Roleplaying Resources

Table of Contents

Table of Contents

Magic Items

Acid Bow

This long bow contains a powerful enchantment that is capable of inflicting severe damage on a opponent or objects. All the bow user has to do is fire a normal arrow to attack the opponent and it will transform into a magical arrow as it leaves the bow. This magical arrow is just like the melf's acid arrow spell in regards to damage calculation, so the bow's arrow does 2d4 points of acid damage (with saving throws for items on the target each acid round) plus additional 2d4 points of acid damage for the next 4 following rounds. The bow adds a typical +8 penalty initiative to the bow user's initiative die rolls.

XP Value: 9,000

Al'Akbar's Owl Cloak

It is a normal looking grey cloak. When worn and invoked, it Shapechanges wearor into a Giant Owl. When changing from owl to character or vice versa, lost hit points are healed by half. ie. if down 10 points would gain back 5. But only twice per day for healing. Gt. Owl has:

  • 20' wingspan.
  • +2 Protection
  • Able to speak Owl when in bird form.
  • 120' infravision in either form.
  • 4x normal hearing “ ” “ - no surprise, except when asleep and that is only 1 in 6 chance if cloak being worn or used as cover.
  • walk or fly in total silence.
  • weather proof

15,000gp

Alarm Cluck

Whimsical item created by mage who had hard time waking his wife in the morning so she would fix him breakfast. It is shaped like a hen and made of egg white china. When commanded to wake whomever is in same room object is in at such and such a time it will cluck softly at said time. If command words “Shut up please” are not spoken, the magic item will stop clucking for 10 minutes and then start clucking but louder this time. It will continue to get louder and louder making alarming squawks and probably bringing every monster or irrate citizen within hearing at the run each time 10 minutes have gone by. It will continue getting louder for 3d10 turns or till command words spoken.

Worth 1000 gold

Amulet of Ability Alteration

By means of this amulet, the priest may enhance one or more of his physical abilities by temporarily suppressing another physical ability. The priest may “spend” ability points from one physical ability in order to gain ability points in a differant physical ability. The ratio is 2 points expended to 1 gained. No ability score may be reduced below 8 by this spell, Nor can racial maximums or minimums be exceeded. Exceptional strength is possible, but costs 2 points spent per 10% gain. Example: A priest with 17 Strength and Dexterity 16 could “spend” up to 8 points of Dexterity to increment strength to 18/30 (17 to 18 to 18/10 to 18/20 to 18/30). This amulet can be used once a day, and the enhancements lasts for 85 rounds, then the amulet must rest as it replenishes it's energies for the next day. The amulet adds a +9 penalty initiative to the amulet wearer's initiative die roll when activated that round.

XP Value: 8,000

Amulet of Catapillar Control

A fairly useless item but gardener's, farmer's and Druids would appreciate its use. It is a copper oval with green enamel design.

Amulet allows holder [anyone] to control d100 garden variety caterpillars OR it will allow control of d6 giant catterpillars, user must state which it is being used for. Very useful for Druid's whose forests are being taken over by Tent Caterpillars.

2500gp

Amulet of Foresight

This magical amulet bestows +2 to the wearer's die rolls for being surprised, and in combat the amulet wearer gains a +1 bonus on initiative rolls. But it's best ability is to provide the amulet wearer with a sixth sense which warns of impending danger. Thus the wearer of the amulet would be warned in advance if a thief were about to backstab him, or if a creature were about to leap out from a unexpected direction, or if a n attacker were specifically targeting him with a spell or missile weapon. When the warnings are about him personally the amulet wearer always knows the direction from which the attack on him came from. These attacks can be avoided allowing successful proficiency or ability checks to avoid the hidden dangers or opponents that would harm the amulet wearer. This sixth sense does not work against opponents who are out in the open and making no attempt to hide there actions. If the amulet wearer is sleeping, the amulet will also sense all opponents within 120' radius that intends to harm him and will wake up the amulet wearer to alert him that something is going to attack him. Also in existance are the Ring of Foresight and the Short Sword of foresight, with identical powers.

XP Value: 8,000

Amulet of Misdirection

By means of this item, the amulet misdirects the information gathered by a detection spell (detect charm, detect good/evil, detect invisibility, detect lie, detect magic, detect snares & pits, etc.). While the detection spell functions, it indicates the wrong area, creature, or the opposite of the truth with respect to detect evil or detect lie. The amulet directs the spell effect upon the object of the detection spell. If the caster of the detection spell fails his saving throw vs. spell (with a -4 penalty), the misdirection takes place. Note that the amulet of misdirection does not affect other types of divination (know alignment, augury, ESP, clairvoyance, etc.) Also in existance is the Tiara of Misdirection with identical effects.

XP Value; 4,500

Amulet of Mystra

The first of these amulets were enchanted to protect the followers of Mystra, though they have since been used by characters of many lands and alignments. Hung around the neck from a silver chain, the amulet bestows a remove curse upon any wearer who is cursed. The amulet glows, expending one charge, and any curse subject to the spell remove curse is broken. for example. it will immediately allow a character to be rid of a cursed item, such as a helm of alignment change, although it will not cure lycanthropy. The amulet has 1d6+1 charges and cannot be recharged.

XP Value: 1,400

Amulet of the Phoenix

This potent amulet enables the wearer to actually summon a phoenix that will come and aid him. The most stringent restriction to this is the priest be of good alignment or be a druid. Evil or non-druid neutral priests cannot summon a phoenix.

When using the amulet to summon the phoenix it will take 2 rounds to complete the summoning, and a phoenix will always come to aid. However, depending on how far away the nearest phoenix is, it may take some time to appear. One of these powerful creatures will appear in 1d8-1 rounds. A modified roll of “0” indicates that a phoenix will appear right away in a huge burst of smoke and flame.

Because the priest must be good or be a druid, there is seldom a conflict of interest between the phoenix and the summoner. However, a phoenix will never attack beings of good alignment (unless there is a extremely good reason for it). It will, however, risk it's own life if the cause mandates such action and will further the aims of good that the summoner has undertaken.

The amulet of the Phoenix can only be used once a week and the summoned phoenix will help and protect the summoner for 12 rounds however when the amulet's power has expired, the phoenix does not disappear, but it is then free to do what it will (continue to fight if the cause mandates such action and will further the aims of good that the summoner has undertaken). This may in fact be what the summoner summoned it for, or it may leave if it feels the reasons for its summoning is insufficient.

XP Value: 9,000

Amulet of Psionic Turning

This amulet was devised as a means of defense against psionics. As mages and the other classes have found out that there is basically no defense against psionics, they did the necessary researches and developed the amulet of psionic turning, this amulet distorts the four normal dimensions, causing psionics cast at the wearer to rebound back upon the psionic attacker. Sometimes a psionic's abilities entire effect is turned against the attacker; sometimes, a portion of the effect rebounds. Some psionics are immune from the effects of a amulet of psionic turning:

  1. Psionics that effect an area, and which are not cast directly at the amulet wearer, are not turned by the amulet.
  2. Psionics that are delivered by touch are not turned.

When a psionic ability is used at an individual wearing a amulet of psionic turning, A 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage has been turned back at the psionic attacker.

Once the psionic ability is turned, the effects must be determined. Using the psionic power check of the psionic attack form, the intended target (the one wearing the amulet) gains a automatic plus equal to the number rolled on the turning die. The psionic attacker receives a bonus equal to the number rolled on this die subtracted from 10. For example, a psychic crush attack is used on a character using a amulet of psionic turning. A 7 is rolled on the turning die, turning back 70% of the effect. The amulet wearer gains a +7 to his power check; the psionic attacker has a +3.

Once a psionic attack is turned, the effects are divided proportionately between the two targets. If the psionic attack causes damage, determine the damage normally and then assess the amount to the percentage determined, rounding fractions to the nearest whole number. If a psionic attack causes 23 points of damage, and 70% of it was turned, the intended victim would suffer 7 points of damage, while the psionic attacker would suffer 17 points of damage. Durations are affected in a similar manner. In the above case the duration would be 30% of its normal length for the amulet wearer and 70% for the psionic attacker.

Some psionic abilities affect a certain number of levels. When one of these is aimed at the amulet wearer, the psionic attack must be able to affect as many levels as the wearer and the psionic attacker combined. If this condition is fulfilled, then the procedure above applies.

Only a non-psionicist may use the amulet of psionic turning. The amulet also acts as a Tower of Iron will, 200 PSP. A amulet wearer who wants to receive a psionic ability must remove the amulet of psionic turning to be able to.

XP Value: 3,000

Amulet of the Bards

When this amulet is donned, the bard is able to understand the spoken words of a creature or read an otherwise incomprehensible written language (such as writing in another language). In either case, the bard must touch the creature or the writing. Note that the ability to read does not necessarily impart understanding of the material, nor does the amulet enable the bard to speak or write an unknown language. Written material can be read at the rate of one page or equivalent per round. Magical writing cannot be read, other than to know it is magical, but the amulet is useful when deciphering treasure maps. This amulet can be foiled by certain warding magics (the 3rd level secret page and illusionary script spells) and it does not reveal messages concealed in otherwise normal text. Finally if any other class tries to use the amulet it acts like a cursed item and causes the amulet wearer's spoken words or reading of any written text to be incomprehensible to the amulet wearer and any creature listening to him. If the character tries to remove the amulet he will find out he can't, till a remove curse spell is cast on the amulet wearer first, then he can remove the amulet.

XP Value: 1,000

Amulet of True Sight

When the wearer dons the amulet he has the ability to see all things as they actually are. The amulet penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things are obvious. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted objects are apparent (the real form appears translucently superimposed on the apparent form). The range of enhanced vision conferred is 60ft. True sight does not penetrate solid objects. The wearer can also focus his vision to see into the ethereal plane or the bordering areas of adjacent planes. Further more the amulet's abilities cannot be enhanced with magic or other magical items.

XP Value: 2,500

Ankh of Life

This is a jewelled ankh inset on a torque. When this is a worn on the brow of a priest, it enables all his healing spells to do at least median healing or more per spell:

Median Minimum:

  • 5hp for cure light wounds spells
  • 9hp for cure serious wounds spells
  • 16hp for cure critical wounds spells
  • heal cures all but 1-2 hp

It also provides secondary functions as well; cure critical wounds once per day, and raise dead once per day. Any use of these secondary abilities has a 10% chance of rendering it inoperative; command words are necessary to use either function. The torque adds a +2 penalty to the torque wearer's initiative rolls, when using the torque in conjunction with any healing spells.

