censer will burn for 3-12 turns unless deliberately extimguished. A
- gust of wind spell, the approach of a wind stalker, or the presence of similar
- air currents which markedly affect the vapors will disperse them and end the
- effect. When the censer goes out or it is extinguished, the vapors persist for
- 1-4 rounds thereafter before losing thier power.
- XP value: 2,500 gp value: 12,000
-
- CHAIN OF SUBSPACE: [S5] This is a chain of mithril/laen links with a clasp on
- each end--size varies. This may either be as a large chain (20 feet long, each
- link 3 inches diameter) or as a bracelet. The large chain will always be
- unclapsed, the bracelet will always be clasped. When the large chain is laid
- in a circle and clasped it will change to the bracelet size, and any objects or
- people inside the circle (and up to 40 feet above) will be teleported to
- subspace and place in partial time stasis. For them no obective time will pass
- in relation to aging, spell duration, bleeding to death, etc. When the
- bracelet is unclasped the full size chain and its contents will reappear.
- XP value: 7,000 gp value: 100,000
-
- CHAINS OF THE RUNE OF THE CHAIN: These dull black chains and braclets were
- constructed to allow the imprisonment of any magic using classes. They are 100%
- magic resistant and drain all magic spells from any spell using class. Spell
- users are drained of any and all spells and mana points, and must recuperate
- and study or pray before being able to perform magic again after being
- released. The chains can be removed only by the use of a mundane key.
- XP value: 2,000 gp value: 55,000
-
- CHIMES OF THE WINDS OF TIME: [S4] A fine and delicate-appearing set of wind
- chimes, these seven resonant bars are possessed of a terrible power. When
- struck, each sounds a clear, perfect note, and a certain amount of time passes,
- within a to foot circle. There is one bar for each of the following time
- periods: minute, hour, day, month, year, century, and millenium. If strung
- and/or hit carefully, precise time increments can be obtained. If not, who
- knows how much time might pass? Perhaps enough for the stoutest steel to
- crumble into dust, or just a respite for an exhausted fighter, while his enemy
- freezes in place. Three footnotes will be of special interest--First, the
- apparatus used to hang the chimes is not immune to the effect of them, so often
- the only thing to stop a runaway chime will be the disintegration of whatever
- is holding them up. Second, since chime ring in real (outside the 10' area)
- time, they can be heard by approaching beings. It is possible, however that
- they might not realize what is happening, even though they will not hear the
- chimes within the area. The agin affects only those things stay within the
- area (beings can walk out, unaffected, and their movements will seem
- exceedingly quick to those outside). Third, there is a legend stating that the
- song of these creatures will be the final sound at the end of time.
- XP value: 4,000 gp value: 20,000
-
- CHURCH BELL: [S3] This bell has no clapper and must be struck by a cleric
- using a holy symbol to create its magical effect. When striking the bell
- properly, the cleric temporarly gains one level of experience; this effect last
- only one hour at most. Hit points and spells which would be gained are
- obtained immediately and require no
- training or meditation; damage taken thereafter is subtracted first from the
- magically gained hit points. The effect can also absorb one energy level
- drain; the cleric then merely drops back to origional level. The bell may be
- used only three times per week and only once in any 24 hour period. A wish
- merely extends the effect to eight hour's duration; the gain in level cannot be
- made permanent.
- XP value: 2,000 gp value: 5,000
-
- CIBOLA'S POWDER: [S5] This item is usually found as a soft gold powder. A
- dose of 1/4 teaspoon per 100 lbs. body-weight will cause the user to rejuvenate
- 10 years (effects permanent). Those contemplating usage should be cautioned
- against overdoseage--extreme juvenation is possible.
- XP value: 1,000 gp value: 15,000 per 1/4 teaspoon
-
- CLAWS OF RAKING: [S3] This pair of apparently ordinary gloves will grow claws
- on command. The wearer may use them as edged weapons, striking twice per round
- for 1-4 points of damage per hit plus strength bonus. The gloves can affect
- creatures immune to normal weapons. When used with cleats of gripping, the
- wearer may climb sheer surfaces as if a 4th level thief (but with penalties for
- armor appling).
- XP value: 600 gp value: 1,000
-
- CLEATS OF GRIPPING: [S3] The wearer of these useful items can walk on
- otherwise impassably slippery surfaces, even if magical. Sheer surfaces cannot
- be climbed, but any slope of 45 degrees or less can be easily scaled. When
- they are used with claws of reking, the wearer may climb sheer surfaces as well
- as a 4th-level thief. The cleats make clicking noises when used on rock or
- stone, so the wearer cannot suprise others.
- XP value: 800 gp value: 1,300
-
- CLOAK OF BATTLE: [SA,SO] This cloak will entangle any weapon parried by it
- (treat any unsuccessful to hit roll of an opponent upon the cloak wearer or
- wielder as a parry). Magical weapons must then make a saving throw of 20, with
- a bonus equal to their magical bonuses; those magical weapons without combat
- bonuses save on a 20, and all artifacts save at +5 on the die or at their own
- plus, whichever is greater. Failure to make the save binds the weapon fast to
- the cloak for 1-3 rounds. This entanglement prevents further attacks using
- that weapon, and a bend bard/lift gates strength roll is needed to pull the
- weapon free prematurely.
- If the attacking creature leaves or moves away to engage another olpponent
- before the 1-3 rounds are up, it must part company with its weapon, which
- remains in the possession of the cloak-bearer.
- The cloak has one other function; upon the speaking of a command word
- while the cloak is held (but not worn), the cloak will be transformed into a
- stout bar or cudgel for 5-8rounds. The cudgel is largely composed of magical
- force, will no be damaged by normal use (i.e., all except contact with magical
- weapons or spells), counts as magical for to hit purposes but has no bonuses,
- does 1-6/1-3 hp of damage, and cannot be used to entangle other weapons as
- above. The cloak can be destroyed by parrying (in the above manner) eight
- blows from magical weapons while in this form, and it can be weilded by
- characters of any class without proficiency penalties.
- XP value: 2,000 gp value: 12,000
-
- CLOAK OF COMFORT: [SA,SO] This cloak imparts (to the wearer only) equable
- temperatures for comfortable studying, physical activity, sleep, and so on. It
- does this by alternatively exuding heat or cold that it has magically absorbed
- (including the heat of the sun, the chill of night breezes, and extremes of
- temperature common to deserts, glacers, and other inhospitable regions). The
- cloak's outlines are always clearly visible to creatures having infravision.
- Notably, cold- and heat-based magical atacks are absorbed by the cloak
- harmlessly; thus, the wearer is immune to cone of cold, heat metal, and similar
- spells.
- Note that most fire-based spells and magics such as ice storm do damage
- for other reasons than merely the temperature of their effects. The wearer of a
- cloak of comfort suffers -2 hp per die of damage from ice storm and fire-based
- magics of all sorts, although the cloak itself is immune to the effects of
- flame and freezing. Electrical and other energy attacks are unaffected by such
- a cloak. The capacity for absorbtion of such a cloak is not known--none is
- known to have ever 'overloaded' nor, when destroyed, to have exploded or
- emmitted any bursts of heat or cold. The wearer of such a cloak never suffers
- the effects of exposure to the wilderness, such as reduced constitution,
- dexterity, etc. Sunstroke (due to ultraviolet radiaion) and water damage to
- accoutrements, ets., are still possible. Hypothermia and fataal effects of
- frigid waters are not possible.
- XP value: 1,500 gp value: 7,500
-
- CLOAK OF DELIGHT: [SO] These strange, most rare garments cause all who view
- the wearer to feel calm and at peace in the latter's presence, and feel
- friendly towards the wearer. At first sight of a wearer of a cloak of delight,
- regardless of the latter's natural charisma, all who fail to save vs. spell
- will feel loyalty and love for the wearer, and will tend to carry out the
- latter's most bizzare commands with enthusiasm and alacrity. All who wish to
- attack the wearer of such a cloak must save vs. spell at every attack or strike
- at -2 due to reluctance and remorse. Once per day the cloak wearer may
- entrance creatures who fail to save vs. spell by causing the cloak to display
- the ultimate pleasure and goal of each (creatures of low or animal intelligence
- save at -3, non-intelligent creatures are unaffected). Entranced creatures
- will remain in a motionless trance for 1-8 rounds, oblivious to their
- surroundings, but will attack manically any creature or thing obstructing their
- view of the cloak. Use of darkness, pyrotechnics, or similiar obscuring spells
- ends the trance. Entranced creatures cannot employ psionics or cast spells.
- A side effect of the cloak's powers is that everyone who views the garment
- will see it differently, and give widely different descriptions of it later.
- XP value: 3,000 gp value: 35,000
-
- CLOAK OF DRY CLEAR: [S5] This is a cloak of very fine watered silk and is
- waterproof. It makes the wearer completely invisible, even to truesight--but
- only in the rain, in fog, or underwater. "...took a sprinkling can and kept
- wetting himself down with it. He was invisible all right, but you should have
- seen those orcs chasing that dancing water can..."
- XP value: 500 gp value: 4,000
-
- CLOAK OF ECHOES: [SO] This cursed item is identical to a cloak of elvenkind
- (q.v., DMG), and functions properly as such an item at all times. When a
- wearer is attempting to be quiet and stealthy--and only at such times--all
- noises made by the wearer are greatly magnified, and echo loudly. Thus, the
- sound of a footfall or that of a weapon
- being drawn would alert other beings to the presence--if not the precise
- location--of the cloak-wearer. Whenever such an echo-activated cloak is taken
- off, it will emit a weird, echoing falling cry as it parted from the being who
- has just worn it.
- XP value: Nil gp value: 3,000
-
- CLOAK OF EMPTINESS: [S5] This cloak is a dark blue embroidered robe. The
- embroidery is so intricate that close studying of it will cause severe
- headaches. To use, the wearer wraps himself tighly in the robe, thinks or
- where he wants to be, and he is there. However, the robe falls to the ground
- where he used to be. Accuracy depends upon the condition of the cloak.
- XP value: 3,000 gp value: 15,000
-
- CLOAK OF ETHERALNESS: This apparently ordinary cloak will allow the user to
- fade briefly into the Ethereal Plane up to three times a week. It is activated
- by one segment of concentration. No verbal command is necessary--the character
- just begins to fade. The process takes five full segments, during which time
- the user cannot move but may defend against attacks. While fading into
- theether the character can be struck buy any weapon or spell. At the end of
- the five segments the character is wholly in the ether and thus invisible on
- the prime material and immune to most attacks. While ethereal, the user can
- move at the rate of 15 feet per segment in any direction, even up or down, and
- can bypass walls, ceilings, magical traps, doors, ect. At the end of three
- segments, the user will fade back in to the prime material plane. The cloak
- cannot be activated again for one full turn, and may be activated only three
- times in any one week. While in the ether there is a 1% chance of an ehtereal
- encounter which may follow the user at the DM's discretion. A user who would
- rematerialize inside a material object is trapped on the ethereal plane! The
- cloack can be used but 36 times, after which the item becomes non-magical.
- XP value: 2,600 gp value: 15,500
-
- CLOAK OF FANGS: [SA,SO] This cloak can be worn as a normal, heavy-wear,
- all-weather cloak for an unlimited time, but when magically activated will
- serve only once. The word of activation for all such cloaks is 'Feerond,' then
- name of their maker. When this is spoken, the cloak is dangerous to the
- wearer's friends and foes alike; it fires darts of pure force up to 3" distant
- in all directions, this spray of invisible missiles lasting for seven rounds
- regardless of the cloak wearer's intentions. The cloak wearer wil never be
- struck by any of these missiles, nor do any such missiles ricohet, but all
- creatures within 3" of the cloak-wearer (who may, of course, move and fight
- normally) suffer 6-36 hp damage per round; a save vs. spell means half (3-18)
- damage, and spells such as shield, wall of force, anti-magic shell and the like
- will offer complete protection against the missiles. The missiles also cannot
- penetrate other planes (i.e., the etheral) or extra-dimensional spaces (e.g.,
- those created by a portable hole or rope trick spell), although if the cloak
- wearer enters such a space or plane by some means, the flurry of missiles will
- accompany him or her. The missiles do not hamper the movement rater of
- affectred creatures, but do prevnt spellcasting that involves somatic and
- material componnts. At the end of the seven-round flurry of missiles, the
- cloak vanishes forever.
- XP value: 1,500 gp value: 10,000
-
- CLOAK OF GUARDING: [S1,SO] This garment is identical in weight, texture, and
- appearence to a normal woolen cloak, and is typically
- gray in color. When it is worn and the user is struck by a physical blow, the
- cloak will instantly become rigid at the point of impact, deflecting all
- non-magical missles and absorbing some of the force from any other physical
- attack (-2 on each die of damage, down to a minimum of 1 point of damage per
- die). After the attack had landed and withdrawn, the cloak cannot be torn of
- otherwise damaged by any physical attack, except under the circumstances
- described immediately below.
- If a cloak of guarding is subjected to constriction or sustained pressure
- (as in a dead fall trap, or caught between two walls that are closing
- together), the garment will protect the wearer in the manner of a rigid suit of
- armor until it has 'rested' for as many rounds as the number of points of
- damage it absorbed, or until it is taken off and not worn for at least one
- round.
- The constriction of a cloak of guarding (which invloves metal spun into
- fine threads) is such that the wearer will take maximum damage--no saving throw
- permitted--from heat, cold, or electrical attacks of all sorts. The cloak
- itself will not burn.
- XP value: 1,500 gp value: 10,000
-
- CLOAK OF MANY COLORS: [SA,SO] This rare garment can so shift its pigmentation
- that its wearer is immune to the effects of color spray, prismatic spray, and
- the like, and can pass through a prismatic sphere or prismatic wall (together
- with all items carried or worn within the cloak) as though the barrier did not
- exist. The wearer only (not companions) is so protected, and he is likewise
- solely protected from blindness due to blur, pyrotechnics, hypnotic pattern,
- darkness, blinding light of all sorts, and magical effect.
- The cloak itself does not seem to an observer to alter its own colors, but
- will always seem to have a swirling and indistinct surface (aiding the success
- of a wearer hiding in shadows by +10%); more so when it is acting to shield its
- wearer's gaze from color effects cast at the wearer. The cloak cannot,
- however, deliberatey be used to camouflage te wearer by blending with
- surroundings, nor does it have any powers to affect creatures other than te
- wearer, either by attack or by conferring protection.
- Once every 12 turns, the wearer, by effort of will, can cause the cloak to
- glow (equivalent to a light spell, but not blinding) white, such glowing
- lasting for nine rounds, without any concentration required, or ceasing sooner
- if the wearer wills. Obviously the wearer cannot hide in shadows while the
- cloak is thus used.
- XP value: 1,200 gp value: 8,000
-
- CLOAK OF NIGHT: [SN] This magical cloak will operate only on a non-good
- figure. If a good figure wears it, he will automatically be attacked by any
- undead encountered, even if those undead must push past other party members to
- get at the wearer. The cloak, when worn by a non-good figure, confers the
- following powers at night only: polymorph with all possessions into a bat.
- stirge, crow, or owl at will in 1 segment (the figure must return to normal
- shape before changing into a different form); gain 90-foot infravision (whether
- underground or not); and act as a cloak of elvenkind.
- XP value: 2,000 gp value: 20,000
-
- ===============================================================
- This is the LOOONG magic Item list, section 6 of 9.
-
- CLOAK OF QUICK CHANGE: [S5] This cloak usually red and black and very popular
- with thieves and assassins, is reversible and any two colors desired. When the
- cloak is worn with one color out, a set of clothing is visible, when the cloak
- is reversed, a second form of dress appears. when the cloak is donned over a
- set of clothing and the clasp is turned, the inner side of the cloak is attuned
- to that set of
- clothes. When the cloak is removed, the clothes vanish with it. A second
- choice of costume may then be selected and the process repeated with the cloak
- reversed. After this, when the cloak is reversed, the appropriate set of
- clothing appears.