XP value: 5,000

Anti-Magic Ring

This elven-made ring's power acts in somewhat the same manner as the anti-magic spell, but is intended for protection from enemy spellcasters and enchanted creatures. When the ring is activated, the ring creates a glittering aura of light around the ring wearer, conforming exactly to the ring wearer's body.

The ring wearer cannot cast any type of magic or use spell-like abilities, cannot use magical items, and enchanted weapons cannot use bonuses or special powers, but can function as ordinary weapons only when the ring's power is activated.

Opponents of the ring wearer cannot effect him with spells for the ring's duration of 12 turns. However unlike anti-magic shell, the aura around the ring wearer can be eliminated by a successful dispel magic spell. Enchanted creatures cannot attack or use spell-like abilities against the ring wearer, however as with the anti-magic shell the ring's aura is ineffective against extra-planar creatures on their home plane. Opponents cannot use enchanted weapons bonuses or special powers against the ring wearer, but can use them like ordinary weapons only.

The Anti-Magic Ring can be used three times a day, then it must recharge it's energies for another day use's. A +3 initiative penalty is added to the ring wearer's initiative roll when used that round. This ring must be worn for 24 hours to attune itself to a new ring wearer before it's anti-magic ability will work.

XP Value: 4,000

Archer's Armor

These suits of normal looking armor are prized by archers and crossbowmen alike, because of their special enchantment. An individual wearing archer armor is protected from normal missiles as described by the 3rd-level wizard spell protection from normal missiles (see PHB).

Archer armor comes in mundane or magical varieties with respect to armor class adjustment. The most common types of armor found are leather, studded leather or chain mail. By far the rarest form of the armor would be elven chain mail.

XP Value: 1,000 + bonus

Armor of Adaption

This armor enables the wearer to ignore all sorts of gasses that effect creatures through respiration. The wearer can also breath underwater or exist in airless space for up to seven days. To determine the type of armor and armor class adjustment use the tables illustrated below:

1d20 for Armor Type
1 Elven chain mail 11-13 Plate mail
2 Brigandine 14 Leather
3-5 Chain mail 15 Scale mail
6 Buckler shield 16 Medium shield
7 Splint mail 17 Ring mail
8 Banded mail 18 Bronze mail
9 Small shield 19 Studded leather
10 Field plate 20 Full plate
Armor Class Adjustment Table
1d20 Roll AC Adj. XP Value
1-2 -1 -
3-10 +1 500
11-14 +2 1,000
15-17 +3 1,500
18-19 +4 2,000
20 +5 2,500

Armor of Disruption

This appears to be ordinary platemail armor +1, with special enchantments within the armor. These enchantments confers the armor wearer with total immunity to all special undead attack forms (life or strength drains, aging, etc.) except physical attacks, although any undead creatures that touch the armor with their own undead features (hands, claws, etc.) will have to make successful saving throws as follows: (If the Undead touches the armor and doesn't make under it's saving throw percentage listed below, the Undead creature is instantly blasted out of existence)

Creature Save
Skeletons or 1HD 5%
Zombies 5%
Ghouls or 2HD 10%
Shadows or 4HD 15%
Wights or 5HD 20%
Ghasts 20%
Wraiths or 6HD 25%
Mummies or 7HD 30%
Spectres or 8HD 35%
Vampires or 9HD 50%
Ghosts or 10HD 65%
Liches or 11+HD 80%
Specials* 95%

*Special creatures include unique undead, free-willed undead of the Negative Material plane, and those undead that dwell in the outer planes.

Even if these saving throws are effective, the armor of disruption, still does 5d4 points of damage (no save) to undead opponents who have touched the armor. This shocking ability does not happen in combat from the armor wearer hitting with it, only if a undead creature successfully attacks the platemail wearer with his own undead body features (hands, claws, etc).

XP Value: 6,000

Armor of Helm

This Armor is full plate +1 (with great helm) which has an Armor Class of “0”. This enchanted armor allows the wearer to “see” in all directions at the same moment due to scores of magical “eyes” which adorn the armor. The wearer also gains infravision to a 120' range, and the power to see displaced or out of phase objects and creatures in their actual positions. The armor of Helm sees all forms of invisible things within 240' normal vision range (or 120' if infravision is being used).

Astral, or ethereal things, dust of disappearance, illusions, invisibility, improved invisibility, and robes of blending are not proof against observation. Secret doors also can't be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing the armor of Helm is impossible.

The armor of Helm also enables its wearer to track as if he were a 12th level ranger. A light spell thrown directly on a armor of Helm will blind it for 1d3 rounds, while a continual light will blind it for 2d4 rounds.

Finally if the armor is worn by someone not of the faith, it will appear to be cursed and work in an opposite manner. The armor bonuses will be negative when it comes to the Armor Class and any type of saving throws. The special abilities of the armor will work oppositely of it's functions. However the armor is not truely a cursed item and it can be taken off whenever the wearer desires.

XP Value: 6,000

Armor of Warmth

This armor provides the wearer with body heat even in conditions of extreme cold where the wearer has no proper clothing whatsoever. It also regenerates damage caused by any type of cold at the rate of three points per turn, it provides a saving throw bonus of +2 versus cold based attacks, and reduces damage sustained by -2 per die. To determine the type of armor and armor class adjustment use the tables illustrated below:

1d20 for Armor Type
1 Elven chain mail 11-13 Plate mail
2 Brigandine 14 Leather
3-5 Chain mail 15 Scale mail
6 Buckler shield 16 Medium shield
7 Splint mail 17 Ring mail
8 Banded mail 18 Bronze mail
9 Small shield 19 Studded leather
10 Field plate 20 Full plate
Armor Class Adjustment Table
1d20 AC Adj. XP Value
1-2 -1 -
3-10 +1 500
11-14 +2 1,000
15-17 +3 1,500
18-19 +4 2,000
20 +5 2,500

Armor of Tempus

The armor of Tempus is field plate +2 which has the equivalent of AC0, and also confers upon the wearer of the armor the power to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water, the individual moves at normal speed (surface speed) and does full damage even with bludgeoning, piercing, and slashing weapons, insofar as the weapon is held rather than hurled. This will not, however, enable breathing under water without further appropriate magics. The final power of the armor is that it allows a base movement rate of 12 regardless of size or weight encumbrance of the wearer.

Finally if the armor is worn by someone not of the faith, it will appear to be cursed and work in an opposite manner. The armor bonuses will be negative when it comes to the Armor Class and any type of saving throws. The special abilities of the armor will work oppositely of it's functions. However the armor is not truely a cursed item and it can be taken off whenever the wearer desires.

XP Value: 6,000

Armor of Torm

The sacred armor of Torm is plate mail +3 which has an equivalent Armor Class of “0” that armor grants the wearer a limited form of magical resistance to all magical attacks (magical attacks only inflict 1/2 damage normally, or 1/4 damage if the appropriatesaving throw is successful).

Finally if the armor is worn by someone not of the faith, it will appear to be cursed and work in an opposite manner. The armor bonuses will be negative when it comes to the Armor Class and any type of saving throws. The special abilities of the armor will work oppositely of it's functions. However the armor is not truely a cursed item and it can be taken off whenever the wearer desires.

XP Value: 6,000

Axe of Hizagkuur (one-of-a-kind)

This two-handed dwarven battleaxe +5 was made by Hizagkuur the Discoverer, a gold dwarf from the forgotten northern realms. This axe is made of Adamantine and the axe head itself is made of the rare white metal that was named after him (Hizagkuur). The white metal has unusual properties such as 100% magical reflection of all magic cast at it and deals 2d12 points of electrical damage per touch (or round of continued contact) to all beings touching it, once it is cooled and hardened (over the axe head).

The Axe of Hizagkuur's magical properties are listed below:

+5 to the “to hit” and all damage rolls (1d10+5 vs.S.M. / 2d8+5 vs.L.), plus the 2d12 contact electrical damage of the axe head's Hizagkuur metal surface.

100% magical reflection of all observed hostile magic cast at the wielder, if a successful dexterity check is made to see if the axe head was successfully brought between the spell and it's wielder.

As per “Hammer +5, Dwarven Thrower ”. (DMG Entry, Page 183, 3rd column).

As per “Mace of Disruption +5”. (DMG Entry, Page 184, 2nd column).

As per “Sword +5, Defender”. (DMG Entry, Page 186, 1st column).

The Axe of Hizagkuur makes all it's equipment saves with a +9 bonus to all the appropriate saving throws vs. metal, if a saving throw is required of the wielder for the axe.

XP Value: 9,000

Basket of Harvesting

This is a plain woven basket made from thin twigs and grass. When placed on the ground in an area that has food ready for harvest and the command word spoken 12 unseen servants apear and begin harvesting. The basket will hold 1000 lb of grain or other vegetable matter in the same way that a bag of holding works, however only vegetable matter may be so held, all other matter takes up its normal size worth of room in the basket.

Belt of the High Warrior

The belt of the high warrior is a rare type of belt which is intricately inlaid with runes of magical inscriptions along its length that confers two important abilities upon the belt wearer which are listed below:

+2 to his Constitution ability score when worn. The belt wearer gains the full benefits (i.e., Increased hit points, system shock rolls, etc.) of the new temporary Constitution. * The belt also gives the Non-warrior classes the Constitution bonuses of a fighter if the nonwarrior's Constitution is above 16 (use the hit point adjustments in the brackets of Table 3 Players Handbook which are normally reserved for fighters i.e., Con17 = +3, Con18 = +4, etc.).

However when the belt is removed, the belt wearer's Constitution score reverts back to it's original ability scorebefore the belt was put on.

XP Value: 4,000

Blade of the blinding Strike

This is a special short sword +2 that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g. a scimitar of speed), both strike simultaneously.

However in the hands of a fighter, the deadly potential of this sword is realized. A being of any warrior class (including multi-classed characters) will benefit from two additional powers; this weapon will add a +1 bonus to all initiative rolls, and thrice a day the sword wielder can employ the “blinding strike” power, which doubles his or her attacks in the round in which the sword is activated for 20 rounds thereafter.