- XP value: 5,000 gp value: 15,000
-
- CLOAK OF REFLECTION: [SA,SO] This cloak (many were made) confers a limited
- spell immunity upon any one, living creature wearing or covered by it. The
- following spells and spell-like magic-iten functions--and only the following
- spells--are directed back at the caster/wielder as follows:
- Magic missile- Reflected back at the caster with full effect (no saving
- throw).
- Shocking grasp- Discharge directed back instantly into caster and
- nullified; caster takes no damage, but spell is lost.
- Forget- Spell distorted and throw back at caster, who is confused (as per
- the 4th-level magic-user spell, confusion) for the following round (no saving
- throw); the forget spell is lost, and neither caster nor cloak wearer forgets
- anything.
- Irritation- Reflected back at caster, who is affected normally unless save
- is made (negates effect).
- Ray of enfeeblement- Reflected back at caster, who is affected normally
- unless save is made (negates effect).
- Hold person/animal/monster (if cast at cloak wearer) - Distorted by the
- cloak and reflected back at the caster, who must save vs. spells (at par) or be
- slowed for two rounds.
- Tasha's uncontrollable hideous laughter- Reflected back at the caster, who
- is affected normally unless save is made (but the caster's saving throw is
- always at par, never a minus due to intellegence).
- Polymorph other- Reflected back at the caster, who must save +2 or be
- affected normally (system shock roll must be made, form recieved as the caster
- intended).
- Feeblemind- Reflected back at the caster who must save vs. spells at +2 or
- be affected normally.
- Color spray- Reflected back at caster, who must save vs. spells or be struck
- unconscious for 1-2 rounds.
- Entangle- Cloak wearer is unaffected by entangle, but the spell has normal
- effect on other creatures within area of effect; magic not reflected back on
- the caster.
- These cloaks were made to protect rangers and other traveling messengers
- in the service of the High Lady of Silverymoon. The precise magical defenses
- against each spell are now unknown, the knowledge having died with the maker of
- the cloaks, the mage Irentalar. The caster or wielder can escape into another
- plane (or extra-dimensional space). Momentary dislocations such as blink,
- dimension door, and teleport are not sufficient to escape, and instance is not
- a factor.
- XP value: 1,500 gp value: 10,000
-
- CLOAK OF STARS: [SA,SO] The inside of this cloak comtains four stars aound the
- neck and front hems, sixpointed shapes of silver cloth. These are enspelled and
- radiate magic. If a star is touched and the name of its maker spoken (Thalanta
- the Fair made most of these cloaks), the star will vanish and the spell stored
- within the star will be activated. The knowledge of the making of such stars
- is lost, and thus they cannot be replaced. Only one star may be activated per
- round; it will cause the a spell to be cast as though by the cloak wearer or
- bearer (regardless of that being's class or level), and the spell will take
- effect as though cast by a magic-user of 20th level, for that is what Thalanto
- was.
- The usual spells stored in a cloak of stars vary according to which of the
- three types of cloak is found:
- 1. Teleport, enchant an item, spirit-wrack, limited wish
- 2. Anti-magic shell, repulsion, reverse gravity, imprisionment
- 3. Death spell, legend lore, statue, shape change
- 4. Wish, blizzard blast, ball lightning, anti-lightning ball
- Such cloaks are very rare, versions 3 & 4 espically so. The pattern in which
- the stars were placed inside the cloaks vary as well. The four known varations
- are: a three-star triangle inside the right front throat hem, one star in the
- center of the triangle; four stars in a square on the left front hem; two stars
- down the right front hem and two stars down the left front hem; and, four stars
- in a diagonal row by the right front throat hem. The stars can, of course, be
- activated without knowing what spell will occur; knowledge of the spell power
- will fill the star-activator's mind in time for the spell to be directed at an
- area or specific target (but not negated or saved for later).
- XP value: 1,200 gp value: 7,500
-
- CLOAK OF SURVIVAL: [SA,SO] While wearing this cloak, any being gains a +2
- bonus on all saving throws vs. poison and has a -03% penalty to the chances of
- contracting any disease or parasitic infesation. In adition, the cloak
- maintains a supply of pure, breathable air, enough for the wearer only to
- breathe for one turn, within itself, replenishing this supply constantly
- whenever the surrounding air is pure, and automatically envelopes the
- cloak-wearer's head in it whenever breathable air is not present (i.e., if the
- cloak wearer is enveloped in choking smoke or plunged into water, he or she can
- see, breathe, and act normally for up to one turn).
- Incidentally, the wearer of this cloak is immune to nausea and its
- effects, and to the person-affecting cantrips belch, cough, sneeze, and yawn.
- Note that poisonous vapors are protected against for one full turn, and only
- thereafter must the cloak wearer save (at +2) to aviod any effects.
- XP value: 1,000 gp value: 6,000
-
- CLOAK OF SYMBOITIC PROTECTION: [SA,SO] This type of cloak is very rare. It is
- impregnated with an immobile, nonintelligent living substance of unknown
- identity and origins which cannot be isolated by alchemists and naturalists for
- study. The symbolite drains one hit point of vitality from the wearer every
- other time it is put on (or, if worn continuously, once every two days) and
- makes the wearer color blind while worn.
- In return, the cloak confers immunity to the effects of green slime, olive
- slime, obliviax, violet fungi, yellow musk creeper, yellow mold, and russet
- mold (but not brown mold). In addition, spore attacks of all other sorts
- (including those of the mythconid, ascomoid, basidirond, and similar creatures)
- are saved against at +4. The symbiotic life form in the cloak seems to feed
- upon and neutralize spores and microscopic airborne life of all sorts; in many
- cases, this power will confer upon the cloak wearer a -06% penalty to the
- chances of contracting diseases.
- XP value: 3,000 gp value: 20,000
-
- CLOAK OF THE SHIELD: [SA,SO] The wearer of this cloak can project a shieldlike
- fiedld of invisible force once every two turns, maintaining and moving this
- force field by conscoius mental control. The field lasts up to three rounds,
- in the form of a square 10' x 10' across and four inches thick. The wearer can
- employ this shield, protecting himself or another single being, so that it acts
- as a wall of force
- (as per the magic-user spell), a weapon (striking as an invisible ramming
- force, doing 1-10 points of damage per blow, one blow per round, no saving
- throw), as a bridge or barrier (like a door), or as a 'floating disc' (like
- Tenser's spell). The wearer can shift the force field to fulfill any or all of
- these functions in any order, but it may serve only in one capacity per round.
- If not maintained by constant mental control (i.e., the wearer cannot be struck
- unconscious, stunned, charmed, confused, feebleminded, or psionically attacked,
- and cannot himself cast spells), it will cease to exist instantly. Attacks
- upon the field of force do not affect the cloak. The cloak has 750 charges and
- uses one charge for every round in use.
- XP value: 1,500 gp value: 10,000
-
- COLLAR OF OBEDIENCE: [S4] Simply put, the wearer of this item is subject to
- any command, given by any being within earshot. The only conditions are these:
- 1) The victim must don the collar willingly; 2) The priority of each command
- is lower than the preceding one. Thus, if you tell the collar-wearing
- chancellor to kill the king, and the cornered monarch orders him to desist,
- yours will be the instruction followed. The collar is a beautiful work of art,
- often worn for its ornamental value by the unknowing.
- XP value: 2,000 gp value: 10,000
-
- CONE OF SILENCE: [S4] Six inches tall and three across the base, this cone is
- made of a springy, yet nearly invulerable spongelike substance. It is always
- in operation, completely damping all sound within any room. Even if the room
- has an opening, the room will still be silent, and the space outside will be
- unaffected. Out of doors, the effect extends for 100 yards or until blocked by
- an obstruction. Wrapping the cone of silence or placing it in a container
- allows hearing to resume.
- XP value: 1,000 gp value: 8,000
-
- CUE BALL: [S3] This ball appears identical to a crystal ball, but no images
- appear in it, and it may look useless. If carried, however, it can offfer
- advice. Whenever the user is in doubt as to a decision of any kind, the cue
- ball speaks in a language known to the user, offering its opinion as to the
- best course of action. The cue ball always has an opinion if asked for advice,
- though its opinion is entirely random if a random chioce is the only one
- possible (such as the direction to take at an unexplored intersection). This
- ball operates by using ESP on the mind of its user, brilliantly analyzing and
- applying all the user's knowledge to arrive at its opinion. The cue ball can
- offer only three opinions per day.
- XP value: 500 gp value: 1,000
-
- DANLEOR'S DUNGEON CHAIN: [SP] Hundreds of years ago, there lived a great
- wizard named Danleor who created dozens of sets of magical dungeon chans, which
- he used to confine his numerous and unusual enemies. some of these enchanted
- shackles have survived the centuries to the present.
- Individual sets of chains vary in power and effectiveness; the stronger
- ones are noticeably thicker and sturdier than the weaker ones. The iron chains
- and shackles are built to confine any creature from hill giant size to halfling
- size, and Danleor's dungeon chains are so heavy on a captive that he is almost
- totally immobilized. To determine the strength of the chains discovered, roll
- on the following table:
-
- 1d100 Result
- 01-30 Restrains up to 17 strength
- 31-60 Restrains up to 18/00 strength
- 61-90 Restrains up to 19 strength, prevents captive from becoming gaseous
- 91-97 Restrains up to 19 strength, prevents captive from becoming gaseous,
- escaping to the Astral or Ethereal planes, teleporting, or using dimension door
- 98-00 Restrains up to 20 strength, prevents captive from escaping by any
- means short of a wish
- Danleor's dungeon chains are much too heavy to be thrown or otherwise used
- as weapons. Anyone aside from the chains; captive may open the magic shackles,
- if he knows the command word.
- In some of Danleor's ancient records, which are now kept by an isolated
- clan of elves, there is mention of strange types of dungeon chains which are
- actually sized to hold larger giants. To date, however, no such chains ave
- been discovered.
- XP value: 1,500 gp value: 20,000
-
- DEGREE BELT: [S4] Appearing to be a strap of woven material six feet long,
- this item is in fact the most revered relic of an ancient school of martial
- arts. When worn in the proper manner, wrapped twice around the waist and tied
- with a square knot, it imbues the wearer with all the fighting skills of a
- top-rank student of the organization from which it came. In Oriental
- Adventures terms, this means a kensai of the 12th rank, while in AD&D terms, it
- means a fighter of 12th level with a single weapon of proficiency (the PC may
- not choose which weapon). Nothing else is gained, such as special abilities or
- hit points, and if the school (or any former member) still exists, the owner of
- the Belt could well be in continual danger from them.
- XP value: 3,000 gp value: 15,000
-
- DEW TENT: When pitched and left standing for one night, this tent collects the
- morning dew on its surface and channels it into a collection pouch in one
- corner. The dew tent provided sufficient water for two humans and their mounts
- for one day, even in the desert and other arid regions.
- XP value: 20 gp value: 500
-
- DIMENSION EGG: [S4] One of the most difficult of magic iterms to correctly
- construct, a dimension egg is a small (1-6 in) spheroid of gleaming metal, with
- only one surface feature- a slight groove about half an inch across. When the
- groove is pushed in the right direction, usually with a fingernail, a minute
- door slides open in the side of the Egg. Sticking any extremity into the
- opeining results in the experimenter being shrunken and sucked into the
- dimension egg, which in fact houses anything from a huge palace to a small
- planet. The particulars of this environment were entirely up to the wishes and
- skills of the maker of the egg, and may thus seem utterly mundane or insanely
- bizzare. The exit from the egg is normally unknown to the inhabitants thereof,
- but a determined searcher should be able to uncover it after many adventures.
- Success results in expulsion from the door and a return to normal size.
- XP value: 10,000 gp value: 50,000-200,000
-
- DRAGON'S EYE: A dragon's eye appears to be a small multicolored gemstone,
- perfectly spherical in shape and about 1/2" in diameter. A jeweler will not be
- able to estimate its worth, and it seens to be made of no known mineral or
- substance. When held up to the light and closely examined, some specimens of a
- dragon's eye may be seen to have
- a design within the stone that resemebles the silhouette of a dragon in flight
- (which may be given as a clue to how the item functions).
- When cast into the air at the same time a command word is spoken, a
- dragon's eye will vanish in a puff of smoke. In 1-3 rounds, a young adult
- dragon of random color (without spellcasting abilities) will be summoned,
- appearing 10 feet away from where the character who cast the dragon's eye is
- standing. The dragon will initially be well predisposed to the summoner, and
- will obey any reasonable commands of the summoner that are spoken in the common
- tounge. However, the dragon will only remain for a certain period of time
- before it vanishes forever. The greater the difference between the summoner's
- alignment and the alignment of the dragon summoned, the less time the dragon
- will remain. The following table gives the different types of dragons that be
- randomly summoned by this device:
-
- D20 roll Dragon color Alignment
- 1-2 gold lawful good
- 3-4 silver neutral good
- 5-6 copper chaotic good
- 7-8 brass chaotic neutral
- 9-10 red chaotic evil
- 11-12 black neutral evil
- 13-14 blue lawful evil
- 15-16 bronze lawful neutral
- 17-20 green true neutral
-
- Any dragon summoned by a dragon's eye will remain with the summoner for 6 turns
- if the alignment of the summoner and the dragon are identical. For every step
- between the summoner's alignment and that of the dragon, counting the latter
- but not the former, the duration of the eye's effect is reduced by 1 turn. For
- example, lawful good is four steps away from chaotic evil: from LG to LN or NG
- = 1 step; LN or NG to N = 2; N to NE or CN = 3; NE or CN to CE = 4. Thus, a
- lawful evil summoner who recieved a red dragon after casting the eye would have
- its services for only 2 turns.
- The summoned dragon will generlly behave in a manner consistant with its
- alignment, unless commanded to do otherwise by the character controlling it.
- All of these dragons are of average size and have 4 hit points per hit die.
- They can use thier breath wewapon, claw, and bite attacks in combat. None of
- them will have fear aura that dragons gain upon reaching adulthood. Each can
- detect hidden or invisible creatures within a 4" radius. None of these
- dragons, because of the special nature of thier summoning, can be subdued in
- battle; if commanded to do so, a dragon will fight to the death on behalf of
- the summoner.
- A dragon's eye can only be used once. It is 90% likely that only one will
- be found in a treasure hoard; otherwise, two will be discovered.
- XP value: 3,000 gp value: 20,000
-
- DUST OF BLENDING: [SE] This magical dust is usually found in a small leather
- bag upon which is drawn many magical sigils in silver foil. Each of the 2-12
- cakes of dust of blending found in a bag resembles a crumbly chunk of yellow
- dirt about 3" in diameter.
- If thrown against a creature or inanimate object, cake of dust of blending
- explodes in a harmless shower of yellow and red sparks and causes the immediate
- area to blend in with its surroundings so as to be 90% invisible, even on close
- inspection. Each cake can cover an area of 50 cu. ft. (such as 2' x 5' x 5',
- 2' x 2 1/2' x 10', etc.). The magic from the dust of blending lasts for 1d6+6
- turns.
- The dust can be washed off, thus revealing the object or creature it was
- meant to conceal. It may also be blown off by winds in excess of 40 MPH. If a
- creature moves while coated. there is a 10% chance per turn of movement that
- the dust will be shed.
- XP value: 1,250 gp value: 5,000
-
- DUST OF FORGETFULNESS: This dust looks like other magical dusts, and is stored
- and delivered in the same manner. When throw at a character or other living
- creature, the dust causes the victim to forget everything that has happened to
- him in the last hour (including having the dust tossed upon him). Enemies
- encountered during that time will be forgotten, paths explored will look
- unfamiliar, and newly made friends will be seen with suspicion. If a
- character's immediate surroundings are similar to those the character was in an
- hour before, the character won't even be aware of the difference without close
- examination (if any differences in environment exist). After one week, the
- lost memories will be restored, and no experience will be lost.
- Player characters, if sprinkled with dust, should be forbidden by the DM
- to use 'forgotten' knowledge. No saving throw is given against this power.
- XP value: 1,500 gp value: 4,000
-
- ELEMENTAL BALL: There are four types of elemental balls--air, earth, fire, and
- water--but all appear identical to crystal balls. Upon command, an elemental
- ball turns into its element (stone for earth). Each holds its shape while in
- elemental form and resumes the origional crystal appearance on command.
- The air ball is useful underwater, where it can supply the user with three
- hours of breathable sir. If Strength permits (15 or over), the earth ball can
- be used as a boulder (as if throw by a giant) but is treated a a +1 weapon in
- all respects; it is also immune to acid damage. A fire ball will burn the
- person holding or touching it for 1-4 points of damage per round of contact,
- though it had no effect if any sort of fire resistance applies; with a touch it
- will set combustible amterials afire. The water ball is useful in desert
- areas, for it cannot evaporate and can provide one person with daily water for
- up to seven days.
- On the prime material plane, if an elemental ball is offered to an
- elemental creature as a gift, it causes that creature to become neutral toward
- the donor and is thus useful for preventing attacks from out-of-control
- summoned elementals. The summoned creature then immediately departs to its
- home plane, taking the ball with it.
- XP value: 1,000 gp value: 2,000
-
- ELVEN BRACELETS: [S5] These are bracelets woven from green vine. The vine
- possesses natural magic, which enables it to locate thin cracks and breaks.
- The wearer is able to locate secret doors by placing his hands against the
- wall, floor, ect. The range is 20' in all directions. Percentage of success
- will be the same as for an elf actively searching.
- XP value: 300 gp value: 3,000
-
- EXPANDING CRYSTALS: These crystals look like colored quartz, 1-12 inches in
- diameter. These crystals grow when touched with water. A 1" crystal becomes
- 2" the first round, 4" the second, 8" the third, etc. Maximum is 360". Each
- doubling requires 1 quart of water. Crystals have the strength of normal quartz
- and tend to grow around and encase any obstacle. Any portion of the crystal
- will act in the same way.
- XP value: 200 gp value: 4,000
-
- EXTENDABLE ROPE: This looks to be a normal rope of 10' long. When one end is
- held and the command word spoken, the rope will grow from the other end at 10"
- per round until the holder commands it to stop or reaches 100' of growth
- (making the rope 110' long maximum). The new growth may be cut into any length
- desires--will be normal rope. If the origional 10' secton is cut it loses all
- magic.
- XP value: 700 gp value: 4,000
-
- EYES OF THE UNDEAD: [SN] These cups that fit over the eyes look like any of
- the other magical "eyes." However, they allow a figure to see living things at
- a range of 90 feet even in total darkness, even if the figure is invisible or
- is somehow cloaked or protected from normal sight. The eyes of the undead will
- see an aura of life, but are not able to see details of the figure's face, etc.
- Wearing the eyes cancels normal or magical infravision. The eyes of the
- undead prevent a vampire from charming their wearer. If worn for one full day,
- the eyes mold themselves to the wearer's eyes and cannot be removed until that
- figure is dead. To others, the victim's eyes look totally white. In all cases,
- the wearer's natural charisma will drop by two points while the eyes are worn,
- if they can be seen by others.
- XP value: 3,000 gp value: 10,000
-
- FAERIE LASSO: This rope is silver colored, and is actually made of hair that
- is 50' long. Upon command the rope can: stretch up to 4 times its length; tie
- or untie; move like a snake (rate 12"). Anyone bound by it must obey the
- rope's holder/current owner. It dislikes ordinary ropes and if tied to one
- will wait until no one else is looking, untie itself and slither off 25-125' to
- silk--will not obey again until owner apologizes.
- XP value: 3,000 gp value: 13,000
-
- FLAGON OF DRAGONS: [SO] This large, silver vessel never tarnishes, and bears
- no device (scratches and painted or chalked marks will fade and dissappear in
- 2-8 turns). A stoppered flagon is always heavy, and if shaken, a liquid
- sloshing noise is heard from within. When it is opened, a single dragon breath
- weapon attack will issue forth from its neck--acid stream, bolt of electricity,
- cone of gas or vapor, cone of fire or cold--such attacks being at random and
- not at the choice of the flagon-wielder, as follows:
- (roll of 1d10)
- 01 black dragon acid: does 36 points of damage
- 02 blue dragon bolt: 48 points
- 03 brass dragon sleep or fear gas
- 04 bronze dragon repulsion gas
- 05 copper dragon slow gas
- 06 green dragon chlorine gas: 56 points
- 07 red dragon cone of fire: 56 points
- 08 silver dragon paralyzing gas
- 09 white dragon cone of cold: 36 points
- 10 gold dragon fire: 64 points
-
- These attacks have the range of the breath weapons they duplicate. Once
- such a flagon has been unstoppered, an attack is launched immediately,
- regardless of the flagon-bearer's wishes, and after that attack has occured,
- directed outwards from the flagon's throat whether target's are present or not,
- nothing more occurs until the flagon is stoppered (and then unstoppered) again.
- Stoppering and unstoppering each take one round.
- The flagon of dragons appears to be empty; nothing amiss occurs if
- weapons, etc. are poked into it. It can even carry liquid without harm; but if
- stoppered, the liquid vanishes and a breath weapon attack emerges when the
- flagon is next opened.
- XP value: 6,000 gp value: 40,000
-
-
- FOLDBOX: [S4] A lesser and more benign use of the power of spatial folding,
- the foldbox is nothing more than a large container, possessed of many
- different-sized storage spaces. The standard type, described in most texts,
- has one each of the following compartments:
- 12'x6'x4'
- 6'x4'x3'
- 4'x3'x2'
- 3'x2'x1'
- 1'x6"x3"
- 6"x3"x1"
- The great utility of the foldbox lies in its ability to get smaller as it
- is folded up. Its maximum deployment will expose all of the compartments at
- once, while the minimum shows only a fine wooden box (lidded) the size of the
- smallest compartment. A skilled user can get to any of the spaces without
- exposing any others. No matter how much material is placed in the foldbox
- (keeping in mind the constraints of volume), it will never weigh more than the
- weight of the box that is presently exposed (excluding contents). If the
- exceedingly tough box should somehow manage to get destroyed, the resultant
- explosion is equal to a 10 HD Fireball.
- XP value: 5,000 gp value: 50,000
-
- ===========================================================================
-
- This is the LOOONG magic Item list, section 7 of 9.
-
- FOLDING CORACLE: [SQ] This device is similar to a folding boat(???), except
- that it does not create such a grand vessel nor does it take up as much space
- when it is collapsed.
- The folding coracle looks like a small leather patch when folded--about
- the size of a large playing card. In fact, the patch may be sewn to a piece of
- clothing as a means of disuising it. When the command word is spoken, it
- expands into a skin-and-strut craft that is circular and about eight feet in
- diameter. Up to six human-sized passengers can travel in it.
- XP value: 500 gp value: 3,000
-
- FOSTER GRANTS: [S6] This is, as the name suggests, a pair of dark glasses.
- The person wearing these has a 50% chance to hide in shadows (plus any other
- percentages applicable) and not to be reconized by any person or monster. If
- sucessful, he will be forgotten in one melee round by all monsters and by all
- party members who fail to save on intellegence at -6. This will last as long
- as he wears the glasses. Is it necessary that we indicate in detail the
- possible disadvantages of this condition? Accidents do happen!
- XP value: 500 gp value: 10,000
-
- GAUNTLETS OF HEAT: These golves are capable of generating heat and fire upon
- the mantal command of the wearer. A set of gauntlets of heat is capable of
- producing the following spell-like powers: The wearer can produce flame and
- heat metal six times per day each, and use burning hands three times per day.
- The guantlets can also be used to ignite up to twelve arrows or crossbow bolts
- a day, as per the spell flame arrow. All spell effects are at the 12th level of
- ability where determinations of spell level are applicable.
- XP value: 1,000 gp value: 10,000
-
- GAUNTLETS OF THE GHOUL: [SN] If a good figure puts these on, he must save vs.
- paralysis each round until they are removed or until he is paralyzed. They can
- only be removed by dispel magic or remove curse, and even then removal must be
- done within 2 rounds of the spell being cast or they will again lock on the
- victim's hands. The figure will remain paralyzed until the gauntlets are then
- removed. If a non-good figure puts them on, his touch will be as that of a
- ghoul, inflicting 1-4 points of damage per touch (hand), and a victim must save
- vs. paralysis or be paralyzed for 5-20 rounds.
- XP value: 1,500 gp value: 10,000
-
- GEM OF SHIELDING: This object is a small, magical gemstone that has the power
- to bestow upon its user complete immunity against certain psionic attacks.
- Each of these gems has a clear, pale color and initially seems to be of 10 gp
- value, though of an unidentifiable sort of gem.
- A gem of shielding is pressed to the user's forehead, where it will seem
- to melt into the skin and become invisible. No command word is necessary for
- this to occur. Thereafter, the gem performs its protective functions
- automatically. The gem may be removed by placing one's fingers against the
- forehead and mentally commanding the gem to reappear. It is possible for more
- than one gem to be emplaced on a character; however, there is a 20% cumulative
- chance per extra gem emplaced that a resonance field will be set up between the
- two (or more) stones. This resonance field will continue to protect against
- the attack forms the gems were designed to stop, but they will supress all
- other psionic defenses that the subject possesses. A person who is using gems
- to shield against attack forms C, D, and E would thus have ho defense at all
- against attack forms A or B if this occurred. The affected person will not be
- able to sense his own vunerability.
- Additionally, the resonance field will alert all psionic creatures within
- a one-mile radius of the gem-user as to his location, ruining all attampts to
- suprise such creatures. It is also possible for a psionic creature to track
- down the gem-user because of the resonance field given off when the item is in
- use.
- Only 1-2 gems of shielding will be ususally found. When one or more are
- discovered, the type(s) of gem(s) found may be randomly determined using the
- following table.
-
- Die roll Protects against
- (D12) Color of gem Gem type attack mode
- 1-3 pale violet nerve shield A
- 4-5 pale green mind shield B
- 6-7 pale orange ego shield C
- 8-9 pale yellow id shield D
- 10-11 pale blue psyche shield E
- 12 clear brain shield special
-
- The brain shield gem gifts its wearer with a generalized defense against
- all five psionic attack modes, reducing the psionic strength of all such
- attacks against the wearer by 50 points. Thus, an attacker using a 110-psionic
- blast against the wearer of such a gem would only 60-point attack against the
- wearer, though everyone around the victim would be struck at full strength.
- Additionally, the brain shield gem puts up a screen that keeps away cerebral
- parasites, effective out to a 60' radius.
-
- Shield XP value gp value
- Nerve 450 7,000
- Mind 300 5,000
- Ego 300 5,000
- Id 300 5,000
- Psyche 300 5,000
- Brain 500 8,000
-
- Only psionic characters may gain experience points from using gems of
- shielding. Characters without innate psionic powers may not employ these gems
- in any fashion, but they may sell them if so desired.
-
-
- GEM OF SCROLL READING: This small, white, translucent gem holds much power for
- spell casters. The gem has a flat top and bottom with faceted sides, and if
- one side is placed against printed matter, the gem will automatically make the
- writing legible as if comprehend languages and read magic spells were both in
- effect. More importantly, the reader (who must be a magic-user, illusionist,
- clerid, or druid) will be able to decipher spell scrolls usuable only by other
- spell-casting classes. If an entire scroll is read through using a gem of
- scroll reading, the reader may cast the spell normally, even if the spell was
- intended for someone of anothe character class. However, the reading and
- casting time for the scroll spell doubled; thus, a druid trying to cast a
- fireball from a scroll would take 6 segments to cast it using the gem of scroll
- reading. In addition, there is a 1% chance per level of the spell being cast
- that the reader/spell caster will be blinded (as if struck by a cause blindness
- spell).
- The reader may not use this gem to actually aquire a spell not normally
- usuable by his class, and any attempts to copy spells read through this device
- using a write spell will fail. Magic-users cannot learn druid spells, cleric
- cannot gain illusionist spells, ect.
- If the spell cast is of a level greater than that which the caster could
- normally use (e.g., if a 3rd-level druid tried to cast a cone of cold spell),
- then there is a 50% chance that the spell will either backfire (01-20) or
- simply fail (21-50). A backfiring spell will never benefit the caster and will
- harm the caster or work in the caster's worst interests.
- It must be noted that if a cursed or trapped scroll is read using this
- device, the gem will not help the reader recognise the curse or trap before it
- is activated.
- XP value: 3,500 gp value: 17,000
-
- GIRDLE OF LIONS: [SO] This belt appears to be like any other magical girdle
- when first encountered. When it is put on, the wearer gains several special
- abilities. Wearing a girdle of lions enables one to speak with felines (as per
- speak with monsters). The felines, from house cat to sabretooth tiger, will
- view the wearer as if he had a charisma of 18 (for purpose of reaction checks).
- Often the cats will give advice or assiatance to the girdle wearer and may
- obey his commands, if such are reasonable.
- The wearer also gains the ability to land after al fall in such a way as
- to minimize physical damage: subtract 3 points from every die of damage
- incurred from falling, to a minimum of 1 point of damage per die.
- The girdle enables the wearer to move silently as per the thief ability,
- with a minimum 50% chance of success. If the wearer is a thief, assassin,
- monk, or other character or creature who already has the ability to move
- silently, then the chance of success is adjusted upward by +50%, to a maximum
- of 99%.
- Finally, the girdle confers a sort of night vision similar to that
- possessed by cats. If any light source is within view of the wearer, he can
- see in the dark as clearly as if he were in broad daylight. Note that this
- power is not related to infravision or ultravision; the girdle does not allow
- someone to see in pitch darkness or detect 'light' that lies outside the
- visible spectrum.
- XP value: 2,000 gp value: 8,000
-
- GLASS BEAD: A glass bead will, on command, turn into a glass goblet containing
- one of the following potions (determined randomly upon creation): fire
- resistance, flying, healing, invisibility, poision, or speed. If the potion is
- poured into any other container, it turns into water; it must be consumed from
- the goblet to have magical effect. Any creature of 7 or more hit dice discerns
- th typ eof potion with a small sip; others must take thier chances with no way
- to discover the potion type except consuming the entire potion or having
- someone else identify it for them. If the potion is poison, the smallest sip
- requires a saving throw or death results. The poison turns to pure water as
- soon as a sip is taken. The potion also turns into water if not consumed
- within one urn, and the goblet disintegrates when emptied.
- XP value: 750 gp value: 1,000
-
- GLOWING GLOBE: [SO] These globes are often found in ancient delvings and
- ruins. Their origin is unknown, although it is rumored among magic-users that
- a globe of controllable brightness can be made by the use of Nchaser's glowing
- globe, a spell if the 4th level (Forgotten Realms DM's Sourcebook, p. 62).
- This is said to require a normal glass globe of the finest quality. The mage
- Nchaser has not been seen for nearly twenty years.
- This is a luminous globe that floats always above and just behind the
- shoulder of the person who first touched it. Its brightness is under the
- owner's mental command, from dark to blindin (a brief flash; effects last for
- 1-6 rounds). typically, such a globe can be removed from an owner by a limited
- (or full) wish or remove curse, whereupon the next person to touch the globe
- inherits it. One type of globe remains brightly lit (equivalent to a continual
- light) at all times; the brightness cannot be controlled. The glowing globe
- does not radiate any heat, and cannot be rendered invisible save by wishes. It
- is affected by changes in its owner's states and drops to the ground,
- lightless, if its owner is killed, petrified, goes ethereal or astral, or
- travels to some other plane in some fashion in which he cannot take the globe
- with him.
- Owners attempting to use the globe as a carring device (by rigging an
- harness) have found that it can carry 200 gp. However, any weight above 25 gp
- slows it down to a slow walk, and the owner must match his pace to the globe's.
- If the weight carried is more than 200 gp, the globe settles to the ground and
- does not move until it's load is relieved. Savvy orcs and other darksers have
- used the tactic of weighted nets on such globes to separate careless human
- adventures from their light sources.
- XP value: 100 gp value: 200
-
- GOBLET OF GLORY: [SO] This magical container appears as a heavy goblet of
- worked gold, and is similar in some respects to a beaker of plentiful potions.
- Although it always appears to be empty, the goblet will dispense a clear,
- glowing liquid when its rim is brought up to the holder's lips and the
- container is tilted.