XP Value: 25,000

Blanket of Warming

This will keep one person warm for 3d4+2 hours. Useable once per day. 10% are cursed. The cursed blankets are 'set too high' and will burn whomever holds it for d12 damage per round.

The blanket looks like ordinary wool blanket, usually colored grey, brown or white, sometimes striped in those colors. 500gp

This normal-appearing brass ring has four functions, each usable once within a turn.

It can cause the wearer to blink (as the 3rd level magic-user spell)

Become Invisible (as the 4th level wizard spell)

Create Mirror Images of the wearer (as the 2nd level spell, creating 1d4+4 images for the wearer.) It can also function as a Cloak of Displacement, but this function will end if any other ring power are activated, and cannot be called into being again until a full turn has elapsed.

Blink ring powers can only be newly activated every other round. There must be at least one round of inactivity between ceasing use of one power and activating such a ring again. The initiative of the ring is a +4 penalty to the initiative roll of the ring wearer when used that round.

Ring is self recharging.

XP Value: 7,500

This normal-appearing long sword +1 is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it gets only a +1 bonus to attack rolls and damage deter- mination for the sword, has four functions, each usable once within a turn:

It can cause the sword wielder to blink (as the 3rd level magic-user spell)

Become Invisible (as the 4th level wizard spell; Improved Invisibility.)

Create Mirror Images of the sword wielder (as the 2nd level spell, creating 1d4+4 images for the sword wielder.)

It can also function as a Cloak of Displacement, but this function will end if any other sword powers are activated, and cannot be called into being again until a full turn has elapsed. Blink sword powers can only be newly activated every other round. There must be at least one round of inactivity between ceasing use of one power and activating such a power again. The sword has a +4 penalty initiative added to the initiative roll of the sword wielder when ever one of the sword's powers are used.

Sword is self recharging.

XP Value: 9,500

Bolas of the Halfling Warriors

This bola has two 3-foot lengths of leather thongs with weights at the end of them, that has a +3 to attack and damage rolls. This weapon does {(1d6+3 vs. S or M)/(1d4+3 vs. L)} to all enemies. In combat it is whirled around very fast and swung at the enemy's limbs. A character proficient with a bola will use it to knock his opponent off balance, by either attacking the throat or legs of an opponent. He must state that he is attacking the throat or legs, and he will roll either at -4 to hit the legs (actually -1 with bola attack bonus) or -6 to hit the throat (actually -3 with bola attack bonus). If he succeeds, he rolls for damage normally. In addition, his target must succeed in a Dexterity check or be knocked to the ground by the bola's impact around his throat or legs. Finally the bola can choke an opponent for 1d3 rounds till he can pull the bola from around his neck, if a successful attack to his neck has been made.

XP Value: 3,000

Bracelet of Sustenance

This magical bracelet provides the wearer with life-sustaining nourishment even though he or she might go for days without food or drink. The bracelet also refreshes the body and mind, so that the wearer needs to sleep only two hours per day to gain the benefits of eight hours of sleep.

The bracelet must be worn for a full week in order to function properly. If it is removed, the wearer immediately loses its benefit and must wear it for another week to re-attune it to him-self. After functioning for any period of seven consecutive days, a bracelet of sustenance will cease to function for a week while it replenishes itself.

-Bracelet is self-recharging.

XP Value: 750

Bracers of Imolation

These golden bracers give the wearer the ability to cover himself in flame. This has a few effects,

  1. the wearer only takes 1/2 damage from all flame attacks.
  2. the wearer causes 1d4 points of damage to everyone within 5 feet from the intense heat.
  3. the wearer may throw one melfs minute metior per round in addition to any normal attacks.
  4. the wearer takes 1 point of damage per round while burning.

Any cold based attacks cause dubble damage to the wearer however as long as he wears the bracers. The other powers only are in effect for as long as the wearer is burning for.

Chain Flail of the Dwarven High Warrior

This chain flail is a 6-foot length of wieghted chain that has a +3 to attack and damage rolls. In combat it is whirled around very fast and swung at the enemy's legs. A character proficient with a chain flail will use it to knock his opponent off balance. He must state that he is attacking the legs, and rolls at -4 to hit (actually -1 with flail attack bonus). If he succeeds, he rolls for damage normally. In addition, the target must succeed in a Dexterity check or be knocked to the ground by the chain flail's impact around his legs.

XP Value: 3,000

Chalice of Purity

This heavy metal goblet will turn any liquid placed within it into cold fresh water. This transformation requires one full round and can be use at will. All liquids including potions, poisons, even oil will be affected by the chalice. The cup holds about one flask of liquid and can be used to fill canteens or other larger containers.

XP Value: 500

Chaos Sword

This ornate looking long sword +2, covered with runes along the blade's length, has a power similar to the 4th-level confusion spell, This sword's power can be activated 3 times a day and lasts one round per XP level of the sword wielder, this power works whenever a successful melee attack has occurred. But only the following beings receive a saving throw: fighters, wizards specialized in enchantments, monsters that use no magic and have an Intelligence of 4 or less, creatures of 21 Intelligence or higher, and creatures with more levels or Hit Dice that the sword wielder's level.

The sword's melee-touch causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. Those being allowed saving throws roll their save vs. spell with -2 penalties, adjusted for Wisdom. Those who successfully save are unaffected by the sword. Affected creatures react as follows:

1D10 Action
1 Wander away (unless prevented) for duration of sword wielder's XP levels
6 Stand confused one round (then roll again)
7-9 Attack nearest creature for one round, friend or foe (then roll again)
10 Act normally for one round (then roll again)

This sword's particular power of effects lasts one round for each level of the sword wielder. Those affected are checked by the DM for actions each round for the duration of the sword wielder's XP levels, or until the “wander away for the duration of the sword wielder's XP levels” results occur.

Wandering creatures move as far from the sword wielder as possible using their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Saving throws and actions are checked at the beginning of each round. Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.

XP Value: 10,000

Charm Breaker Sword

This long sword +2 confers upon the wearer protection from mental attack. No control magic works (any magic that would usurp control of the sword wielder's body) upon the sword wielder, and all successful charm spells work on the caster not the sword wielder.

-For example: a magic-user attempts to charm the sword wielder, and the wielder 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 sword wielder. Any being thus charmed gets a saving throw every seven turns, and is instantly freed if the sword is dropped or destroyed. If the sword wielder makes his saving throw vs. the initial attack, the spell merely fails, and the sword has no effect. This property extends to gaze charm attacks, and is a magical property rather than a physical “reflection”.

The sword wielder also gains a +4 saving throw bonus against stunning, confusion, and feeblemind. In addition, the sword wielder gains +4 on rolls to disbelieve illusions. The sword acts as a tower of iron will (defense strength of 77 PSP, no attack points) against psionic attacks.

Sword's powers are self-recharging.

XP Value: 5,000

Chill Sword

In the hands of any character this is a +2 magical weapon, but in the hands of a true (single class) evil thief it is especially potent. When the thief calls forth the power of the short sword, a blue glow encompasses the short sword's blade. This energy attacks the life force of any living creature upon which the thief makes a successful melee attack. The successfully attacked creature most roll a successful saving throw vs. spell or suffer an additional 1d4 points of damage and lose 1 point of Strength. If the save is successful, the creature remains unharmed. Damage must be cured magically or healed naturally. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful attack. Lost Strength returns at the rate of 1 point per hour (Note: If any opponent is reduced to 0 strength, he will be instantly slain by the sword.).

This sword has a special effect on undead creatures. Undead successfully attacked by the thief suffer normal damages from the short sword but no damage or Strength loss from the short sword's power, and they must successfully save vs. spell or flee for 1d4 rounds +1 round per level of the thief.

XP Value: 4,000

Choker of the Forest Gnome

The choker enables the wearer to understand, speak or write all the different gnomish languages. The choker wearer also gains the racial benefits of Forest Gnomes which are listed below:

+1 to Dexterity, +1 to Wisdom, -1 to strength, -1 to Intelligence while wearing the choker. When the choker is removed, the wearer's ability scores revert back to their original scores before the choker was put on.

Pass without trace-The choker wearer can pass through any kind of wooded terrain without leaving a sign of his or her passage at his full standard movement rate.

The choker wearer receives the following saving throw bonuses against magical wands, staves, rods and spells.

Saving Throw Bonuses Table
Con Save Bonus
3 -
4-6 +1
7-10 +2
11-13 +3
14-17 +4
18+ +5

Hide in Woods-Like the Forest Gnome, the choker wearer can make himself/herself virtually invisible in any type of wooded surroundings.

+1 attack & damage bonus against orcs, lizardmen, troglodytes.

XP Value: 4,000

Circlet of the Rock Gnome

The circlet enables the wearer to understand, speak or write all the different gnomish languages. The circlet wearer also gains the racial benefits of Rock Gnomes which are listed below:

+1 to Intelligence, -1 to Wisdom while wearing the circlet. When the circlet is removed, the wearer's ability scores revert back to their original scores before the circlet was put on.

60ft. Infravision

The circlet wearer receives the following saving throw bonuses against magical wands, staves, rods, and spells.

Saving Throw Bonuses Table
Con Save Bonus
3 -
4-6 +1
7-10 +2
11-13 +3
14-17 +4
18+ +5

Rock Gnome Underground Detection Abilities Detect or Determine: Grade or slope in passage 1-5 on 1d6 Unsafe wall, ceilings, and floors 1-7 on 1d10 Approximate depth underground 1-4 on 1d6 Approximate direction underground 1-3 on 1d6

+1 attack bonus to hit kobolds & goblins.

XP value: 4,000

Choker of Silence

This magical choker can be only used by a single class wizard or specialist mage. Upon activating the choker's power, the wearer points at an individual and utters the power word. For the rest of the round and the next two rounds that creature and everything within 1 foot of the creature cannot make a sound. This power word silence spell does not allow a saving throw to the victim.

The silence foils spellcasting as well as voice activation of magical items and normal speech. The silence also negates sound-based attacks both by the target and on the target (a silenced individual cannot hear a power word kill spell that followed, for example, but by the same token could not use a chime of opening or horn of blasting.

The power word silence can only be dispelled by a limited wish or more powerful magic. A vocalize spell will function under the limits of a power word silence, but must be cast before the power word is used. The ring adds a +1 penalty initiative to the ring wearer's initiative die rolls when activating the ring that round.

XP Value; 3,000

Claymore Sword of Action

This weapon is intricately inlaid with runes of magical inscriptions along it's length. This claymore sword is treated as +4 or better for purposes of who or what can be hit by it, even though it only gets a +1 bonus to attack rolls and +2 to damage rolls. This claymore sword can only be used by a single class fighter only, to all classes others it is just a ordinary claymore sword +1. The Claymore Sword of Action's functions are listed below:

Functions as a *ring of free action while drawn. +1 to all attack rolls for the claymore sword. +2 to all damage rolls (2d4+2/2d8+2). Base speed factor of 4 for the claymore sword. -2 initiative bonus to all other wielder's actions while drawn (drinking a potion, use a magical item, etc.). * Always has the first attack in any melee segment and all end-of-the-round attacks also, when applicable. Increased attacks with the Claymore Sword of Action (listed below in the next table).

Fighter attacks per round
Fighter Level Proficient Attacks/Round Specialist Attacks/Rounds
1-6 3/2 rounds 2/1 rounds
7-12 2/1 rounds 5/2 rounds
13 & Up 5/2 rounds 3/1 rounds

XP Value: 5,100

Cleaning water

When this water inbued with the clean cantrip is used to wash something to comes out perfectly clean.

Cloak of Adeamozs

This black leather cloak protects the wearer against spells of 3rd level or less and equivalent magical item discharges. It does not prevent such magics from reaching or effecting the protected being (having no effect on saving throws and the like), but lessens damage done by such attacks.

For spells that inflict random damage, a Cloak of Adeamozs reduces their harm by:

  • 3 points of damage per die for 1st level spells.
  • 2 points of damage per die for 2nd level spells.
  • 1 point of damage per die for 3rd level spells.

For spells that cause a set amount of damage or a certain base amount augmented by a number of points per level of the caster, a Cloak of Adeamozs reduces the damage by:

  • 12 points for 1st level spells.
  • 8 points of damage for 2nd level spells.
  • 4 points for 3rd level spells.

The Cloak of Adeamozs makes all it's equipment saves with a +3 bonus to all the appropriate saving throws vs. leather, if a saving throw is required of the wearer for the cloak.

XP Value: 3,000

Cloak of Shadows

This large, cowled cloak is made of pure black velvet. When worn by a thief (or specialty priest of Mask) it improves hide in shadows chances by 25% and makes a thief most likely to be invisible in near-darkness to infravision with a standard hide in shadows (without the 25% bonus) roll. It can also be used to cast darkness, darkness 15' radius, and continual darkness once per day (at 12th level of magic use). Finally the cloak confers a special form of infravision out to 60ft (double for those who already possess infravision) that allows the cloak wearer to see through all forms of magical darkness as well as through normal darkness with standard infravision. The cloak spell's are cast with a +3 penalty initiative to the cloak wearer's initiative roll.

XP Value: 3,000

Coloured Tobacco

When this tobacco is lit in a pipe the user may control what colour the smoke ishuing out of it is by an act of will.

Dagger of Bhaal

This horrible weapon is a throwing dagger used by assassins in the service of Bhaal (Lord of Murder).

It is a dagger +2 with a doubled typical range. Should it roll a natural 19 or 20, it has found a vital organ of its victim and kills him instantly. Furthermore, if it doesn't kill the target outright it remains in the wound and continues to inflict 1d4+2 points of damage each round, until it is pulled free (an 18 or greater strength is required to pull it from the wound; the action takes one round). For each round it is the wound, roll 1d20; if a 19 or 20 is ever rolled, it has found a vital organ and killed its target.

XP Value: 3,000

Dagger of Cold

When this dagger +2's special power is activated, it causes a cone-shaped area of extreme cold, originating at the dagger's tip and extending outward in a cone 60 feet long and 12 feet in diameter. It drains heat and causes 12d4+12 points of damage (successful save vs. rods for half damage). The dagger can be used 3 times a day, then it becomes inert while it recharges it's energies for another day. The dagger has a +6 penalty initiative added to the dagger wielder's initiative rolls when using the dagger's power.

XP Value: 3,000

Dagger of Sounding: (for thieves only)

This oddly designed dagger is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it gets only a +1 bonus to attack rolls and damage determination, but it has a peculiar, hollow bronze bulb at the end of its pommel. If this is gently tapped against a hollow surface, it gives a resounding ring different from the dull tone emitted if struck against solid stone.

Tapping it gently against walls allows the thief a 5 in 6 chance for finding a secret door. Tapping it gently against walls allows a elven or half-elven thief a 11 in 12 chance for finding a secret door.

Also, the thief can search for secret doors at twice the normal rate when using the dagger. In other cases, the thief is 80% likely to be able to determine successfully the approximate thickness and nature of the material the dagger is used to sound.

XP Value: 300

Dagger of Saves

This looks like a mundane magical dagger +1 to all divinations and to all other methods of scrutinizing, however when it is drawn the dagger wielder will find that it functions as a dagger +5 for purposes of initiative (no lower than 0 when subtracted from the player's initiative roll for melee attacks only) and who or what can be hit by it, even though it only gets the usual ”+1 to hit“ and damage rolls.

The dagger's other special abilities is that if no saving throw is normally possible against a damage-causing spell, he will get a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, or spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

Finally if a saving throw is not possible against any form of death, disintegration or time altering magics, the dagger wielder is then allowed the appropriate unmodified saving throw to totally avoid the spell's effect(s).

XP Value: 4,500

Death-Strike "Bane of the Lower Planes"

This long sword appears to be a long sword +2 normally, until the sword wielder fights against undead or demonkind. The sword will then glow with a soft azure radiance when brought within 60' of a undead being or demon otherwise it doesn't emit light at any other time. The long sword then confers a +5 bonus (Not effected by traveling the planes) to hit against all undead or demon opponents.

The warrior who wields “Death-Strike” is always watched over by the sword when he is awake or sleeping, for the sword will telepathically (awaken him and) warn him when danger is near & threatens him. The warrior and the sword then becomes unusually alert and can only be surprised with a roll of 1 on 1d10. With “Death-Strike” in hand a warrior is rendered immune to all enchantment/charm/gaze spells cast by undead or demonkind. Sword damage caused by “Death-Strike” against undead or demons cannot be healed by regeneration. Thus damage caused by the sword can be only healed by normal means (rest and time) never by potion, spell, regeneration, or other magical means short of a limited wish or wish spell.

This weapon can only be used by good aligned warriors and their subclasses. Finally if the sword bearer is a paladin the sword will then confer it's final power which is a base 10% plus 2% magical resistance per level to a maximum of 50% to all forms of magic and psionics that are used against him by undead or demons. And any evil aligned characters that try to handle the sword will immediately receive a 5d4 electrical shock (No MR% roll and immunities allowed or saving throws for half) and drop it from their grasp with sudden revulsion.

Naturally this sword has earned the utter hatred of all demons and intelligent undead and can be identified at a glance for what it is by any of them. Anyone using this sword against a demon, gains the instant and permanent wrath of all demons who see the sword bearer, for the demon who is being attacked will communicate the sword's current location and ownership to all demons in this current plane.

XP value: 12,000

Demon Slayer

This long sword is +2 under normal conditions, but as the name suggests the blades true calling is to fight creatures from the lowers planes. A demon slayer is much more versatile than the name implies. The sword does double damage and is +4 versus all fiends. This includes the Baatezu (Devils) of Hell, the Tanar'ri (Demons) from the Abyss, the Hordlings of Hades, the Gehreleths (Demodands) of Tarterus and the Yugoloths (Deamons) who live and work (fight) mainly in the middle lower planes (Hades, Tarterus & Gehenna). Additionally; if the wielder is destroyed on one of the lowers plains (listed above) his remains are carried back to his home plain. This includes the sword and all items on the wielder's person when he was destroyed. Note that this transportation will occur even if the sword is destroyed and offers no healing or resurrection to the wielder. The sword can be tuned to a specific place with the help of a good priest or wizard. (This process is defined by the DM.)

The sword could easily be used as a paladin's holy sword with a few additional powers.

XP Value: 2,500

Dragon Armor

This armor is scale mail +4. It is the equivalent of AC2, and the armor also provides enhanced protection against a dragon's breath weapon. This protection is not limited by a dragon's alignment or type of breath, the enhanced effects are +6 on the saving throw vs. breath weapon, 1/4 damage if save is unsuccessful, 1/8 damage if save is successful.

XP Value: 8,000

Dragon Shield

This shield has magical runes across it's 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 language. Whenever a dragon comes within 30ft. (by polymorphing, invisibility, stalking, etc.) of the shield bearer, the word “dragon” will glow softly on the inside top rim for one segment, then fade.

The dragon shield is normally a medium shield of +3 in protective power, but it will also confer a +5 protection from all non-magical dragon attacks (including claws, bite, tail-slap, etc.). 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 that dispels all forms of magical darkness. Finally the shield gives a +5 bonus to the bearer's saving throw against any type of spells cast by dragons against him, as per ring of protection.

XP Value: 12,000

Dwarven Glove Nails of Shocking

This is a gauntlet constructed of iron or steel, with large spikes and dwarven runes protruding from its face. These gauntlets have a powerful enchantment in them that can be used 3 times a day. When the glove wearer activates the gauntlets, he develops a powerful electrical charge that gives a jolt to the creature punched with the gauntlets. The shocking enchantment lasts for 12 rounds causing 1d8 points of damage (save vs. spell for half-damage) plus physical damage per punch to the opponent. While the glove wearer must close with his opponent to punch his opponent's body or grasp an electrical conductor that touches the opponent's body to discharge the gauntlets, a similar attack from the opponent does not discharge the gloves shocking ability.

XP Value: 4,000

Dwarven Platemail of Fire Resistance

This rare form of dwarven platemail +2 (AC0) grants the armor wearer total immunity to the effects of normal fire; torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.

Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flamestrike, firestorm, etc., are saved against with a +4 bonus to the saving throw die roll, and all damage dice are calculated at -2 per die, but each die is never less then 1 in any event.

As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, those of exceptional (25 or more hit points). This dwarven platemail makes all it's equipment saves with a +8 bonus to the appropriate saving throws.