- Draining the goblet takes 1 round; all of the liquid in a dose must be
- comsumed for it to take effect. During the following round,
- the liquid affects the drinker as follows: 1d4 hit points of damage that the
- drinker may have suffered are restored. If the drinker is 12th level or lower,
- he immediately grows larger (as per a potion of growth, but enlargement is only
- 6' in height) and temporarialy gains energy levels in the manner of a potion of
- super-heroism. A member of any character class may recieve this last benefit,
- but the increase in level applies only to physical combat; thieves do not gain
- improved thieving skills, spellcasters do not gain spell knowledge or
- comprehension, and clerics do not receive the level benefit when attempting to
- turn undead.
- A character of 13th level or higher who drinks from the goblet will have
- 1d4 hit points restored, but will not recieve the other benefits--and will be
- drained of one level of experience.
- The growth and level gains bestowed by the goblet of glory will last for
- 4-16 rounds. The goblet will dispense only 1 dose of the liquid per day, and
- each such item typically contains only 3-36 draughts. When the last of these
- doses is drunk, the goblet will crumble into dust.
- The liquid cannot be spilled or removed from the goblet except by
- drinking. If a drinker is hit by a physical or magical attack, or other-wise
- interrupted, during the round in which he is consuming the liquid, then that
- dose is wasted and the goblet cannot be used again until the following day.
- XP value: 1,250 gp value: 12,000
-
- GREENSTONE AMULET: [SO] These are rare, highly-prized devices, made by some
- forgotten magical means. They are fist-sized green stones that glow when
- operating. They are very brittle.
- These amulets are prized highly throughout the Forgotten Realms and are
- generally found in the possession of high-level adventureres and experienced
- diplomats.
- When worn next to the skin they confer upon the wearer the protection of a
- mind blank spell, as well as immunity to: chaos, forget, geas, hold person,
- hypnotism (but not hypnotic pattern or fire charm), mass charm, quest, scare,
- and sleep. The wearer also gains a +4 saving throw against fumble, ray of
- emfeeblement, and trip, and is allowed a saving throw against both Otto's
- irresistible dance and maze spells (if made, the durations are halved, rounding
- up).
- These amulets may be worn by any class of character. The protection they
- give is involuntary (i.e. the wearer cannot communicate telepathically even if
- she or he desires). Protection only extends to 11-44 (1d4 x 11) spell levels
- before the amulet is exhausted. (For this purpose, protection against psionic
- attack drains the levels of the equivalent spell.) The amulet onlly counters
- the spells (and equivalent psionic powers) listed, and is in no way affected by
- other spells such as lightning bolt. Pending exhaustion of the amulet is
- mentally evident to the wearer, and visually evident to others; the amulet
- blazes fiercy for 4 segments before slowly fading to darkness.
- The amulet recharges on its own at a rate of 1 spell per turn, but will
- not counter spells which it lacks sufficient power to negate--it protection is
- all or nothing.
- XP value: 5,000 gp value: 30,000
-
- HAND OF REMOTE ACTION: This unusual creation is actually two devices: a
- gauntlet of steel which will change size to fit the hand of any wearer
- (halfling through human), and a 'hand' of solid steel which is identical to the
- gauntlet in size and appearence. The two items are magically linked, so that
- the hand will mimic all actions of the gauntlet from a distance of 1" per point
- of wisdom possessed by the
- wearer. Thus, the wearer of the gauntlet may grasp at empty air and the hand,
- some distance away, will grasp at an enemy. The positioning and movement of
- the hand are under the complete control of the gauntlet wearer as long as the
- hand is within the maximum allowable distance and within sight of the wearer.
- All attacks made by the hand are at -1 to hit due to the difficulty of
- accurately judging distances from afar. The hand may transport weapons, but
- cannot be used to wield them or hurl them; its chief use in in the manipulation
- of dangerous items and the disarming of traps and locks from a distance. As
- such, it is particularly suited for use by thieves, although members of all
- classes may employ the item.
- The hand, unless its speed is markedly increased (by telekinesis or
- similar means), does 1-8 points of damage per blow. For purposes of bending
- bars, opening doors, ect., it has the same effective strenght as the gauntlet
- wearer. It cannot be destroyed by physical attacks, but will become inert; if
- it takes blows amounting to 20 points of damage. It can be 'recharged',
- negating all damage it may have suffered, by bringing it into contact with the
- gauntlet before the 20 point limit is reached. If it falls inert, either from
- damage or by must be 'replenished' by keeping it within the maximum distance
- for a period of one day for each day (or fraction thereof) that it was inert;
- thus, even a momentary loss of control over the hand will cause it to be
- useless one day thereafter. The gauntlet and hand cannot be employed in
- conjunction with any other form of magical gauntlets. The hand cannot be
- controlled when the wearer is being attacked psionically, or is the target of
- some form of mind-control magic; however, it will remain functional, and can be
- used again as soon as the wearer is no longer under mental attack.
- The hand cannot be damaged by fire, heat, cold, or electricity, but if it
- is hit by a magical force of one of these sorts, the spell effect will be
- transmitted at half-strength to the gauntlet wearer. For instance, if the hand
- is hit by a fireball of 8d6 strength, the gauntlet wearer will take 4d6 of
- damage, or 2d6 if a saving throw is made. The gauntlet and the hand are not
- subject to any form of rust or corrosion, including such forces as the attack
- of a rust monster.
- XP value: 1,400 gp value: 16,500
-
- HARROWHELM: When first found, this helm appears to be any other sort of normal
- steel helmet; it radiates magic, however, and faint runes may be seen on the
- inside of the helm. The consecutive casting of read magic and comprehend
- languages spells will inform the reader of the general nature of the helm, but
- not its disadvantages. A bard's legend lore ability or a spell such as
- identifly, wish, or the like will also work in this fashion.
- Any non-psionic character who is allowed to wear metallic armor can use
- this device. The wearer gains the ability to generate a psionic blast (attack
- strength 101 points) up to three times per day, but only once in any single
- round. The wearer will also find that the helm grants the use of certain
- psionic disciplines for as long as it is worn. The disciplines granted vary
- from one harrowhelm to another:
- 01-50: One devotion, usuable with 15 strength points per day.
- 51-85: Two devotions, usuable with 30 strength points per day.
- 86-98: Three devotions, usuable with 45 strength points per day.
- 99-00: Two devotions and one science, usuable with 45 strength points per
- day.
- The specific psionic disiplines for a helm may be randomly determined or
- assigned by the DM. The level of mastery at which these powers operate equals
- one-half the current wearer's level (or one-half the highest level, if
- multiclassed), rounding down. Thus a 1st-level
- character cannot make any use of this helm beyond psionic blast generation
- until he reaches 2nd level.
- The wearer of the harrowhelm is also immune to all psionic attacks except
- for psionic blast, but the helm grants +6 bonus to saving throws against this
- attack form.
- The harrowhelm has two disadvantages. First, it attracks the attention of
- all psionic creatures within a half-mile radius as soon as it is put on
- (whether or not any of its powers are immediately used). Though it does not
- neccessarialy anger such creatures, it will be easy for these beings to locate
- and track the helm wearer as long as they stay within this range; they need
- only concentrate mentally to do this.
- The second disadvantage manifests itself when a psionic character puts on
- the helm. The unfortunate wearer will immediately be attacked by a 100-point
- strength mind thrust. The helm's magic will also neutralize any psionic
- disability may result from this attack (see the DMG, p. 77, Psionic Attack Upon
- Defenseless Psionic). This attack will repeated at the start of every
- subsequent round, though the wearer may remove the helm at any time to prevent
- more than one attack.
- XP value: 1,500 (+500/disipline) gp value: 15,000 (+2500/disipline)
-
- HASP OF RELOADING: When placed on a bow or crossbow, the hasp attaches itself
- on command; a second command releases it. If a missle is shot from the device
- while the hasp is attached, the hasp causes another arrow or quarrel to
- disappear from the user's quiver and appear in the weapon, nocked and ready to
- fire. When used on a crossbow, the hasp cocks it so the user need only pull
- the triger to fire. The hasp does not load magical missiles and can load
- missiles carried only by the user of the bow or crossbow.
- XP value: 1,400 gp value: 5,000
-
- HELM OF DARKNESS: [SO] A helm of darkness, or nighthelm, appears as an
- ancient, battered iron helm (even when newly enchanted), with a great black
- sapphire of no less than 500,000 gp value set in the brow, and twelve black
- opals set around the lower edge of the helm. The helm radiates a strong
- dweomer.
- Donning the helm will instantly inform the wearer of its powers (it may be
- worn by all classes and alignments). These are as follows: darkness 15' radius
- may be called forth 99 times from the great gem (such darkness lasting 9 turns
- and not banishable by the will of the helm-wearer), and each of the opals will,
- whenever the wearer fails a saving throw, automatically protect him or her once
- against the following attack forms, being consumed in the process: death
- spells (including rays such as those of the beholder and catoblepas),
- disintegrate, magic jar, and all energy-drain, petrification and polymorph
- attacks. Removal from the helm destroys the opals. The great helm cannot be
- recharged, and will explode if any attempt is made to remove or destroy it,
- disintegrating (as in the spell, save at +1) everything in a 4" radius.
- The helm will crumble into dust when all of its gems are gone, but until
- that time the wearer commands the following powers: the ability to see in
- darkness (including the magical sort) as though normal daylight prevails;
- immunity to fear and related spells, the aging of ghosts and the "awe" power of
- dragon auras; the ability to pass without trace during the night (from twilight
- to twilight)--not usable underground; the ability to erect a curtain of
- blackness, which can veil the sight against vision-related enchantment/charm
- attacks such as the gaze of a vampire, dire charm, and similiar spells; speak
- with dead, usable by the helm-wearer once per day, as a 9th level cleric (if
- different beings don the helm within a 24-hour period, this power can be used
- only once--not once for each wearer); chill metal, thrice per day, lasting 7
- rounds, and affecting up to 900 gp weight of metal and 4 separate targets;
- lower temperature in a 15' radius, lasting 4 turns, from 10-40 Fahrenheight
- degrees; protection causing all cold-based attacks to do half or (if save made)
- no damage, even including magical cold such as unusual forms as the chilling
- touch of the lich.
- XP value: 2,500 gp value: 45,000
-
- HORN OF WAR: [SP] A horn of war is over 5' long, made of roughly carved,
- gold-colored stone, weighing 120 lbs., and covered with thousands of magical
- symbols and glyphs related to the art of summoning. Only a non-elven fighter
- of the 9th level or higher (or ranger of the 11th, or barbarian of the 8th)
- with constitution and charisma of 14 or higher may properly sound a horn of
- war; a fighter-type of substandard level or with less than 14 constitution
- passes out from the strain of attempting to sound it, and an elf or
- fighter-type with substandard charima is unable to command the creatures the
- horn summons.
- The great call of a horn of war carries for 5-20 miles in any weather
- conditions. It magically summons an army of 10-200 quaggoths, with 10 hp each,
- in 1-6 turns. The frenzied, battle-crazed mob may be commanded only to attack,
- which the monsters do until destroyed. If not slain in battle, the quaggoths
- serve for one hour per level of their summoner before disappearing. Quaggoths
- summuned but not controlled run amok for 2-12 turns, attacking everyone, before
- leaving. Three years must pass between each sounding of a horn of war.
- Regardless of whether the quaggoths are commanded or not, they will slay all
- elves they see while carrying out their other tasks.
- XP value: 1,000 gp value: 41,000
-
- HOUSE OF ZEBULON: This magic item is a small stone cube, painted with a door
- and windows. When the owner desires, he may cause a doorway to appear.
- Stepping through this doorway carries the person and anyone or anything with
- him inside the cube to a small apartment of six rooms. Here the person may
- stay for as long as he wants. He may leave the house at any time by stepping
- out through the same door. Once a week, he may project the doorway to any
- location he is familiar with as in the spell teleport.
- XP value: 5,000 gp value: 10,000
-
- IGOR'S INNER SANCTUM: [S6] This small box (6 x 6 x 6") is sealed with blobs of
- wax with symbols impressed. (No magic can be detected.) If the seals are
- broken, the box vanishes forever and a little man appears. He is 4' tall and
- has thinning hair, a paunch, a round grinning face with a subservient
- expression, and a voice like Peter Lorre.
- The little man will grin at the party, then look in another direction and say,
- "Oh! How nice! Thank you, master!" He will follow the party around,
- periodically looking into space and asking plaintively, "Now master?" or "Can
- I, Master?" or "Please master?". On a roll of 1 on 1d6, he will kick a party
- member in the shins, trip someone, jog their elbow, etc. (On each attack,
- there is a 50% chance that he will prevent the party from being caught in a
- trap, attacked by a monster, etc. this will always look accidental.)
- If 4 turns pass without a favorable die roll, he will begin to whine "Master,
- you promised!" or he will do something anyway and then cringe and whine "but
- you didn't say not to, master".
- He will dodge all attacks successfully, and is 100% magic resistant. Detect
- spells and true sight, etc. reveal nothing. Nor can his 'master' ever be
- detected.
- Igor will follow the party for 10+1d10 days unless he finds something or
- someone that he would prefer to pester. There is a 10% chance per encounter
- (cumulative) that he will follow the person or monster encountered. (I.e., on
- the first encounter he has a 10% chance to switch, on the second, a 20% chance,
- etc.) Adjustments for party members' charisma are left to the DMO.
- XP value: Nil gp value: Nil
-
- INSTANT RUST: This is a thick reddish-brown paste or polish. One teaspoon of
- this is sufficient to rust 5 pounds of metal to the crumbling point. Dilute as
- necessary. When applied with batsticks the dilution is usually such that each
- hit rusts 1d4 pounds.
- XP value: 800 gp value: 2,000
-
- IRONS OF IMPRISONMENT: Once locked, these irons do not open unless the proper
- command word is spoken within 30 feet. They are immune to normal force, all
- spells except a wish, and all weapon attacks except from a weapon of +4 or
- better enchantment.
- XP value: Nil gp value: 4,000
-
- IRONS OF TRANSFERENCE: These irons appear and function as irons of
- imprisonment in all respects. However, any victim held by the irons for one
- week or more gains a special power. If the victim concentrates on a creature
- seen and within 60 feet, that creature must then make a saving throw vs. spells
- to avoid the magic. If the throw failed, the imprisoned victim and the
- creature exchange places and clothes (including all equipment carried)! This
- effect requires no command word any may be attempted once per round until the
- victim is frees of the irons.
- XP value: Nil gp value: 4,250
-
- JEWEL OF LIVING SHADOWS: This is a large jewel radiating very bright light.
- This is likely to be found on an altar with a cloth over it. When uncovered,
- the light cast will animate the shadows formed, giving each the exact same
- abilities, weapons, armor and magical items as the people casting the shadow.
- Otherwise, they are normal hostile shadows and will try to destoy all within
- the area. When the shadow is killed, all its equipment vanishes. A person who
- succeeds in killing his shadow will never cast a shadow in any light except the
- jewel's. Covering the jewel (and blocking the light) will return all shadows to
- normal...5-8 (4 + 1d4) rounds after the light is covered--during which time the
- shadows will be fighting very hard to uncover it again. The surviving
- characters do get experience for the shadows when (if) defeated.
- XP value: 5,500 gp value: 80,000
-
- LUNAR BROOCH: This piece of jewelery bears the likeness of a crescent moon.
- If worn by a spell caster, it bestows additional power to any light or
- continual light spell cast. The light from either spell causes any and all
- lycanthropes in the area of effect to assume animal form (no saving throw).
- They remain as animals until they leave the lighted area. The lunar brooch has
- no command word and operates continously while worn.
- XP value: 400 gp value: 1,000
-
- LYSENKO'S PLASTER: [S5] This is a magical wall plaster with tiny colored
- specks in it. The colored specks are magically-shrunken
- tiles, each inscribed with a symbol of power (death, insanity,etc.) much like
- the magic-user spell symbol. Anyone looking for secret doors or otherwise
- examining the wall closely has 10% cumulative per 10 square feet of wall
- examined to be affected by the symbol, whether they are examining by sight or
- by touch. Normal saves apply.