XP Value: 4,000

Dwarven Two-Handed Battleaxe of Sharpness

This two-handed battleaxe is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it gets only a +1 bonus to attack rolls and damage. Its power is great, however, for on a very high roll it can sever an extremity-arm, leg, neck, tail, tentacle, whatever (but not the head)-determined by random dice roll:

Opponent is Modified score To sever*
normal/armored 19-21
larger than man-sized 20-21
solid metal or stone 21

*Considering only the sword's bonus of +1.

A Dwarven two-handed battleaxe of sharpness will respond to its wielder's desire with respect to the light it sheds-none, a 5' circle of dim illumination, a 15' light, or a 30' radius glow equal to a light spell.

XP Value: 7,000

Dwarven Two-handed Battleaxe of Wounding

This weapon only appears to be a standard two-handed battleaxe +1, but in the hands of a fighter who knows the appropriate command word and is fighting a evil dragon, it's full potential is real- ized. The weapon has the following characteristics listed below:

Damage
1d10+1 / 2d8+1 Any opponents
1d10+4 / 2d8+4 Any sort of evil dragons
2d10+4 / 4d8+4 vs. Deep Dragons (C.E.)

Weapon primary abilities: Detect dragons in a 120' radius

Weapon extraordinary abilities: Wounding - Any successful hit made by the weapon against a evil dragon can not be healed by regeneration. Damage from the weapon can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a limited wish or Wish spell.

Weapon's special purpose: Defeat Deep dragons

Weapon's special powers: Whenever the weapon bearer scores a successful hit against a deep dragon, the dragon must make a successful saving throw vs. death magic or die (no MR check either). In addition if any dragon uses it's breath weapon on the weapon bearer and the weapon bearer makes a successful saving throw vs breath weapon, he will take no damage from it, and only half damage for a unsuccessful saving throw. Finally the weapon grants a +4 bonus to the weapon bearer's saving throws vs. spells cast by dragons at the weapon bearer.

The two-handed battleaxe has magical dwarven runes across the axe blades, these runes can be perused by anyone who understands dwarven runes, they will notice it spells out the word, “Dragon-Slayer” in the runes. The magical dwarven runes will glow softly with a soft blue radiance, whenever a dragon comes within a 120' radius of the weapon. However the special powers of the weapon will not work until the weapon bearer reads aloud the word “Dragon- Slayer” to activate it's special powers. The two-handed battleaxe is made with mithral steel and the magical dwarven runes are etched into the mithral with pure adamantite steel.

XP Value: 9,000

Elven Armor of Shielding

This vary rare form of elven chainmail +2 armor provides protection against cold and fire based attacks and also returns damage to the creatures making successful physical attacks against the armor wearer. This armor's shielding power can be used three times a day, and lasts 20 rounds per use, then it becomes inert while it recharges it's energies for another day.

When the wearer activates the elven chainmail's power, the armor wearer appears to immolate himself with flames that are blue, thin and wispy, shedding no heat, though the flames of the armor gives light equal to only half the illumination of a normal torch. These flames have no substance to the touch. Any cold-based or fire-based attacks are saved against with a +2 saving throw bonus; when a successful saving throw vs. spell is made no damage is sustained, but if the armor wearer fails to make the required saving throw vs. spells against any cold or fire based spells, he sustains double damage from them.

Any creature striking the elven chainmail wearer with its body or hand-held weapons inflicts normal damage upon the armor wearer, but the attacker suffers the same amount of damage in return. Any attacker's magical resistance, if any, is tested when the creature actually strikes the armor wearer. Successful resistance nullifies the armor's power for the round and no damage is taken in return. Failure means the creature's magical resistance does not affect the power of the armor. The armor's power when activated adds a +5 penalty initiative to the initiative die rolls of the armor wearer that round.

XP Value: 7,000

Elven Arrows of Impaling

These arrows are +2 to hit and damage, and on a natural roll of 20 (and also of 19 if this is sufficient to score a hit) they impale the target, inflicting an additional 1d6+2/1d6+2 points of damage and also staying in the wound where they cause an additional 1d6+2/1d6+2 points of damage each round until removed. The arrow remains in the wound and continues to inflict 1d6+2/1d6+2 points of damage each round, until it is pulled free (an 18 or greater strength is required to pull it from the wound; the action takes one round).

XP Value: 500 per arrow

Elven Bow of Doubling

This magical bow offers no bonus to hit or damage, but it does have the unique property of firing two arrows at a time. Whenever a arrow is fired from this bow, the bow automatically creates and fires a second arrow (with all the magical properties of the first arrow till it hits or misses). If the first arrow hits its target, so will the second arrow; if the first misses, the second arrow still has normal probabilities to hit the target. 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 such bows are long bows (favored by elves) and the other 25% are short bows.

XP Value: 5,000

Elven Long Sword of Fury

This long sword +3 is used in conjunction with a elven fighter mage's normal arsenal of spells. When a elven fighter mage casts spells and holds this long sword, all spells add +1 to their casting time, but become devastatingly powerful. Damage spells gain +1 damage per die, even exceeding maximums. All saving throws against the fighter mage's spells suffer a -2 penalty, but each time this function is used it drains the long sword of two charges. The other functions of the long sword use one charge, and last for 20 rounds when drawn, and are listed below:

  • As per “Ring of Feather Falling”.
  • As per “Ring of Fire Resistance”.
  • As per “Ring of Chameleon Power”.
  • As per “Ring of Warmth”.

The long sword is rechargeable by spell absorbtion but this absorbtion is the only action allowed in a round. However if the long sword absorbs more spell level energies beyond it's charge limit, the long sword is rendered inert and nonmagical (if this happens only a limited wish or wish spell can restore the sword). Finally the most important function of the long sword is that it functions as a *ring of free action when drawn, in all respects even when not using the sword's other abilities. This final ability does not use a charge. 1d6+19 Charges plus the long sword is rechargeable. (spell-absorbtion)

XP Value: 10,000

Elven Plate of Spell Retaliation

This unique & very rare elven plate +2 has additional dweomers that makes this elven plate much sought after by all elves. When the wearer (only elves may wear it with a successful % check, FHB) of the elven plate is a target of any type of magical spell attack, the spell is reflected back at the caster just like the effect of a ring of spell turning (Dungeon Master's Guide, 2nd. Edition, P.150). The elven wearer may will the armor's spell turning power off to receive a spell. This elven plate also confer's a +2 bonus to the elven plate wearer's saving throws against all types of spell attacks. If no saving throw is normally possible he will get a 2 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, or spells of protection, etc.) that normally give bonuses to saving throws. This elven plate can only be used by the elven classes allowed to use plate armor.

XP value: 15,000

Finder (one-of-a-kind)

This dagger can only be used someone from the thief classes. Finder is a dagger made of adamamite steel, the guard is made of mithral resembling two asymmetric lightning motifs. Its grip is made of leather, dyed a deep blue, and wrapped in silver wire. Its abilities are listed below:

  • It has a +1 “to hit” and damage rolls.
  • Can detect grade or slope in passage in a 1” radius if the dagger wielder so wills it while touching the hilt. (1-5 on 1d6)
  • Can detect elevator/shifting/sliding rooms or walls in a 1“ radius if the dagger wielder so wills it while touching the hilt. (1-4 on 1d6)
  • Can determine direction and approx. depth underground 2 times a day if the dagger wielder so wills it while touching the hilt. (1-3 on 1d6)
  • Can detect secret doors in a 1” radius if the dagger wielder so wills it while touching the hilt. (1-3 on 1d6)
  • Can find traps out to a 1“, 90 degree frontal direction radius if the dagger wielder so wills it while touching the hilt.

Finder is True Neutral, has an intelligence of 16, and an ego of 11, and communicates by speech (alignment tongue, common, and thieves cant). Finally it confers a +1 bonus to the dagger wielder's saving throws against all magical attacks. If no saving throw is normally possible against a damage-causing spell, he gets a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

XP Value: 6,500

Fire sticks

These items are small sticks with the firefinger cantrip in them. When one is broken it lights on fire at the break like a match.

Foe-Seeker (All-Bane, Deathstroke, Slayer, etc.)

This powerful ancient elven artifact from the Age of Might is a fatal sword known throughout the Forgotten Realms as “Foe-Seeker” and other names given to the sword down through the ages. For a creature has not been found yet that can't be hit by it. This appears to be a ordinary looking long sword till it is pulled from it's scabbard, when it is pulled out you can see that the blade is slightly glowing and ghostly to look at as if the blade was vaguely imperceptible, seemingly without existence. This blade's primary ability is actually magical and unworldly, for the blade is really half in the Ethereal plane (hits all phased, gone-ethereal, etc.) while the other half is in the prime material plane, and will harm all normal creatures as well as all creatures that requires a magical weapon to strike them.

The sword's secondary ability is that the blade will strike through all non-magical forms of protection (normal leather or metal armor, etc.) as if they were not there, thus a creature would only be protected by it's natural protections (Natural AC, high dexterity, etc.) or magical items such as magical armor (provides standard protection), items of protection (cloak, ring, etc.) or miscellaneous other magical means (inate abilities, spells, etc.) only.

Long Sword Damages
  • Normal Creatures: 1d8+5,S-M / 1d12+5,L.
  • Magical Creatures: 2d8+5,S-M / 2d12+5,L.
  • Undead Creatures: 3d8+5,S-M / 3d12+5,L.

Foe-Seeker is considered a Long sword +5 for the purposes of calculating any type of melee damage done by it against normal creatures. As illustrated above in the table the sword also causes double damage to any creature only affected by magical weapons, and it inflicts triple damage to any type of undead creature. Finally Foe-Seeker has a personal magic resistance of 95% against any type of magical attack that tries to negate any of it's abilities temporary or permanently. Foe-Seeker also makes all it's other non-magical saving throws with a +8 bonus to the appropriate saving throws.

XP Value: 10,000

Frost Armor

This chainmail armor always provides a AC of 2 to the wearer. The AC-1 bonus only takes effect against creatures that use fire or live in fiery environments. The armor does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wearer is protected as if he is wearing a ring of fire resistance.

The frost armor also has a 50% chance of extinguishing any fire that the armor wearer walks through. This power extends to a 10' radius-through all normal fires and the wall of fire, but excluding a fireball, meteor swarm, or flame strike spells.

XP Value: 2,600

Girdle of Deep Dwarven Kind

The girdle of deep dwarven kind enables the wearer to understand & speak all the different dwarven languages as well as to read and write dwarven runes. The girdle has different charismatic effects on demihumans & humans and are listed below:

This girdle lowers the wearer's Charisma by 2 with respect to non-dwarves and their ilk.

The girdle causes the wearer to gain 1 point of Charisma with respect to stout halflings and gnomes as well.

Dwarves regard the wearer as if he has Charisma 2 points higher than before.

The girdle wearer also gains the racial benefits of Deep Dwarven kind which are listed below:

+2 to Constitution while wearing the girdle. When the girdle is removed, the wearer's Constitution score reverts back to it's original score before the girdle was put on.

90ft. Infravision

The girdle wearer receives the following saving throw bonuses against poison and any type of magical attacks.

Saving Throw Bonuses Table
Con Save Bonus
1-3 +1
4-6 +2
7-10 +3
11-13 +4
14-17 +5
18-19 +6
Deep Dwarven Underground Detection Abilities
Detect or Determine Ability Modifier
Grade or slope in passage Wisdom +4
New tunnel/passage construction Wisdom +4
Sliding/shifting walls or rooms Wisdom +2
Stonework traps, pits, and deadfalls Wisdom 0
Approximate depth underground Wisdom 0

+1 attack bonus to hit drow elves and duergar dwarves.

XP Value: 4,000

Girdle of Similar Resistance

The girdle of similar resistance enables the wearer to temporarily gain the same type & level of magic resistance of the opponent spell caster that is currently casting any type of spell at him that round. An example of this effect is a drow wizard with a 70% magical resistance to any type of spell is now casting a spell at the girdle wearer, the girdle wearer will now have a temporary 70% magical resistance to the spell cast by the drow wizard at him. This temporary 70% magical resistance is good only against spells cast by the drow wizard only. Thus if the drow wizard's ogre magi slaves cast spells at the girdle wearer he would not have the temporary 70% magical resistance to the ogre magi's spells or anyone else's spells.

The girdle of similar resistance will work against any number of creatures with magical resistances casting at him conferring each individual magical resistances from the creatures on him against each creature's spell cast within a given round of combat.

XP Value: 5,000

Gloves of Evasion

These gloves are made of exceptionally supple, thin leather, and when put on blend with the skin, and become virtually undetectable (and are resistant to any form of detection, normal or magical) except for a true physical search. A thief wearing them gains a +10% bonus to open locks skill and can undo almost any knot automatically in one round. Any character wearing the gloves gain a proficiency in escapology, being able to manipulate his hands in such a way that he can escape from manacles, chains, irons, or similar restraints if a successful Dexterity check (with a +2 bonus if the character is a thief) is made.

XP Value: 1,000

Gloves of the Necromancer

These gloves are made of exceptionally supple, thin calfskin, and when put on blend with the skin of the necromancer, and become virtually undetectable (and are detection resistant). These special gloves allow a necromancer to gain both the chilling touch of the lich and invulnerability to several lich-like attacks and effects. The necromancer is immune to all forms of paralysis and fear, including those generated by lichs, for the 20 round duration of the spell touch.

The necromancer upon activating the gloves has a +9 penalty added to the necromancer's initiative die rolls for the first round only and thereafter can touch individuals and effect them as a lich would, inflicting 1d10 points of damage and paralyzing the target creature. The touched creature receives a saving throw vs. spells to avoid the paralysis, though the victim still takes damage even if not paralyzed. Undead and creatures not effected by paralysis are not effected by the touch and do not take 1d10 points of damage. Individuals who are paralyzed by the necromancer remain so for 2d4 hours or until the paralysis is dispelled by a dispel magic, remove paralysis, or similar spell. The glove's spell touch cannot be ended before its 20 round duration expires and the necromancer will effect everyone he touches with the lich touch. When the gloves of the necromancer are in operation, the hands of the necromancer glow with an unearthly greenish brilliance.

XP Value: 4,000

Heating powder

This powder has the warm cantrip upon it and when it is sprinkled on food or into a drink it will heat it up without a fire being needed.

Helm of Gaze Reflection

These closed-face helmets have a permanent gaze reflection spell enchanted into the visor that will only work when the visor is down. The gaze reflection spell creates a shimmering, mirror-like area in the visor slits. Any gaze attack, such as that of a basilisk, eyes of charming, a vampire's gaze, the 6th level eyebite spell, and so on, is reflected back upon the gazer if the gazer was trying to make eye contact with the helmet wearer (the helmet wearer with his visor down suffers no effect of the attack). Such creatures receive a saving throw vs. their own gaze effect.

The visor does not affect normal vision or lighting and is not effective against creatures whose effect comes from being gazed upon (such as a medusa). Only active gaze attacks are blocked by the visor of the helmet when in the down position.

The final enchantment of the helmet is it does not confer any standard vision or hearing penalties of the normal closed-face helmets to the wearer of this type of helm.

XP Value: 3,000

Icing Death

When this two-handed Spear +5's special power is activated, it causes a cone-shaped area of extreme cold, originating at the spear's tip and extending outward in a cone 60 feet long and 12 feet in diameter. It drains heat and causes 12d4+12 points of freezing sleet damage (successful save vs. rods for half damage).

The sleet blinds creatures within its area for the duration of the spell (spear's starting segment to end of round) and causes the ground in the area of effect to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area of effect will slip or fall down (need successful Dexterity check to stay standing).

The sleet also extinguishes all forms of normal fire in the area of effect. While at the very end of the round of sleet, the afflicted creature(s) must roll a successful saving throw vs. spell or suffer the numbing effects of the cold sleet. This causes the loss of all feeling in a hand (or hands if the DM rules the saving throw was failed badly) for 1d4 days. During this time, the character's grip is extremely weak and he cannot use that hand for fighting or any other activity requiring a firm grip. “Icing Death”, can be used 3 times a day, then it becomes inert while it recharges it's energies for another day. The spear's final power is fulltime and confers the spear wielder with a form of cold resistance (same as *ring of warmth). The spear has a +6 penalty initiative added to the spear wielder's initiative rolls when using the spear's power.

XP Value: 10,000

Iron Diadem of Suzail

Fashioned in the land of warriors, this metal headgear completely removes the chance of the following spell-like powers to work on the wearer: fear, charm person, magic jar, suggestion, and hold person. A fighter gains one XP level temporarily and any other class loses one XP level temporarily while wearing the diadem.

XP Value: 3,000

Iron Gauntlet of Cyndre (M) (one-of-a-kind)

This item was created by an iron-fisted wizard who wanted a magical item to symbolize his philosophy of life. It is a leather gauntlet covered with flat mithral plates that is engraved with magical runes on the upper surface. When used in melee combat, the wearer has one attack per round at +2 “to hit.” Damage is determined as per the following table:

d20 Results
1-12 Glancing blow, 1d6 points
13-16 Solid punch, 2d6 points
17-19 Hard punch, 3d6 points and opponent is stunned next round
20 Crushing blow, 4d6 points and opponent is stunned for next 3 rounds

After a successful hit and if the opponent is stunned use +4 “to hit” with no Dexterity or shield bonuses added instead and roll “results” against a stunned opponent instead of just a +2 “to hit.”

XP Value: 2,000

Ironguard Ring

By means of this ring, the wearer confers upon himself immunity to metal, including normal metal weapons. Such weapons will pass harmlessly through the wearer as if he or she were a phantasm, not solid flesh. The wearer can pass through iron bars, gates, and other metallic objects. Nonmetallic objects will still affect the wearer and can harm him. Ironguard applies only to the wearer's body, not anything he is carrying or that is attached to him.

The ironguarded wearer is still subjected to other types of attack such as heat, cold, and poison, even if these attacks are delivered by weapons that normally pass through him. A sharpened stick becomes more dangerous than a sword. The wearer retains his Armor Class. Magical weapons can strike him, but only inflict damage equal to their magical bonus (a long sword +2 inflicts 2 points of damage per strike). Enchanted metal is an impassable barrier to the ironguarded wearer. Spells using metal in their material components (such as blade barrier) can effect the wearer normally.

The ironguarded ring wearer can attack armored opponents as if they were unarmored, but only with bare-handed or natural weapons. Such opponents would be Armor Class 10 if they were wearing all-metal armor only.

If for some reason, the ironguarded ring wearer has his body in the same place as metal when the spell duration of 20 rounds elapses (if he collapses while passing through an iron grate for example), he is immediately killed.

The Ironguard ring was developed by main-stream wizards and cannot be used by transmuters and abjurers, as it uses opposition school enchantments.

The Ironguard ring can be used three times a day, then it must recharge it's energies for another day use's. A +5 initiative penalty is added to the ring wearer's initiative roll when used that round. This ring must be worn for 24 hours to attune itself to a new ring wearer before it's ironguard ability will work.

XP Value: 2,000

Key of Opening

Ordinary looking iron key. When touched to lock of door or chest 75% chance lock will open. 2d10 charges, 1 charge used per successful opening. Can be recharged.

2000gp

Kyle Connor's Bag of Cookies

This Item appears to be a normal small leather bag with drawstrings. It will radiate a strong aura of Conjuration/Summoning if Detect Magic is cast on it. 3 times per day the owner of the Bag may open it and take out 1d10 cookies of his choice. Each cookie counts as a quarter ration. If a person eats nothing but cookies from the bag for 2 days he must make a Constitution Check or become violently ill for 1d10 hours. If he makes his Con Check and continues to eat nothing but cookies he must make a Con Check every meal with a cumulative -1 to his Constitution. He can avoid the above problem by eating 2 normal meals in one day.

Note: Kyle Connor is a 12th lev Mage and is owner and Chief Chef of Connor's Confections; currently located in the Forgotten Realms.

Lamp of Infinite Burning

Ordinary oil lamp that needs no oil. It will burn indefinitly. “Turn off” by lowering the wick below slit the wick comes through from oil bowl.

Made of the finest, clearest crystal that can be found.

5000gp

Lantern of Many Lights

These bullseye lanterns are normally constructed from combinations of semi-precious metals; such as brass, bronze, iron and sometimes copper. The reflecting mirrors are made of high quality polished silver. The details of the lantern's carvings are cosmetic and depend on the lantern place origin. Instead of a wick the lantern is equipped with a cut rock crystal. This stone has been enchanted with a continual light spell that, with a command word, can be 'extinguished' and 'relit'. The light cast by the lantern gives a 60' cone of good light plus 20' of semi- darkness.