- Normally actively searching for secret doors requires close examination of
- only 1 square foot of wall (at eye level) per each running foot of wall
- searched. Thus each 10 feet length searched gives 10% cumulative to be
- affected.
- Lysenko recommends color-coding the symbols and using only a single type
- of symbol per room, so that the chance starts over at 10% in each room: "After
- all, the owners of the house need to be able to find their own secret doors
- safely. Knowing where to look, they can find them with only a slight danger of
- being affected.... Of course they should keep antidotes about too, so to
- speak...." "I'll never forget the time a band of thieves broke into Lysenk's
- house and tried a dispell magic on the walls. Because of course it was the
- shrink spell that was dispelled...."
- XP value: Nil gp value: 30,000/gallon
-
- MAGGORP'S MAGNETIC METAL: This metal created by the Alchemist Maggorp, will
- stick to any non-living solid substance. Examples are any rocks, any metal,
- glass, ceramics, dead wood, etc. The metal is affixed by mental thought of a
- user as to what it is to be stuck to, touching the metal or something attached
- to it (i.e., rope), and getting the metal within 5' of the target object.
- Therefore if a wooden door is set in a cliff face, the user may use a MMM
- grapnel, hooked to a rope, to grab the door and only the door, when getting the
- grapnel within 5' of the door, and the hok will never stick to the cliff face
- unless ordered to. The grapnel will only release its hold upon mental command
- of he person who set it there. Charmed and possesed persons may not set or
- loosen MMM.
- The MMM may be shaped into any form by an alchemist who creates it. Some
- of the most common are the grapnel, the ladder rung, etc. The grapnel, shaped
- like a flat plate of metal with a loop to tie ropes to, is used as an anchor
- for ropes, climbing gear, and some for rope bridges. The ladder rung, which is
- shaped like a |______| with short arms and long base, is to make a almost
- permanent ladder on anything, or a door handle, etc.
- MMM is indestructable except by wish, ultimate solution, inorganic
- solution, spheres of anniliation, etc. It may pull loose if not commanded to
- only by the material it is attached to giving way, which still leaves clumps of
- the material stuck to the metal, or the rope, etc. breaking, for its bond may
- support any weight.
- XP value: 500 gp value: 1,000/grapnel
- gp value: 250/ladder rung
-
- ========================================================================
- The REAL part 8.
-
- MANUAL OF CORAL GOLEMS: This tome when read tells how to construct a coral
- golem. After completion of reading the manual, the reader must start
- construction of the golem. The construction time is two months. Materials cost
- 1,000/hit points. The manual may only be used once.
- XP value: 600 gp value: 4,000
-
- MANUAL OF SUMMONING FAMILIARS: This magical writ appears as any other manual.
- An inscription inside the cover clearly states that if the contents of the book
- are read out loud before the casting of a find familiar spell, the spell will
- summon three potential familiars (each determined at random). The magic user
- must choose one at once and the others will depart. The manual may only be
- used once since the words vanish as they are read. The book may not be copied.
- XP value: 950 gp value: 6,000
-
- MEDALLION OF DEFENSE: This item has two command words: to grow, and to
- shrink. Upon command, it turns into a normal-sized shield +1. The second
- command returns it to medallion form.
- XP value: 300 gp value: 800
-
- MIRROR OF SENDING: This magical mirror will show any scene known to the user.
- Objects, but not living creatures, can pass through it, spells, however, cannot
- pass through it. Each turn in which the mirror operates expends one charge.
- The mirror can have a total of 100 charges. It is also rechargeble.
- XP value: 1,250 gp value: 2,750
-
- MIRROR OF TRAVEL TYPE I: [SP] A mirrors of travel are large, obviously
- valuable, highly reflective silver mirrors bordered in gem-encrusted gold.
- These magical items each function only when set into a sturdy wall.
- Any character knowing the proper sommand word need only place his hand
- upon such a mirror, speak the word, and envision any place he has previously
- "seen casually" (as per the spell teleport in the Player's Handbook). An image
- of that place appears in the mirror, and the character is teleported there,
- arriving as if the place had been "studied carefully" (again, as per the
- teleport spell). The image stays in the mirror for three rounds after the
- character departs, and during this time anyone touching the mirror similarly
- teleports to the area it presents. This device ia quite fragile and will break
- (and become useless) if it fails a saving throw against any attack form. A
- mirror of traveling type I can reveal and send its viewer to places only within
- its own plane of existence.
- XP value: 4,000 gp value: 15,000
-
- MIRROR OF TRAVEL TYPE II: [SP] Although indistinguishable from a mirror of
- travel type I, a mirror of travel type II is a vastly superior magical item
- that requires an intelligence score of at least 18 to operate. Teleportation
- through this device is without error, and the mirror's activator may take any
- number of characters with him, as long as their hands are linked at the time of
- departure. The destination's image in the mirror disappears instantly after
- teleportation. This mirror is just as fragile as its lesser cousin and is
- activated in the same way.
- Additionally, a mirror of travel type II can function as a crystal ball
- with twice the usual viewing time and frequency, and it accrues on penalty when
- viewing into planes that are one removed from that which are one removed from
- that which contains the mirror. It allows travel to once-removed planes as
- well, provided the mirror's activator has previously "seen casually" the place
- to which he whishes to teleport. This item must be set into a sturdy wall, or
- it will not function. It may only be used by magic-users.
- XP value: 8,000 gp value: 50,000
-
- MIST OF RAPTURE: [SO] The art of making this rose-colored gas is lost in
- antiquity. Usually found in fragile glass globes or small metal vials, the
- mist wafts out when released to form a spherical cloud. The diameter of the
- cloud varies from 15 to 45 feet depending upon the amount of gas. The vapors
- are heavy, and remain in this volume for 1-4 days in dead air; they drift very
- slowly with any air currents (typically 1/2" a round). The vapors are damp and
- cling to clothing and skin.
- Any human breathing the mist writhes in pleasure from 1d6 rounds (1-3
- rounds if saving throw verses breath weapon is made), oblivious to all his
- surroundings. Affected persons blissfully ignore danger, and even physical
- attack does not arouse them. The mist closes minds to all other stimuli, and
- thus confers a temporary immunity to magical attacks involving will forse (such
- as charm, magic jar, suggestion, etc.). Unless restrained, those affected drop
- everything they carry and sink to the floor, twisting and shuddering. Anyone
- in telepathic contact (or even psionic combat) with a person breathing the mist
- is also affected, for the same duration. However, non-humans are immune to the
- vapors (though alchemists who discover the formula should be able to make it
- affect any single race). During the round after rapture has ended, movement is
- slow (half speed) and clumsy (no dexterity bonuses apply); such characters
- never win initiative over more alert creatures, and are easily (1-5 on 1d6)
- surprised.
- XP value: 200 gp value: 9,000
-
- MUG OF PLENTY: [SQ] This device is a large clay beer mug. When a sommand word
- is spoken, it immediately fills with light or dark ale or thick mead, as the
- user wishes. When drained, the command word will cause it to fill again.
- While not particularly useful on adventures (although you never know...), this
- is perhaps the most popular magical item among the isles.
- XP value: 50 gp value: 2,000
-
- MULTIVERSAL BOX: [S5] A cardboard box bearing the logo of the Multiversal
- Trading Corporation. This is a 'knock-down' type corrugated box--usually found
- folded flat. When it is refolded into the shape of a box, three small printed
- circles may be noticed on the inside bottom--just the right size for coins.
- If a coin is placed on one of the circles, it will vanish and a voice will
- say "Hello, Multiversal Trading Company--Catalog Order Department. May we help
- you?" Thereafter, when the correct number of coins (gold, silver, etc) are
- placed on the circles, they will vanish and the ordered item will appear in the
- box.
- Exactly which Multiversal Services and Products are available via the box
- is, of course, the Dungeon Master's Option and may change hourly (since
- Import-Export rules are always subject to change). Tariffs require 25%
- surcharge for delivery, a policy of cash sales only and no appraisals, anayses,
- message services or sales of magic items.
- These boxes are not available on the open market. They are supplied by
- Multiversal to preferred customers only. Each box will normally (95%) function
- properly and deliver the correct item in good condition. However, if the box
- has been damaged, the chanced for funbles will rise (i.e., once the box got
- wet and Pietro used it when it was only 85% dry. This gave 20% for a fumble,
- and it did--Pietro's new blanket arrived soaking wet. This made the box 50%
- wet again...).
- XP value: 8,000 gp value: 75,000
-
- NADAR'S EVERFUL SAFETY LAMP: [S5] This item looks like a normal oil lamp, and
- is always full. Engraved on it is the words 'Nadar Mfg'. This lamp never runs
- out of oil, may be adjusted to illuminate any radius from 5' to 60', or to send
- a beam as narrow as desired (minimum 1' diameter at end for every 10' length of
- beam). It has the following safety features: shatterproof (saves as stone),
- cannot spill in any position, cannot explode, cannot ignite any other object
- (flame produces no heat).
- XP value: 30 gp value: 250
-
- NECKLACE OF ALTERATION: [S9] This mystical item appears to be a cheap
- necklace, like any other sort of magical necklace, until put on. It then turns
- into a chain of silver with twelve small globes of undentifiable material
- suspended from it. Each globe appears identical to the others, but if a globe
- is pulled free of the necklace (which may be done in one round), the globe
- turns into a particular type of material and the wearer's body takes on the
- appearance and armor class of that substance. Though an identify spell, wish,
- or similar magic effect will reveal something about the nature of the necklace,
- no magic will be able to divine which globe of the necklace will have which
- effect.
- Each of the twelve globes has a different effect. Once removed, a globe
- cannot be replaced on the necklace; its effects last for 2-8 turns and cannot
- be dispelled. Only after one globe's effect is ended can another globe be
- removed from the necklace. The necklace cannt be removed while its wearer is
- under the effect of one of the globes, except by the casting of remove curse or
- wish, in which case the entire necklace will vanish--but the effect currently
- taking place will still run its course. The necklace can be taken off,
- exchanged, and put on at will as long as one of the globes is not activated at
- the time. Anything being worn or carried by the user of the necklace that
- normally affects his armor class will be overridden by the effect of a globe
- for as long as that effect lasts.
- When a globe is pulled from the necklace, the DM should roll d12 and
- consult the following table to determine the composition of the globe and the
- armor class bestowed on the wearer of the necklace, as well as the wearer's
- temporary skin and hair color. Re-roll to prevent duplicate results, perhaps
- using smaller die (d10, d8, etc.) when several of the globes become used up.
-
- Die roll Material & color Armor class
- 1 Sanstone; light brown 8
- 2 Mithral; blue-silver 0
- 3 Gold; gold 6
- 4 Iron; dull grey 1
- 5 Platinum; silver 4
- 6 Granite; dull grey & red 3
- 7 Coal; dull black 9
- 8 Salt; dull white 10
- 9 Bronze; bronze 2
- 10 Admantite; green-silver -1
- 11 Lead; dark grey 5
- 12 Wood; brown 7
-
- The necklace of alteration can be worn and used by any member of any
- character class or any humanoid of S or M size. Once used, the globes are
- generally worthless except as curios. The globes of glod, platinum, mithral,
- and adamantite have values of 1, 5, 20, and 50 gp respectively.
- XP value: 1,000 gp value: 5,000
-
- NECKLACE OF BAD TASTE: Though sages argue that this item is more correctly
- called a necklace of tasting bad, the common name has stuck. This appears to be
- a magical necklace of unspecified nature until fastened around someone's neck.
- Immediately, the necklace causes the wearer to emit a terrible odor from his
- skin. All characters and most monsters within a 10' radius of the wearer will
- become so uncomfortable with the smell that they must save vs. poison at +2 or
- become nauseated and unable to attack or defend themselves for 1-4 rounds.
- Even if the save is made, those within the 10' radius will
- suffer a -2 penalty on all to hit rolls for as long as they remain in that
- area.
- The real value in owning such a necklace becomes apparent when one is
- attacked by a monster that bites at prey. The necklace affectes any living
- creatures that is native to the Prime Material Plane. If a monster meeting
- that description bites the wearer of a necklace of bad taste, the monster will
- immediately suffer an attack of nausea (no saving throw) and will be unable to
- attack again for 2-5 rounds (though the creature can flee at half normal
- speed). That monster will not again bite the person wearing the necklace, but
- claw, tail, or missle attacks may be used if such are possible for the
- attacker.
- One of every four of these necklaces are cursed so that they cannot be
- unlocked from the wearer's neck once fastened in place. Only a wish will remove
- a cursed necklace of bad taste.
- XP value: 500 gp value: 1,000
-
- OYSTER CHEST: This item appears to be a small, square, wooden chest, 2' in
- length along any side. The inside of the chest is lined with red velvet, which
- has numerous soft, cushiony folds. Hidden between the folds is a command word,
- inscribed on the velvet itself. If from 1-5 grains of sand are placed within
- the folds inside the box and the command word is spoken, the chest will
- magically lock itself and will not open again until the command word is spoken
- again.
- During the time that the chest is locked, it will begin turnign the grains
- of sand into perfectly formed, non-magical pearls. For each consecutive day
- that the box is left undisturbed, each pearl will increase in value by about 3
- gp. Thus, after a week (of 10 days) each pearl would be worth about 30 gp;
- after a month (of 30 days), each would be worth about 90 gp. If the box is
- left unopenend for longer than a year, there is a 1% cumulative chance per day
- thereafter that the growing pearls will become misshapen and worthless.
- Casting a dispel magic spell on the chest will not open it, but
- successfully casting a knock spell against 14th-level magic will do so.
- However, the growing pearls inside will immediately disintegrate and be
- worthless. If the chest is ever broken, it will lose all of its magical
- properties forever.
- XP value: 1,500 gp value: 15,000
-
- PASQUALI'S PERFECT POLISH: Pasquali's Polish is normally used in some area
- where unwary movement can have disasterous results: near another trap, a
- dangerous drop... used on a moderately smooth surface, such as stone or metal,
- it produces a mirror-like finnish that is absolutely slick and frictionless.
- Even spider climbing, webs, etc. cannot get purchace on it. A character who
- steps or falls on it will slide for at least 50'. He cannot stop or change
- directions unless throwing something or shooting a bow, etc. If the polish is
- on a slope, damage at the bottom will be 1d6 for every 10 feet vertical
- distance. Feather fall will work. It is usually found in cans or containers in
- repair centers of dungeons, or bought on the open market, for many uses. It
- apears as a liquid that is silver and twice as fast a mercury. A gallon of it
- is enough to cover 3,000 sq. ft., or 10 square yards.
- XP value: 1,000 gp value: 5,000/gallon
-
- PEARL BEAD: Upon command, this bead turns into a perfect pearl of 10,000 gp
- value. It remains magical, however, and may or may not fool a jeweler. It
- disintegrates three hours after becoming a pearl.
- XP value: 2,200 gp value: 55,000
-
- POISON BALLOON: When burst, this balloon releases a colorless, poisonous gas
- in a sphere of 10-foot radius. Each victim within range must make a saving
- throw vs, poison or die. Its potency can be increases so that it causes a
- saving throw penalty of up to -8.
- XP value: Nil gp value: 2,000
-
- POLYCHROMATIC TENT: This white tent can be commanded to change its color. Any
- single color can be named, or the tent can be commanded to blend. If so, it
- assumes the appearence of its surroundings--grainy and sand-colored in the
- desert, green and brown in the woods, etc. Thepoly chromatic tent is always
- white when not pitched.
- XP value: 400 gp value: 2,000
-
- PRAYER BEAD: This valuable item allows a cleric to exchange one known spell
- (not yet cast) for another if both are of the same level spell. For example, if
- the cleric knows detect magic but needs cure light wounds, the cleric amy use
- the bead to forget detect magic and gain knowledge of cure light wounds. The
- new spell maybe cast as soon as desired. The cleric need not be fully rested
- to use the bed. After changing one spell the bead disintegrates.
- XP value: 300 gp value: 900
-
- QUILL OF SCROLL CREATION: This enchanted writing implement is of great use to
- a magic-user or illusionist attemptinf to enscribe a magical spell scroll. It
- gives its user a 10% bonus to the chance of successfully writing a spell onto a
- scroll. The quill is only good for six uses (six spells), and loses its
- magical properties when the sixth spell is finished. Each usage counts against
- the quill's capacity, whether or not the spell in question was sucessfully
- transfered to the scroll.
- If the quill is used along with a special ink that is attuned to the item,
- the chance of success in the preparation of a scroll spell is increased by an
- additional 10%. The manufacture of this ink is a costly and time-consuming
- process, taking at least a week and requiring ingredients of at least 1,000 gp
- in value to make enough ink to last for six usages. This special ink must be
- mixed with the ink that particular scroll normally requires. A bottle of this
- ink will never be discovered by itself.
- XP value: 250 (500 with ink) gp value: 600 (1,000 with ink)
-
- QUILL OF TRANSCRIBING: This magical quill can only be used by magic users.
- Upon utterance of a suitable command word (DMO), a magic quill will write
- everything the user says, until he utters the command word again. The quill
- creates its own ink, but otherwise it acts as a normal quill. It will
- transcribe spoken spells onto spell books or scrolls using the corret magical
- ink. Its range is 20' but will write any and every word spoken even if the
- caster does not desire the words which are spoken (like a henchmen shouting for
- his master, or voices from another room) within the range.
- XP value: 5,000 gp value: 25,000
-
- RHUN'S HORNED CLOAK: [SO] This garment acts as a +2 cloak of protection, and
- is dark brown or russet in color. The wearer of this cloak can pass without
- trace at will.
- The cloak is hooded, and upon the hood are mounted two long horns
- resembling those of a bull. The cloak allows the wearer to take the form of a
- bull (shape change) up to 6 times a day (24-hour period) and change back again
- at will. However, every round spent in bull form, there is a 1% (not
- cumulative) chance that the cloak will vanish
- forever, trapping the wearer in bull form. This condition may be rectified by
- dispel magic, shape change (which leaves the cloak wearer in his or her
- original form when it expires), or wish-related spells.
- Only M-sized creatures may wear these cloaks so as to employ their powers.
- Some cloaks have a visor-like face mask allowing the wearer infravision
- (corresponding to his or her normal range of sight), and 20% of these cloaks
- have a prehensile tail mounted in the cloak's back, between the wearer's
- shoulders.
- This tail is under the mental control of the wearer, and can wield a
- weapon, item, or shield simultaneously with normal two-handed combat at no
- dexterity penalty. Actions requiring fingers (such as picking locks, drawing
- bows, etc.) are not possible with the tail.
- XP value gp value
- Horns: 2,000 7,000
- Visor: 2,200 7,500
- Tail: 2,500 10,000
-
- RUST DUST: [S9] Rust dust looks like a fine metallic powder similar to dust of
- appearance or other magical dusts. It is usually contained in small silk
- pouches for dispersal by hand, or in hollow bone tubes for spreading by blowing
- through the tube. If it is shaken out by hand, one pouch will cover a 10'
- radius area; dust blown from a tube will create a 20' long core, 1' wide at te
- start and 15' wide at the end. From 1-10 containers of either sort may be
- found at one time.
- Any non-precious metallic materials within the area of effect of rust dust
- will rust (or otherwise deteriorate) and fall into useless scraps one round
- after being contacted by the dust. Precious metals (gold, platinum, and silver
- for instance) are not affected. Objects of iron, copper, bronze, tin, and
- similar metals or alloys thereof--including mithral and adamantite--will be
- affected automatically if the of which the metal is made is non-magical.
- Magic items (swords, armor, shields, rings of protection, etc.) must save
- as if struck by a rust monster, gaining 10% chance to withstand the dust for
- every 'plus' of enchantment; thus, 1 +4 sword has a 40% chance of not
- corroding. Magical items without a 'plus' ratig, such as an iron flask, iron
- golem, or ring of spell storing, have a 10% chance to save against the dust.
- All such saving throws must be re-rolled every time a new dose of rust dust is
- encountered.
- XP value: 1,000 gp value: 5,000
-
- SCEPTER OF DEFENSE: [S9] The Scepter of Defense is a rod like instrument about
- 3' long, with a handgrip on one end. It may be use by all fighter classes,
- clerics, druids, thieves, assassins, and monks as a parrying device. When it
- is used in combat against a human, demi-human, or humaniod opponent, the
- scepter may be wielded to cause all attakcs against the user to be made at a -4
- penalty to hit. The scepter can parry two attacks in one melee rouund,
- regardless of the user's level, so long as the attacks come from the user's
- front and sides. Attacks made from the rear cannot be parried.
- The scepter is useless as a parrying implement against non-humanoid
- creatures like dragons or black puddings, against blows from humanoid creatures
- larger than an ogre, and agianst attacks from creatures using weaponless combat
- (such as ogrillions, trolls, or wrestlers).
- The user's strength bonus to hit (if any) may be subtracted from the
- opponent's chance to hit the scepter's wielder. No sort of attack can be made
- in the same ound that the scepter is used as a parying device.
- The scepter will function as a +1 club if used offensively. And, so long
- as it is carried, it confires a +1 bonus to the holder's
- saving throw vs. all magical effects. This bonus is cumulative with other
- saving throw bonuses, as per a ring of protection.
- XP value: 1,000 gp value: 4,000
-
- SHADOW HAT: [S6] This slouch hat has a wide brim. No one can quite name its
- color--maybe gray, maybe tan...? It will fit anyone. The wearer will realize
- that he now has the power to cloud men's minds (and monsters')--i.e., a 50%
- chance to hide in shadows or to approach unseen. (This is in addition to
- whatever percentage he had already.) He will also feel an irrestible urge at
- various times to say in a deep hollow voice, "Who knows what evil lurks in the
- hearts of men? The shadow knows!" and follow this with a deep, drawn out
- cackling laugh, (save on wisdom once per 3 turns or once per 5 melee rounds if
- under stress,) what the percentages are of this attracting monsters, enemies,
- etc. are left to the judgement of the DM.
- XP value: 700 gp value: 10,000
-
- SOAP OF WASHING: This small browinsh cake of soap will, when placed in a
- bucket or tub of water, dissolve completely. The water then becomes magical;
- any item or creature placed within or doused by the water becomes completely
- clean. The soap removes all normal and magicl dyes and can even remove curses.
- However, it affects only curses removable by a remove curse spell from a
- caster of the 15th level or less. The soap washes any number of normal items,
- its effect lasting one hour; it washes away up to three magical stains or dyes
- or one curse. Magical water removed from the container immediately becomes
- nonmagical.
- XP value: 600 gp value: 5,000
-
- SOLES OF VALOR: These sturdy well polished boots give the wearer a +1 to hit,
- damage, saves, morale, etc., but the wearer can never run from a fight.
- XP value: 1,000 gp value: 4,000
-
- SPECTACLES OF SIGHT: [DUNGEON 11] These delicate crystal lenses are fitted
- into a gold wire frame worth 550 gp. The crystals themselves are worth 100 gp
- each. Looking through the lenses allows the wearer to see all objects and
- creatures masked my invisibility spells and common illusions. The wearer is
- immune to phantasmal forces and similar visual illusions, and the effects of
- color spray, continual light, and eyebite spells. The wearer is not
- susceptible to the effects of mirror image or blur spells, though cause
- blindness and power word blind spells havenormal effect. The wearer of the
- spectacles of sight can read magic (as the spell).
- Spells that affect the mind (hold, charm, and feeblemind, to name a few)
- have normal effect on the wearer. A shatter spell cast upon the spectacles
- while worn destroys the lenses and inflicts 2-12 hp damage on the wearer, with
- an 85% chance of becomming permanently blind (until removed by a cure
- blindness, heal, or wish spell).
- XP value: 3,500 gp value: 15,000
-
- STAAFLIA'S WIRE: This trap appears as a tangled bundle of gold wire, radiates
- CN magic. Any magic item in 10' radius of this automatically fumbles on
- anything but a natural 20. The wire may easily be cut or torn apart, but any
- piece will have the same effect as the whole. Untangling any size bundle of
- wire takes 10-110 minutes, after which it has no effect until tangled again
- (will retangle itself in 2-6 hours).
- XP value: 4,500 gp value: 10,000
-
- STONE OF DRYWELLS: [SP] Appearing exactly like a stone of the well, a stone of
- drywells causes any well into which it is placed to dry up immediately;
- likewise, all wells within a one-mile radius of a stone of drywells also dry up
- imediately. This item counters a stone of the well, and no new well dug in the
- area of effect of a stone of drywells will yeild water, even if the ground is
- saturated. Once activated, an exorcism is required to be rid of this maleific
- stone's influence.
- XP value: Nil gp value: 5,000
-
- STONE OF MYSTERIOUS SOUNDS: This stone apears to be similar to any other
- magical stone, though it is malleable and can be easily grasped and reshaped by
- a human hand. The stone cannot be pulled apart into similar stones, and it has
- only limited elasticity. Each such stone weighs 50 gp.
- A character may hurl this stone up to 30'. If the character's strength is
- 15 or greater, the stone will stick to whatever non-living surface it strikes
- (roll to hit agains AC 6). The stone will remain stuck to that surface until
- it is pulled off (which doesn't require any special strength roll). Three
- segments after it sticks to a surface, the stone will emit one of a number of
- sounds. The stone will broadcast this sound until it is pulled free of the
- surface to which it is stuck.
- A character may also fit the stone onto a solid surface (requireing a
- strength of 15 or better, but no to hit roll), then strike the stone with a
- heavy blunt object to start the sound production (again, not requiring a to hit
- roll).
- The stone of mysterious sounds is useful for distracting and deterring
- opponents from persuit, to allow the characters to escape or gain time for
- other actions. Each time the stone is activated, a roll must be made on the
- following table to determine what sund it produces.
-
- Dice Noise produced Dice Noise produced
- 01-04 creaking 53-56 screaming*
- 05-08 buzzing bees 57-60 animal growling
- 09-12 groaning* 61-64 birds chirping
- 13-16 footsteps 65-68 horns (musical)
- 17-20 ocean waves on beach 69-72 steady rain
- 21-24 stones grinding 73-76 wind chimes
- 25-28 laughter* 77-80 fighting (swords clashing, shouts,
- etc.)*
- 29-32 coughing* 81-84 speech**
- 33-36 sneezing* 85-88 whistling*
- 37-40 muffled whispering* 89-92 chains rattling
- 41-44 whip cracks 93-96 crying*
- 45-48 fingers snapping 97-00 wind blowing
- 49-52 mumbled chanting*
-
- *--The race of the person(s) making the sound cannot be determined, and
- no intellegible speech will be discerned.
- **--The race of the person(s) speaking can be determined using the random
- languages table in the DMG, p. 102. The content of the speech may be
- determined by the DM as desired.
- XP value: 500 gp value: 5,000
-
- STONE OF THE WELL: [SP] A stone of the well is highly prized in villages and
- castles located on dry plains and deserts. In spite of the facts that these
- items command prizes as high as 50,000 gp in dry regions, and wars are
- sometimes fought for their possession, stones of the well are worthless over
- much of the world. Such an item appears
- as a perfectly spherical black granite rock with a smooth surface. If
- functions when placed within a well at least 30' deep, as long as the stone is
- covered by at least 2' of standing water. The stone immediately fills its well
- to a depth halfway between its bottom and upper rim, and similarly fills and
- maintains all wells within a one-mile radius. The water produced by a stone of
- the well is pure and refreshing. No well within one mile of the stone will run
- dry. A stone of the well placed in a totally dry well will not function until
- covered with water.
- XP value: 5,000 gp value: 50,000
-
- STRING OF WARDING: On command, this small piece of string may be stretched as
- long as 50 feet. If tied to two upright objects (such as trees), it prevents
- certain objects and creatures from passing between it and the ground; a maximum
- of 1,000 square feet of space can be affected (20 feet high, 50 feet wide).
- The string of warding cannot block spells but prevents the passage of all
- nonliving items (including missiles) and all creatures of 3 hit dice or less.
- Other creatures may make a saving throw vs. spells to break through the effect
- (but not the string). If the string is tied and looped in an attempt to ward a
- space more then once, it has no effect and can be easily broken, which destroys
- the magical permanenlty. It can, however, be tied so as to enclose a
- horizontal area (for example, around an outdoor encampment). If any creature
- is between the string and the ground when it is tied in place, the string wards
- against items only.
- XP value: 625 gp value: 3,350
-
- TABARD OF THE MYSTICS: [SO] This garment is typically green with golden trim,
- having a stiff stand-up flared collar, and may be worn over armor. Its
- construction is expensive (powered gold and serpentine, for example, must be
- worked into the fibers of the cloth), difficult, and known only to a few.
- Tabards may be worn by any class, and have the following properties: they
- will not burn, and all fire damage suffered by the wearer is reduced by 1 point
- per die. Wearers are immune to the effects of a scabbard of insanity, and gain
- saving throw bonuses of +1 vs. a magic jar attack, and +4 vs. all
- enchantment/charm spells. A symbol may be cast upon the tabard (typically upon
- the breast), and rendered invisible (inoperative) until it is touched and a
- command word is spoken, or until the garment is removed from the wearer without
- a command word being spoken. In any case, the wearer or owner is immune to the
- effects of the symbol. Magic-users wearing a tabard may open a wizard-locked
- or held door or portal as though they are a level higher in experience.
- XP value: 2,000 gp value: 15,000
-
- TANNING OINTMENT: This salve causes the recipient's skin to turn a bright
- color determined randomly (1d10) from red, yellow, orange, blue, green, brown,
- purple, silver, gold, or white. The efffect cannot be removed but gradually
- wears off in 1-4 years.
- XP value: Nil gp value: 500
-
- THROWING IRONS: These irons may be throw as far as 60 feet. The user can
- throw one pair at a time (either manacles or shackels, each pair chained
- together). The victim of the throwing irons must make a saving throw vs.
- spells or be entrapped. Any creature of giant strength can easily break the
- chain by force in one round. Each manacle and shackle has anormal lock, which
- may be picked if that
- skill is successfully used. The throwing irons can be used as often as
- desired.
- XP value: 500 gp value: 2,000
-
- TRUMPET OF DOOM: [SO] This item is a magical horn, similar in appearance to a
- horn of valhalla. Some specimens of this item appear to be battered, a few
- semingly about to fall apart. It the trumpet of doom is winded, all human,
- demi-human, and humaniod skeletons and corpses within a 60' radius about the
- horn will be brought into unlife, as per the spell animate dead. All of the
- dead will obey the bearer of the horn without question, to the utmost of their
- ability.
- The greater the number of undead animated, however, the shorter the time
- that they will remain active. If only one skeleton or zombie is animated, it
- will remain active for 60 hours under the hornbearer's control. If two are
- animated, they will be active for 30 hours, three will be active for 20 hours,
- and if 4 or more skeletons and/or zombies are activated, they will be animated
- for only 10 hours before they collapse again.
- The undead created by the trumpet of doom may be commanded to 'go down!'
- (at which they will disintegrate into dust) if the user of the horn wishes it;
- otherwise, the undead will serve until destroyed, dispelled, or their time runs
- out. Use of a trumpet of doom is not considered to be a good act, though
- sounding it to test its properties is not evil. The trumpet of doom may only
- be sounded once per month. Using it more often will produce no results.
- XP value: 900 gp value: 5,000
-
- WADDINGTON'S DROP CLOTHS: [S5] These paint-stained drop-cloths, with many
- stains that look like drops of wet cemet had dried on the cloth (resistant to
- Zimbavich's Rock Paint). These drop cloths are used to protect things from
- Rock Paint while work is being done. They are especially interesting in their
- effects on organic matter. This is best illustrated by example: A party
- entered a room and found five chairs covered with drop-cloths and a large table
- not covered. Also in the room were cans of Rock Paint, brushes and a ladder.
- On the floor was a sixth drop-cloth in a crumpled heap. The covered chairs
- appeared to be empty. When the party decided to pull a drop-cloth off of one
- of the chairs, they found an orc oficer sitting in the chair and were
- immediately attacked by him. (The painter had interrupted a conference and
- covered the conferees with the cloths--which put them in subspace stasis until
- the clothes were lifted. The painter was under a drop cloth at the end of the
- table--he'd slipped!) To date, no-one has tried to keep one of the drop
- cloths.