The lantern's light can also be altered, on command, to change color or flash. The colored light (red, blue or green) is half as intense as the white light and is less likely to be seen at a distance. The flashing light or signal light can be programmed for short or long bursts. Up to five such bursts can be strung together to form a pattern (i.e., short-short-long- short-long.) This pattern will be repeated up to 3 turns. The above alterations can also be combined. This flashing colored light acts like a hypnotic pattern spell. This effect will last for 1 turn.

When any of the above alterations are used or the lantern is left unattended for three hours it will 'turn itself off'. The lantern can be reactivated at any time with the proper command words. The only command word that may be engraved on the lantern itself would be the word (or phrase) used to 'turn on' the unaltered light. The other words (or phrases) must be researched or revealed by magic.

XP Value: 5,000

Liquid Darkness

This potent potion may only be brewed on the plane of shadow. When drunken by anyone but a shadowmage or an evil thief the potion will cause insanity, as per the rules in the ravenloft expansion set. If drunken by a shadowmage the potion boosts the mages spells making them be cast as if by a caster 3 levels higher. When drank by an evil thief the thief gains +20% to all thieving abilitys for the duration of the potion. The potion lasts for 1d4 turns + 1d20 rounds.

Long bow of the High Elves

This very potent weapon has many abilities that make it very deadly to possess. The magical enchantments of the bow allows the user, a +3 to attack and damage rolls and a +3 initiative bonus to initiative rolls, bow range is doubled in all categories, allows the possessor to double his rate of fire normal for the weapon, it also allows first fire in any melee round, and end-of-the-round fire also, when applicable. Finally the arrows fired by the long bow are treated as +3 or better for purposes of what can be hit by the arrows fired, even if the arrows do or do not have any bonus(es) to the arrow's attack rolls and damage.

XP Value: 10,000

Loom of weather weaving

This item is a large loom like those used in the middle ages to weave cloth. When thread made from gloomwing silk is used to spin cloth upon it the weaver may chose what type of weather to portay in the cloth. The loom will then place a picture of the type of weather wanted on the cloth and when the cloth is finished (at least 1 square yard which would take at least an hour) the weather will change in an 18 mile radius to that chosen by the weaver. The weather will stay that way for 1 day at the end of which it will return to normal. This power works like the controll weather spell, but may shift the weather as much as 3 shifts (thus a hot clear day with calm wind could be made into a cloudy cool day with strong winds.

Luck Armor

This is a typical set of platemail armor +1 with unusual qualities. This platemail has a breastplate that is inset with a magical stone that is typically a bit of rough polished agate or similar material. The armor wearer gains a +1 (+5% where applicable) on all dice rolls involving factors such as saving, slipping, dodging, etc., whenever dice are rolled to find out whether the armor wearer suffers from some adverse happening. This luck does not affect attack and damage rolls or spell failure dice.

Additionally, the luck-stone in the breastplate gives the possessor a +/-1% to 10% (at owner's option) on die rolls for determination of magical items or division of treasure. The most favorable results will always be gained with the Luck Armor's (*stone of good luck) luck ability .

XP Value: 6,000

+4 Long Sword of Illusion

The sword is 4 feet long with a long dimond shaped blade terminating in a sharp point. Down the center of the blade are carven magick runes. These runs softly glow blue, but the light is not enough to see by. The hilt is carven in the form of a skull with silver batwing guards. The grip is two handed in length, wraped in soft leather and mounted with a crystal sphere which has embedded in it a human eye that was taken from an illusuonist mage at death.

The sword is thought to have been created by elven wizards at the hight of their power in Myth Drannor.

The sword's lesser powers are as follows:

Dispel illusion on comand-twice a day this power will dispell all levels of illusions in a circle one hundred yards across. Terrain has no effect.

Dispel magick on comand-Twice a day this power will dispell all levels of magick in a circle one hundred yards across. All mages must save vs. spell -10 or loose all memorised spells. All magick items in the effected area must save vs. Disintegration or be destroyed. Terrain has no effect.

The sword's major powers are as follows:

Once per day the user may creat an illusion that is unbreakable and will last 1D10 hours. This illusion can not be dispelled. This spell will drain all the swords powers, not including the +4, for the same duration as the spell.

The sword's greatest power is it's ability to create a real object of any type. If this spell is used, all the sword's power, including it's +4, is drained. The blade can be recharged by a fifteenth level Illusionist. This spell has one major side effect. In order to create a real object the sword must ballance the universe, so the user of this spell thus becomes the illusion. This state lasts for 1D20 days. During that time the user and all those who see him do not realize that he is an illuion (Illusionist mages may roll vs wis -5 to see the truth). During this time all anty magick and anty illusion spells or wards will effect the user causing them to disapear forever. Only a wish spell can bring them back.

Luck Amulet

This is a typical amulet with unusual qualities. This amulet is inset with a magical stone that is typically a bit of rough polished agate or similar material. This polished stone provides a +1 (+5% where applicable) on all dice rolls involving factors such as saving, slipping, dodging, etc., whenever dice are rolled to find out whether the amulet wearer suffers from some adverse happening. This luck does not affect attack and damage rolls or spell failure dice.

Additionally, the luck-stone in the amulet gives the possessor a +/-1% to 10% (at owner's option) on die rolls for determination of magical items or division of treasure. The most favorable results will always be gained with the Luck Amulet's (*stone of good luck) luck ability .

XP Value: 6,000

Magebane Shield

This rare medium shield +2 has additional dweomers that makes this shield much sought after. When the bearer of the shield is a target of any type of magical spell attack, the spell is reflected back at the caster just like a ring of spell turning (Dungeon Master's Guide, 2nd. Edition, P.150). The shield also confers a +2 bonus to the shield bearer's saving throws against all spell attacks. If no saving throw is normally possible against a damage causing spell, he will get a 2 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, of spells of protection, etc.) that normally give bonuses to saving throws for half-damage only. This shield can only be used by the classes allowed to use shields.

XP Value; 5,000

Magemask

These items are so rare and little-known. However the a magemask is a halfmask of leather with crystal lenses; through these, a wearer views surroundings as if using a detect magic, and can see concealed glpyhs, runes, and inscriptions. If these are magically concealed or not yet activated, the mask-wearer will see only the outlines of the areas covered by such. The mask also confers infravision upon the wearer (doubles the range of a wearer who has infravision already), enables anyone who wears them to read magic (although a non-spellcaster will not understand anything more than the general nature and intent of the spell), and allows clear and easy reading (of spellbooks, scrolls, maps, inscriptions, and non-magical writing) in near darkness. Such a mask can not be used with other magical lenses or spectacles.

XP Value: 8,000

Magical Medallion of Mystra

Only the specialty priests of Mystra, The Lady of Mysteries can use this medallion. When a priest dons this medallion before he prays for his spells, the medallion will let him pray for wizard spells as well, thus the priest can pray for wizard spells from now on, and the chosen wizard spell replaces another clerical spell of the equivalent level. This medallion permanently confers this special ability to the priest (unless he abuses it, then it could be taken away forever by Mystra) after he dons the medallion. Furthermore the Mystran priest may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is determined when the first magical spell is taken. From that point on, all magical spells prayed for by that Mystran priest must be from that school and can not be from any other. There is only one Magical Medallion of Mystra in every major temple, and the Mystran priest must earn the right (through a special quest, defending the temple from evil, etc.) to don the medallion to receive the favor from of his goddess Mystra, The Lady of Mysteries.

XP Value: Unknown (made by Mystra herself for her faithful).

Magical Spring Sheath

Size: Normal Spring Sheath (Dagger-size)

Color: Normally Brown or Black

Decoration: Normally none

This item appears to be a well used normal Spring Sheath of average quality.

Magical Prop.

When used by a non-Thief character it functions as a normal Spring Sheath. Detect Magic will detect a faint dwemoer of the Illusion/Phantasm sphere.

If the Spring Sheath is used by a Thief character (single or multi-class) that knows the command word (normally engraved on the Spring Sheath in Thevies' Cant) the Spring Sheath will blend into the Thieves' forearm so that it is undetectable by non-magical means. The Thief who spoke the command word will have no problem locating the Spring Sheath and using it, replacing the weapon into it or removing the Sheath. Once the Spring Sheath is removed it will return to normal apperance.

If Locate Object and Detect Magic are cast on the forearm of a Thief wearing a Magical Spring Sheath a faint but clear outline of the Sheath will be seen.

A Thief is limited to using two Sheaths at a time, one on each forearm, and it cannot be used on the same arm that a normal spring sheath is used.

Note: Magical Spring Sheaths and normal Spring Sheaths are outlawed in many places and a person having one in his possesion is likely to suffer anything from confiscation and/or a small fine to death by torture if it is found by the authorities.

Major Mirror of Viewing

This is a more powerful version of the above Mirror. The back of this mirror has 10 command words. When spoken for the first time, a command word will lock the current position of the mirror into its “memory”. Whenever that command word is spoken again, the Mirror will show the user what he/she could see if he was standing with his/her head in the position the Mirror's face was in when the command word was first spoken. The user also gets a Clairaudience ability, so that he can hear as if he was standing where the Mirror is viewing.

On the front of the Mirror is an eleventh command word. When this word is spoken, the Mirror reverts back to showing a mudane reflection, as a normal mirror would.

Spells and psionic attacks may be cast through the Mirror from either side, unless a Protection From Cantrips spell is cast on the Mirror, in which case spells and psionics cannot be cast through it. Those being viewed may cast through the Mirror only if they have located the position the Mirror is viewing from by use of a scrying detection ability (Spells, psionics, or magical items with this ability can do this. The Detect Creatures Beyond Edge of Sight ability possesed by some Sprites cannot detect the area, however, though it can tell the user if he's being watched.) Those being viewed cannot cast spells or use abilities that require that the target be a viewed creature, but they can do things such as send a Lightning Bolt through, or cause a Fireball to impact at the Mirror's surface (in which case, half the fireball occurs on the viewed side, and the other half occurs of the viewer's side.

Missle and melee attacks cannot be made through the Mirror. Gaze attacks can be made from the viewed side only, unless the Cantrip Protection spell was placed on the Mirror. Certain powerful magics may override this from either side at the DM's discretion.