- XP value: 1,000 gp value: 60,000
-
- WHEEL OF KEENING: [SM] This enchanted sharpening wheel makes a pleasant,
- almost musical sound when used. Any blade sharpened by this device gains a +1
- bonus to attack rolls and damage for one round when next used in battle. The
- magic lasts one day or until the blade is used for normal cutting or carving.
- The blade itself does not radiate magic even while the bonus is in effect.
- XP value: 500 gp value: 9,000
-
- YOKE OF BOAR HARNESSING: [SQ] These rare devices are of druidic design and can
- be used to harness a pair of boars or giant boars to the will of the bearer.
- Such boars can be harnessed to a chariot, cart, plow, or other towed object.
- Alternatively, the harness can be separated into two pieces, mastering two
- boars for riding purposes. Creatures larger than dwarves or elves can ride only
- giant boars.
- The harnessed boar responds to all of the commands of the bearer, but it
- does not receive any magical increase in intelligence. Thus tasks that could
- normally be learned by the creature can automatically be performed while under
- the harness, but the boar cannot perform unusually complicated tasks.
- XP value: 1,000 gp value: 9,000
-
- YOKE OF FLIGHT: [SQ] This large yoke can be used to harness a pair of horses.
- When in use, the horses have the power of flight and can pull a chariot through
- the air at a speed of 36".
- To take off, the chariot must race in a straight line at a speed of at
- least 12" per round. When the command word is spoken, the vehicle lifts off
- the ground and soars into the air. It must travel at least 12" per turn to
- remain airborne; at a slower speed it automatically crashes. The chariot flies
- with Maneuverability Class E.
- Landing requires a straight path at least 18" long. It takes two rounds
- to slow down enough to maneuver freely of the ground.
- XP value: 3,000 gp value: 20,000
-
- YOKE OF UNDERWATER FAMILIAR: [SQ] This yoke, like the yoke of flight enables a
- pair of horses to carry a chariot through a medium it could not normally enter.
- In this case, the environment is water.
- The horses can pull the chariot at their normal movement rate. The horses
- have no difficulty breathing, nor do any riders who remain upon the chariot.
- XP value: 2,000 gp value: 15,000
-
- ZIMBAVICH'S ROCK PAINT: [S5] This item is almost always found in paint cans,
- ususally labeled rock paint. These cans of paints are often found where repair
- work is being done. The paint is the same color as the natural rock in the
- dungeon. When the cans are opened, the paint will turn to stone in 10-30
- minutes. Any object painted with this will turn to stone in 2 rounds. (Save
- vs. stoning applies--but must be repeated each round until the paint is washed
- off.) This paint is used extensively in dungeons to repair damaged sontework
- and rock walls. There is a 25% chance that brushes, ladders and other
- equipment will be found in the vicinity.
- XP value: 1,000 gp value: 15,000/gallon
-
- =========================================================================
- This is the LOOONG magic Item list, section 9 of 9. (AT LAST!!!!)
-
- ARMOR & SHIELDS
-
- ANIMATED ARMOR: [S4] Although it looks like and provides the protection of
- normal plate armor, this suit is enchanted with two functions. Once per day,
- upon the exertion of extreme effort, it automatically adds to the wearer's
- strength. The extent of augmentation is 10 points, with each remaining point
- adding 10% after 18 is reached, 1% after 18(90). The second function is
- automatically in force when the suit is unworn. A rudimentary intelligence
- comes to awareness, and will follow instructions, provided they are not too
- complex. Note that anyone may program the suit, so if the owner removes it
- without giving it orders, he may be asking for trouble. the suit's mind
- understands combat well, and will battle as a 10th level fighter if ordered to
- (after which it must rest for a full day before using any of its powers).
- Once, and only once, the owner may call upon the suit to perform
- extraordinarily. It will do so, but
- will then fall to pieces, which can be reassembled by a armorer into
- servicable, but mundane, suit of plate armor.
- XP value: 4,000 gp value: 25,000
-
- ARMOR OF ACIDIC SECRETION: [S2] This cursed armor appears to be normal magical
- armor, but it gives no benefit to the wearer in combat (though this will not be
- known to the wearer). This armor is found either as a suit of banded mail
- (25%), splint mail (25%), or plate mail (50%).
- From the moment that the wearer first suffers damage while using this
- suit, the armor and any padding used with it secrete a corrosive acid for 1-20
- rounds, doing 1-4 hp damage to the wearer each round (no saving throw). it
- takes a full turn (10 rounds) to remove this suit of armor, and it will
- continue doing acidic damage during that entire time (if the secreation
- duration is still in effect).
- Due to the nature of the acid, the burns, blisters, etc., left by such
- wounds cannot be removed except by a wish, alter reality, or tempus fugit
- spell, although normal rest and healing will recover lost hit points. The
- damage can only be stopped otherwise if the armor is destroyed by a magical
- attack (e.g., by a blue dragon's breath or by a rust monster).
- XP value: Nil gp value: 2,000
-
- DRAGONHELM: [S9] Dragonhelms were created for warriors who wished to have some
- of the special aura and powers of dragonkind. All such helms appear to be
- normal metallic helmets until worn; then they take on their true form of steel,
- with inlays of precious metals and gemstones. Some of these helms have
- dragonlike features or engravings on them. All fighter types, clerics (but not
- druids), and bards are able to wear these helmets.
- When worn, a dragonhelm confers infravision on the wearer to a range of
- 60', and the wearer's senses are so heightened by the helm's powers that
- invisible, ethereal, astral, out-of-phase, and hidden objects become detectable
- at a range of 10' per user's level (if multiclassed or dual classes, the user's
- highest level as a fighter or cleric is considered).
- The wearer may also radiate fear once per day at will. The aura will
- cause all beings (even allies) within 120' (12" indoors or 4" outdoors) to save
- vs. spell, with wisdom bonus applicable, or flee from the wearer in terror for
- 3-12 rounds. This fear aura has no effect on beings with six or more hit
- dice/levels.
- The helm counts as +3 armor (or +3 to the AC1 aforded by a great helm for
- armor pieces) against all head-directed attacks (such as those made by vorpal
- weapons), and saves as hard metal with a +3 bonus to the die roll. It does,
- however, have certain disadvantages. Because certain items like dragon scales
- and bone are incorporated into the helm's making and he helm draws power from
- them, certain elements of a dragon's personality will begin showing up in the
- wearer. After keeping it in continuous use for one month (putting it on every
- day, even if for only a moment), the wearer will begin to hoard money and
- valuables, refusing to part with the smallest bronze piece unless absolutely
- necessary. The wearer will spend less and less on equipment, food, and
- clothing. Instead, the wearer will try to get other people to purchase such
- items, or may turn to theft and robbery if the character is neutral or evil.
- The wearer will also be less likely to respect or even listen to the opinions
- of others, will grow increasingly egotistical, and will tend to want to lead
- rather than follow. After the wearer uses this item continuously for two
- months or longer, he must make a saving throw vs. spells each time the
- dragonhelm is donned or become permanently afflicted with megalomania.
- Another disadvantage is this: If the wearer comes within 120 yards of a
- true dragon, the wearer will find such a creature irresistible and will obey
- the commands as if charmed. This effect usually ends immediately if the helm
- is removed, but if the wearer has used the helm continuously for more than one
- month, the charm effect will last for 1-4 days even after the helm is removed.
- If the wearer has megalomania, the charm is permanent.
- Dragons generally know all about dragonhelms, and sometimes leave them
- lying about in their treasure hoards for unwary adventures to find and use.
- XP value: 2,000 gp value: 25,000
-
- TESS' ARMOR: [S5] This is a set of bright red plate mail, field plate, full
- plate, or bronze plate, decorated with yellow flames. Functions as +3 armor, no
- emcumbrance, any heat or fire attack does half usual damage. Whenever the
- wearer has cause for anger he must save on wisdom -7 or the suit will burst
- into flame for 1d4 rounds. During this time any person touching it will take
- 1d6 damage and any weapon must save vs. magic or melt. The wearer and his own
- weapons etc. are not affected, and the wearer will not see the flames or be
- aware that anything unusual is happening.
- XP value: 9,000 gp value: 90,000
-
- SHIELD OF DRAGON PROTECTION: [S2] This shield had magical runes across its
- front and back rim which spell out the word dragon. The runes are magical, so
- that anyone who reads them will see the word written in his native tounge.
- Whenever a dragon comes within 30" of the shield, the word "dragon" will glow
- softly for one segment, then fade.
- The shield of dragon protection is normally an item of +3 in protective
- power, but it confers +5 protection from all non-magical dragon attacks
- (including claws and bite). If the word dragon is spoken aloud by the
- shield's bearer, in the language in which the word appears to be written on the
- shield, the whole shield begins to glow with the effect of a light spell and an
- additional bonus is conferred. If the bearer makes his saving throw vs. the
- dragon's breath weapon, he will take no damage from it, and only half damage
- will be taken if the saving throw is failed. Finally, the shield gives a +3
- bonus to the bearer's saving throw against any magical spells cast by dragons
- against him, as per a ring of protection.
- XP value: 1,100 gp value: 11,000
-
- VEST OF STEEL: The vest of steel is a magical piece of armor that is counted
- as armor (magic-users can't wear them), it gives the wearer an AC of 1, and may
- be worn over normal non-magical, ring, studded, padded, or leather. For Armor
- pieces, the shoulders, chest, and abdomen are AC -1, and the rest of the body
- is 5 if no armor is worn, or -3 to the regular AC of the other areas.
- XP value: 2,000 gp value: 25,000
-
-
-
- SWORDS
-
-
- GUARDIAN BLADE: This blade does not normally glow. Its chief function is to
- lie upon or beside the sleeping character and warn of approaching danger. It
- can detect enemies like a wand of enemy detection within a 2" sphere. Upon
- detecting an enemy, the guardian will flash a single burst of light,
- telepathically alert its owner,
- and go out. This power can be used but once per day, and will operate
- continuously for a period of up to six hours. It may be used while the
- character is awake and moving but once-used it will not function again for
- twenty-four hours.
- XP value: 1,600 gp value: 8,000
-
- SWORD OF INTERCESSION: [S1] This magical weapon is a holy (or unholy) sword
- that always has an alignment and a patron deity. A character of any alignment
- may wield a sword of intercession, but it will function as a normal,
- non-magical weapon. A character of the same alignment as the sword may wield
- it as a +2 weapon. A character who worships the sword's patron deity may wield
- it as a +4 sword, and in addition gains a 5% magic resistance and a +2 bonus on
- all saving throws so long as the sword is held or carried. Such a character
- will also be able to commune with his deity once per week, asking one yes-or-no
- question at that time. The sword will not work for those who have only
- converted to their new alignment or religion within the last year.
- XP value: 1,000 gp value: 5,000
-
- SWORD OF THE NIGHT, +1: [S1] Though most magical swords shed light, a sword of
- night, also known as a black sword, sheds darkness. The sword's wielder
- determines the radius of the sphere of darkness given off by the sword; it can
- be from 5' to 25', in 5-foot increments. Within this radius, all creatures but
- the sword's wielder will be unable to see and will suffer a -4 penalty to hit
- on their attacks, as well as losing any armor class bonus for dexterity.
- Infravision and ultravision are similarly useless within this radius. The
- sword's user may see normally in all respects, however, and can use the sword
- as a +1 weapon to hit and on damage.
- The sword can also cause fear in all creatures within the darkness who
- fail a saving throw vs. spell (with wisdom bonuses applicable). This fear
- power is generated at the wielder's unspoken command, and may be produced up to
- three times per day. Creatures affected by the fear will move away from the
- darkness at full speed for 2-7 rounds.
- A light spell cast at the sword will negate all of its powers (except for
- its +1 combat bonus) for one round per level of the caster, if the sword fails
- to save vs. lightning (as hard metal). A continual light spell negates the
- darkness powers for twice as long, and the save is made at a -3 penalty.
- XP value: 700 gp value: 3,500
-
- SWORD OF PERCIVAL IRONHEART: [S5] This sword radiates Lawful Good magic and is
- +2 vs. evil opponents. It can speak Common and LG and can detect gold within
- 60'. In a pitched battle when its owner's life is seriously threatened by an
- evil opponent, on a natural 20 to hit this sword turns the opponent to solid
- gold (save vs. petrification). Any attempt to exploit the sword for the sake of
- producing gold has a 15% cumulative for a fumble turning the user or exploiter
- to gold. The sword may not mention the gold making ability so as not to
- encourage greed.
- XP value: 8,000 gp value: 90,000
-
-
-
- MISCELLANEOUS WEAPONS
-
-
- ARROW OF BOW BREAKING: This arrow appears as a normal +3 arrow. When nocked
- on any bow and pulled back as if to fire, will cause the bow to
- break, no saving throw is allowed for normal bows. Magic bows get a saving
- throw of 10% per '+' of the bow, and additional 15% per major special ability
- of the bow, and 5% per minor special ability of the bow. If a bow has a normal
- '+' and also a different '+' against special creature then the highest '+' is
- used.
- XP value: Nil gp value: 100
-
- ARROW OF THE MAGI TYPE I: [S5] These arrows have tips made of folded
- parchment. Each arrow has a spell sealed in its parchment. When an arrow
- hits, the spell is released on the target. They do no damage other than the
- spell. Effects are immediate as per 7th level of casting. If anyone tampers
- with the scroll spell the effects are released upon him.
- XP value: 500 gp value: 100 + price of scroll
- spell
-
- ARROW OF THE MAGI TYPE II: [S5] This common arrow is usable only by the
- magic-user class. The arrows are normal except that they have hollow metal
- heads. Spell components may be placed in the cavities in the head and the
- spell cast on the arrow. When the arrow strikes, the spell is released on the
- target (save vs. magic as per spell). Impact damage is 1d2 for S,M and 1
- point for L creatures. If the magic-user fires the arrow himself it is as if
- against AC 9 (modifications at DM's disgression).
- XP value: 0 gp value: 75
-
- BOLTS OF LIGHTNING: [SD] Also called thunder bolts, these bolst appear to be
- normal bolts until fires from a crossbow. After being shot, a bolt of
- lightning becomes a 7'-long bolt of lightning with a range equal to the maximum
- range of the crossbow which fired it (e.g., a bolt fired from a heavy crossbow
- has a range of 240 yards, and a bolt fired from a light crossbow has a range of
- 180 yards).
- These bolts are +2 to hit and do 4-16 hp damage if they strike a target.
- A save vs. spells is applicable; if the save is sucessful, only half damage
- accrues to the creature struck. Furthermore, all creatures within a 15' raduis
- of where this magical bolt hits have to save vs. petrification of be stunned
- for one round due to the earpiercing clash of thunder which accompanies the
- strike.
- Bolts of lightning are usually found in numbers ranging from 2-8. They are
- also often found mixed with normal bolts or with magical bolts of other types.
- XP value: 200 gp value: 1,200
-
- BOW OF ACCURACY: [SD] The bow of accuracy is a simple yet effective missile
- weapon. The magic properties of this bow are a +3 bonus to hit and damage;
- likewise, all ranges within normal bow range are figured as short range in
- regard to this weapon.
- XP value: 2,500 gp value: 15,000
-
- BOW OF DISTANCE: [SD] Like the bow of accuracy, this bow gives a bonus to hit
- and damage--a bonus of +2 in this instance. The difference between the two is
- that the distance for the bow of accuracy are double that of a normal bow of a
- similar type.
- XP value: 2,000 gp value: 12,000
-
- BOW OF DOUBLING: [S2] This magical bow offers no bonuses to hit or damage, but
- it does have the unique property of firing two arrows at a time. Whenever a
- non-magical arrow is fired from this bow, the bow automatically creates and
- fires a second arrow. If the first arrow hits its target, so will the second;
- if the first shot misses, the
- second arrow has normal probabilities to hit it. All arrows shot from this
- bow, whether they hit or not, will be destroyed upon impact (or as soon as it
- is determined that they did not hit) and cannot be recovered. About 75% of all
- such bows are short bows, because of their usefulness to horse archers.
- XP value: 1,000 gp value: 6,000
-
- BOW OF FIRE TEETH: [SD] When fired, this bow ignites any arrow it shoots. In
- addition to regular damage, the arrow does 1-6 hp fire damage. Magical arrows
- must save vs. magical fire if shot from this bow; if they fail the save, they
- catch fire and lose all magical enchantments. If they save, magical arrows
- perform normally. These arrows set combustables aflame if the combustable
- material struck fail a save vs. normal fire.
- Bows of fire teeth can set fire to a maximum of 10 arrows per day. The
- bow of fire teeth gives no "to hit" or damage bonuses other than the added
- damage from the arrow's flames. Such bows are generally red or yellow in color
- and have fire runes incorporated into their ornate designs.
- XP value: 750 gp value: 5,000
-
- BOW OF ICE FANGS: [SD] This long bow, made of ivory and mithral steel, is
- believed to have been first created by the Elder Craftsmen of Niflheim (the
- area of Hades known to worshipers of the Norse gods as the land of the dead).
- Duplicates of the ice fang bow have since been crafted by human and elven
- mages. The main feature of the ice fang bow is that it creates ice arrows from
- the water vapor in the air. The user need only pull on the bowstring and
- release it; the arrows are created instantly, but may only be fired at a rate
- of two per round, to allow the bow's magic time to recharge. These magical
- arrows are +1 to hit and do double damage (2-12 hp damage) vs. fire-using and
- fire-dwelling creatures. If used against any other sort of being, these arrows
- are merely +1 to hit and damage. Each ice fang bow can generate a total of
- 101-200 ice arows before its magic fades. A nonmagical ice fang bow is still
- finely crafted and is worth 1,000 gp.
- Unfortunately, in hot climates (120 degrees F and up), the effective range
- of these arrows is halved. In environments where the temperature is over 300
- degrees F, the ice arrows cannot form. If normal or magical arrows are fired
- from this bow, they do not gain the bonuses againt fiery creatures, and the bow
- performs in all ways as a normal long bow.
- XP value: 600 gp value: 3,500
-
- BOW OF SPEED: [SD] This weapon is +1 to hit and damage. If there are
- undamaged and nonmagical arrows within 10' of the bow, those arrows are
- teleported, nocked and ready to fire, as soon as the bowman pulls back the
- string. This allows the normal rate of fire for the archer to be doubled.
- Some 10% of these bows are able to teleport any arrow within 10', magical or
- not, to the bow for firing. The archer can only distinguish one arrow from
- another if the arrows used are distinctive; all arrows to be fired are chosen
- at random.
- XP value: 2,000 gp value: 12,000
-
- CAGLISTRO'S CALTROPS: [S5] These appear to be normal caltrops but there are
- two forms: The explosive caltrops do 1d6 damage each when stepped on, the
- flash types do 1d8 burn damage on the first round, 1d6 the second, and 1d4 on
- the third, plus igniting clothing.
- XP value: 5 gp value: 20
-
- CROSSBOW OF ENCHANTMENT: [SD] This weapon casts a spell upon any nonmagical
- bolt placed in it, enabling it to strike any creature that can only be hit by a
- magical weapon. Note that there are no bonuses to hit or to damage; the
- crossbow merely enables one to have a chance against unnatural monsters with
- nonmagical bolts. No additional benefit is bestowed upon a magical bolt.
- XP value: 1,500 gp value: 7,500
-
- CROSSBOW OF HEALING: [S5] This red crossbow radiates CG magic. A hit by this
- bow (usable by clerics) heals 1-6 points of damage. (On a natural 1 to hit it
- hits the target of 1-6 points of damage.) Only against undead does it function
- normally as a +1 bow.
- XP value: 2,000 gp value: 13,000
-
- CROSSBOW OF LEVITATION: [SD] This is a magical crossbow that gives its user
- the ability to levitate as per the spell. While using the crossbow of
- levitation, the owner's feet are not in contact with the ground; at the least,
- the bow owner remains 1' above any "ground" surface. Furthermore, the only
- other weapon the bow owner may hold in hand is a dagger or knife. If a
- levitate spell is used on the possessor, the bow loses all of its power for
- 2-12 rounds. This crossbow has a +1 bonus to hit targets, but offers no
- bonuses to damage done by bolts. The user of this crossbow gains forward
- movement at a rate 1" while levitated, but he can be towed by flying creatures.
- XP value: 1,500 gp value: 7,000
-
- CROSSBOW OF LIR: [SD] This crossbow, which has a "to hit" bonus of +3, may be
- fired normally underwater at the same ranges as a normal crossbow has on land,
- thereby giving underwater adventurers a badly needed missile capability. In
- the air the bolts shot by this crossbow will travel slowly and for little
- distance just as if it had been a bolt shot under water by a normal crossbow,
- and will be able to travel freely if it is shot at water as soon as it enters
- the water. These bows are named after Manannan Mac Lir, Celtic god of the sea
- (Legends & Lore, page 28).
- XP value: 2,000 gp value: 10,000
-
- CURSED BOW OF WARNING: [SD] At first, this bow appears to be a bow +3, but
- when an arrow is fired from this bow, it always misses any living target which
- is of evil nature. furthermore, the arrow's flight always alerts an evil
- victim and instantly directs his attention to the location of the user of the
- bow, negating all further surprise advantages. If the nature of this bow is
- discovered, the curse can be removed by magical means, such as through the
- employment of a dispel magic, wish, or limited wish, or by clerical means, such
- as through the employment of a remove curse. The curse is considered to be
- 12th-level magic. Once the curse is removed, the bow becomes a bow +3.
- XP value: Nil(1,500 without curse) gp value: 500 (10,500 without
- curse)
-
- DAGGER OF ALIGNMENT DETECTION: [S1] This weapon appears to be a well-made
- dagger with five small gems set in the hilt. It radiates magic. When a
- command word is spoken and the dagger is pointed casually in the direction of a
- person or object within 30', one or more of the jewels will glow to indicate
- the alignment of the creature or thing (such as a magic sword) pointed at. The
- usual code of such daggers use is as follows: emerald = good, diamond =
- neutral, ruby = evil, topaz = chaotic, and sapphire = lawful. Thus, the
- emerald and
- sapphire set in an alignment dagger will glow if it is pointed at a lawful good
- character.
- The target to be identified must be visible to the holder of the dagger.
- The weapon's aim is not especially accurate; if is pointed in the general
- direction of more than one creature or object of different alignments, the gems
- will glow alternately in rapid succession, making their message difficult to
- interpret. The alignment dagger is a normal weapon in all other respects,
- giving the holder no combat bonuses.
- XP value: 100 gp value: 600
-
- DARTS OF BRANDING: [SO] When thrown, darts of branding burst into blinding
- flame unquencable by water or cold, and this conflagration leaves a branded
- mark where such a dart strikes. These marks may be shaped by careful
- construction of the dart into runes or devices (and usually are). The dartfire
- consumes the weapon and does 5-9 points more damage than normal darts.
- Non-fire-resistant creatures get no save vs. this fiery damage, but the
- dartfire is relatively feeble and will do no damage if the target is protected
- by a resist fire, dispel magic or more powerful protective spell. Darts of
- branding can pass undamaged through a wall of fire, however, and will derive
- additional heat from the wall, doing 1 point of additional damage for every 1"
- (and remaining fractions) of flames they pass through. Flame strike and flame
- arrow spells have no effect on darts of branding.
- XP value: 200 gp value: 1,500
-
- DIAMOND DAGGER: The diamond dagger is a dagger who's blade is made of
- magically reinforced diamond. The blade will cut any non-magical material
- (flesh of 'magical' monsters is non-magical) easily. It will act as a reduce
- any armor class to 9 if the armor worn, animal hide, etc., is non-magical,
- although any bonuses for dexterity, etc., is still applicable. The dagger
- still acts as a +3 dagger and will do so against magical armor too. It will
- also cut most any material, stone like butter, metals like sand, and wood like
- flesh. The damage done by the dagger is as a short sword. The dagger has no
- bonuses at all against materials that are made or alloys of mithral or
- adamantite. It can be used to cut open chests, doors, carve stone, shape metal,
- etc. The dagger is balanced for throwing, and will always hit blade first and
- always (not mithral and adamantite) sink in to the hilt, which is made of steel
- and adamantite. This dagger need never make saving throws, unless it is being
- hit with (not hitting) a weapon or object of mithral or adamantite, whereupon
- it will shatter if failed.
- XP value: 4,000 gp value: 30,000
-
- ELECTRO WHIP: [S5] This magical item looks like a normal whip with a gem set
- into the handle. Each time this whip hits as a whip, it builds a 1d6
- cumulative electrical charge. When the gem is punched, this charge is thrown
- from the tip of the whip as a lightning bolt (roll to hit, range 18'+10'/level
- of user). If the user is in contact with grounded liquid when the whip is
- discharged, the charge will go through him instead, doing double damage.
- XP value: 1,400 gp value: 6,000
-
- ELVEN BOW +3, LAST SHOT: [SD] This bow appears to be a normal magic bow of +1
- enchantment; however, in the hands of an elf, the full powers of this weapon
- are evoked. Whenever an elf uses this weapon it becomes a +3 magical weapon
- with ranges 50% greater than normal. The rate of fire is also increased by one
- arrow per round; this last arrow is fired after all other attacks have been
- completed for that round.
- XP value: 1,200 gp value: 8,000
-
- ELVEN BOW +2, GOBLIN BANE: [SD] This bow appears to be a standard long bow +1;
- in the hands of an elven fighter, however, its full potential is realized. The
- +2 bonus is gained, as well as the following characteristics: Arrows fired
- have double-normal ranges and strike for double damage (2d6+2 hp damage)
- against any giant-class humaniod successfully hit. This class of monsters
- includes those which may be struck for extra damage by rangers (as per
- Unearthed Arcana).
- XP value: 1,000 gp value: 6,000
-
- ELVEN DAGGER: [SE] This weapon, created for elven warrior commanders, is
- fashioned of a mithral-silver and steel alloy. It possesses the ability to
- detect giant-class creatures at a range of 200' outdoors, 100' indoors or
- underground (for a list of giant-class creatures, see Unearthed Arcana page
- 22). The blade of this dagger glows a faint white-blue color when such a
- creature is at the extreme range of its detection ability. The glow
- intensifies as the giant-class creature gets closer, until the blade is shining
- with the equivalent of a light spell.
- This dagger is +3 to hit and to damage giant-class creatures only. When
- attacking other creatures, it is considered to be a +1 magical weapon, but it
- strikes and wounds as a normal dagger. If desired, the dagger can be commanded
- to dim its light or to withhold its radiance when stealth and concealment are
- important. The blade glows only when giant-class creatures are near, not by
- any command. Any giant-class creature that holds or touches the weapon
- receives 1-4 hp damage per round of contact.
- XP value: 200 gp value: 1,600
-
- FLAME NET: [S5] This is a fine-spun golden orange net. To entangle an
- opponent in this net the user must roll to hit. On command, the net will burst
- into flame--it is not consumed and will burn until commanded to stop, giving
- anyone in contact with it 2d6 fire damage per round.
- XP value: 1,000 gp value: 6,000
-
- HAMMER OF PENETRATION: [S2] This hammer is sometimes described as a smaller
- version of a maul of the titans. It is a large-headed hammer with a 2' long
- handle. The hammer's head slopes down to a point on one side, and the hammer
- is not balanced for throwing.
- The hammer of penetration may be used one-handed in combat, and it does
- double normal hammer damage (4-10/2-8),plus a +3 bonus to hit and damage. When
- used two-handed on walls up to 2' thick, the hammer will have a chance of
- smashing through a hole in the wall equal to double the wielder's chances to
- bend bars or lift gates. The hole will be large enough to allow a man-sized or
- smaller being to crawl through it without trouble. The pointed end of the
- hammer must be used to smash through wooden barriers.
- XP value: 2,000 gp value: 20,000
-
- HILT OF THE WEAPONS MASTER: [S5] This item is a plain dull black hilt with no
- blade. Close inspection reveals that his hilt has never had a sword attached.
- On the base are several different jewels (1d6). When a jewel is pressed, a
- different weapon appears on the hilt. When all are pressed together, the hilt
- is empty again. The weapons themselves are normal: 1) dagger, 2) sword, 3)
- mace, 4) crossbow, 5) staff, 6) javelin.
- XP value: 3,000 gp value: 25,000
-
- LONG BOW OF HEARTSEEKING: [SD] This type of long bow (self or composite)
- always has a +3 bonus to hit targets. It acts as a normal magical bow, except
- when a suffiently high number to hit is rolled. Then, the arrow it fires
- strikes directly at the target creature's heart (if it has such), slaying the
- victim instantly (if it has but one heart). "To hit" numbers required for this
- attack are as follows:
- Opponent "To hit" roll
- Up to man-size 21 and up
- Larger than man-size 22 and up
- Metal or stone * 23 and up
- * If the foe is using a spell or device that has transformed him into this
- material.
- Certain creatures (such as elementals, golems, and undead) do not have
- hearts and so would not be affected by this weapon. Shape-shifting creatures
- (such as dopplegangers) are not affected by this killing power, either.
- XP value: 4,000 gp value: 20,000
-
- LONG BOW OF MARKSMANSHIP: [SD] This magical long bow (either composite or
- self) also gives a +2 bonus to the "to hit" rolls of the user in combat.
- However, a long bow of marksmanship also gives the user a +5 bonus to hit
- against any nonliving target (including golems, undead, etc.). This bonus is
- also gained when attempting a trick shot, as long as that shot is not intended
- to directly harm another character or creature. In other words, the +5 bonus
- applies to an attempt to shoot an apple off another character's head, hitting
- an opponent's weapon, or any similiar shot.
- XP value: 1,500 gp value: 7,500
-
- LONG BOW OF VAMPIRE HUNTING: [SD] These bows are much like the long bow of
- heartseeking except that they are only useful against vampires, such that the
- bow can fire a wooden arrow into a vampire's heart and slay it on the spot.
- Any score of 20 or better, including all bonuses, means that the long bow of
- vampire hunting has killed the vampiric target. No other being are so affected
- by this bow.
- XP value: 2,000 gp value: 10,000
-
- PHAMTOM BOW: [SD] This appears to be a transparent bow with a sparkling
- string. When the string is drawn back, a shimmering arrow appears. Two such
- arrows can be fired per round as with the normal bow. The glowing arrows are
- +2 to hit and damage; the arrows vanish with no effect if they miss their
- intended target. The phantom bow fires 1d20+40 of these arrows, after which
- point the bow vanishes.
- The bow makes saving throws as per hard metal with a +2 modifier. Normal and
- magical arrows can also be fired from this weapon, but magical arrows gain no
- additional attack bonus. Each normal arrow fired from the bow gains a +1 bonus
- to hit and damage in addition to all other bonuses. Furthermore, these arrows
- can be fired without detracting from the bow's longevity (i.e., the bow's magic
- is not decreased by firing normal arrows).
- XP value: 1,500 gp value: 10,000
-
- TRIDENT +1/+2 VS. WATER ELEMENTALS: [S1] A item manufactured by the most
- powerful sahugin clerics, this weapon gives its wielder combat bonuses against
- creatures like tritons, water wierds, and water elementals. The trident has a
- lawful evil alignment and will function as a -1 weapons in the hands of anyone
- of another alignment. Only the most powerful sahuagin warriors carry these
- tridents.
- XP value: 800 gp value: 10,000
-
- WITHERING SCYTHE: [SN] This weapon is +2 to hit and does normal damage with no
- bonus. However, the victim must save vs. poison or also suffer the loss of 1
- hit point per round thereafter from a slow but powerful poison effect. The
- only antidotes for this poison are cure disease cast by a cleric or druid of at
- least 9th level, heal, regenerate, restoration, limited wish, or wish. A
- good-aligned figure who simply picks up the scythe is subject to the same
- poison effect.
- XP value: 5,000 gp value: 20,000
-
- ------------------- THE END -----------------------------------
-
-