This type of Mirror is almost always a large, ornate mirror fit for royalty. The eleventh command word can be made invisible or otherwise garbled (spelled backwards or in code, etc.), but it must be on the front side of the Mirror. The other ten words can be protected by Invisibility, but nothing else (They may be small, large, or scattered around haphasardly in a large paragraph on the back, though.) All eleven words radiate magic, however, even if invisible. They do not need the Read Magic spell to be read, a they are mudane words chosen by the Mirror's creator.

If a successful Dispel Magic is cast on the Mirror, the results are determined by the state of the Mirror. If the Mirror isn't viewing any of its stored locations, then the Mirror is rendered useless for a number of hours equal to the caster's level. If the Mirror is viewing a location, the Mirror will be rendered so that the location in question cannot be viewed by that Mirror for a number of *days* equal to the caster's level.

Once the 10 positions are placed in the Mirror's “memory” they cannot be removed. A randomly found Major Mirror of Viewing will usually (97% of the time) be found completely filled. Those that aren't have 0-9 (1d10-1) positions filled.

This type of Mirror is used by reclusive or powerful mages who position the 10 “memory” places in strategic points of their defenses to get the drop on would-be attackers. XP:1000

Manticore Morning Star MkII

The Manticore Morning Star appears to be a finely crafted morning star that has 21-30 (1d10+20) spikes and radiates magic if Detect Magic is cast on it.

Magical Props:

The MMS has a +1 to-hit and damage both as a melee and when firing its spikes. Only 3-18 (3d6) spikes can be fired. To regain fired spikes the wielder must refrain from firing a volley of spikes for 1 turn, after that turn 1d4 spikes will be replaced each round until all fired spikes have been replaced.

To fire a volley of 1d4 spikes the wielder points the MMS at a target and envisions a volley of spikes firing from the MMS and striking the target.

Spike Combat Stats:

  • Damage: S-M 1d3 (per spike) L 1 (per spike)
  • Range: S-10' M-20' L-30'

Medallion of Bane (C,M)

Hung on golden necklaces, these medallions were created in the evil temples of Zentil Keep the stronghold of the Black Network. They allow any cleric or magic-user with a minimum of 12 intelligence and 10 wisdom to preform a monster summoning V spell once per week (Double duration). These medallions are only given to the truly faithful of Bane, the Black Lord (not the followers of Cyric).

XP Value: 1,500

Medallion of Swarming Elementals

This medallion enables the wearer to open a portal to one elemental plane of his choice once a week (as appropriate for his patron Power). He can then summon elementals from that plane for three turns. Each elemental has at least 5 hit points per hit die. The elementals remain for six turns from the time they first appear:

  • After the first turn of summoning: 3d3 elementals of 12HD each appear
  • After the second turn of summoning: 2d3 elementals of 16HD each appear
  • After the third turn of summoning: 1d3 elementals of 21HD to 24 HD each appear (20+1d4HD)

These elementals will obey the priest explicitly and cannot be turned against the medallion wearer. The priest does not need to concentrate to maintain control over the elementals, for they will obey as desired, for the elementals regard the medallion wearer as a friend to be obeyed. They cannot be dismissed with spells such as dismissal or a holy word spell; the elementals remain until destroyed, or dismissed by the medallion wearer, or the end of 6 turns duration.

XP Value: 15,000

Messager's Seal

A messager's seal is made up of a small circular metal token and a fifteen-inch long velvet strap. The strap may vary in color from black to bright yellow, but the token is nearly always engraved with the image of a finely crafted key. If the strap is placed around any non-living object and the 'locking' command word is stated; the seal will tighten around the object. Objects such as book, scrolls and small containers can be closed and locked. The seal will 'unlock' with a second command word and can be reused indefinitely. Multiple seals can be placed on the same object for increased security.

Once the seal is in place it cannot be removed by physical force without damaging the object within the seal. The strap can only be cut by a magical weapon of +3 or more. The strap is considered AC 5 and has 15 hit points; and the seal itself has an AC of 2 and 40 hit points. The seal can be removed by magical means but not without risk. Dispel magic can be used to unlock the seal but there is a 50% change that the seal will be destroyed; limited wish can be use will only a 25% change of destroying the seal. A wish spell will open the seal without any damage to the item. If the seal survives one of the aforementioned spells; the seal will remain in the lock position and can not be reused until the 'unlocking' command is given.

If the seal is destroyed the token will shatter in a violent explosion that will cause 5d6 damage to all with in 10 feet. Once the token is shatter a corrosive liquid will spill out on the item being secured. Most materials will be damaged and destroy by the 'acid' within 10 round (or less). See Table 29 in the DMG for appropriate saving throws (note that if the item is not cleaned a successful save will only delay the inevitable). If touched the 'acid' does d4 damage per round of exposure. The only substance not affected by the 'acid' is glass.

XP Value: 500

Mind Blank Tiara

This tiara emanates a very powerful mind blank spell, the tiara wearer is totally protected from all devices and spells that detect, influence, or read emotions or thoughts. This tiara protects against: augury, charm, command, con- fusion, divination, empathy (all forms), ESP, fear, feeblemind, masssuggestion, phantasmal killer, possession, rulership, soul trapping, suggestion, and telepathy. Cloaking protection also extends to the prevention of discovery or information gathering by crystal balls or other scrying devices, clairaudience, clair-voyance, communing, contacting other planes, or wish-related methods (wish, limited wish). Of course, exceedingly powerful deities (demi-god or higher) can penetrate the tiara's spell barrier.

XP Value: 5,000

Minor Mirror of Viewing

This is a less-powerful version of a crystal ball. On the back of the mirror is inscribed a command word. The word can be invisible, hidden, in secret code, or otherwise jumbled, but it must be on it in some form. When the word is spoken, the area the mirror is in, or the item the mirror is touching becomes entered in the mirror's “memory”. The mirror has only 2d6 memory slots, and once filled, they cannot be erased or changed.

To view an area or item in the mirror's memory, the user need only concentrate on the mirror while holding it. The first stored area will pop up first. The images will appear in order as the user commands them to change. The mirror can let the user view the area in from any dir- ection, as long as the view-point is from closer then 100 yards. It can only show outwards from the area, however, if the viewpoint is the same as when it was commanded to fill a memory slot for it.

Spells, sorceries, and missles cannot be cast through the mirror from either side. Gaze attacks, and certain powerful magics may pass through the mirror at the DM's discretion (usually towards the user only).

75% of Minor Mirrors of Viewing give the user the Clairaudience ability so that the places seen can also be heard.

The Mirror reverts back to a mundane reflection after 10 minutes of viewing a particular location non-stop.

This item is often disguised as a large serving spoon or other item, as it need not look like a mirror, only reflect images as a mirror does. It is mainly used by hermitish mages as a warning tool by storing views of the routes towards their homes.

XP: 500

Minotaur Ring

This small silver signet ring's design shows a bull or minotaur. Contrary to its diminutive size this ring is quite powerful and erratic. While worn the ring increases strength by 1, to a maximum of 20, and grants the wearer infravision with a range of 60 feet.

The ring also grants the bearer the ability to polymorph into minotaur, for a limited time, three time a day. This form last for up to two turns and during this time the wearer gains 3d6 temporary hit points (which are the first lost if damaged), the bite (d4) and horned attacks (2d4) used by minotaurs and the following non-weapon proficiencies: alertness, direction sense, seamanship and wild fighting. Note that while in minotaur form the individual takes damage as a large creature.

With these powers come a draw back there is a 10% chance that when the polymorphing power is evoked, the individual it become 'locked' in minotaur form for 1-4 days. This inconvenance cannot be eliminated without destroying the ring itself.

XP Value: 3,000

Mouse-key bag

Contains 5 keys looking like mice, their tails forming the key part. Bag is made of plain brown leather looking well worn. Each key is carved from green jade. When the command word “Blynd” is spoken, all the keys become real mice, retaining ther bright green color. A,b or c must be chosen before command word is given. They remain animate for up to 30 minutes or until they are slain orordered back inside their bag. They can be used once a day.

  1. Magic Mouskey can burrow through earth at a movement rate of 10 or burrow/chew thru wood or a similar material at a movement rate of 5.
  2. They can climb almost any surface at a movement rate of 10 (very smooth, slippery, etc. moves at 5).
  3. They (mice) can follow simple instructions and answer “yes” and “no” questions with a shake or nod of head. This enables the key owner to learn about things the mice have seen or heard. Up to 6 questions can be asked.

Ex. “Mice go thru that hole in the door, look around, come back in 5 min.” when they come back “Are there live beings in there?” nod “are they asleep?” shake, “do they have sharp weapons like these?” (pointing to swords or dagger) nod.

3000gp

Necklace of fangs

This is a neclace made of 12 vampire fangs hung tied onto a piece of twine. Each time the wearer pulls one of the fangs from the neclace and swallows it he gains regeneration for 1 day at 3 points per round. However, if one person uses all the fangs (regardless of the time between swallowings) he is turned into a vampire after eating the last one, effectively removeing the character from play.

Necklace of Monsters

This necklace appears to be a finely wrought silver chain with small gold charms in the shapes of various monsters hanging from it. There are normally 3-8 (1d6+2) charms on the Necklace.

When the wearer detaches one of the charms and drops it on the ground a monster of 1-6 HD will appear. This monster is under the control of the wearer and will do what he asks. The monster will stay for 1d4 turns or until killed, which ever comes first.

Each charm may be used only once then it will vanish. After all charms have been used the Necklace will become a normal silver necklace of fine quality.

Unconfirmed version

Rumor has it that there is a version of the Necklace which allows the wearer to use the charms more than once before they vanish.

Cursed version

This Necklace operates normally the first time it is used but after that use a monster that is hostile to the wearer will appear and attack him. (DM fiendishness encourged)

Necklace of Vocalization

The wearer of this necklace can cast spells with a verbal component without having to make a noise, so long as the casting takes place entirely within the necklace's 12 round duration. Only the verbal requirement of spells is deleted. This necklace has no effect on other noises or speech, it simply removes a spell's verbal component.

This necklace is of great use when quiet is desired in spell-casting or the individual has been magically silenced. The necklace's power does not negate the magical silence, it merely permits spell-casting without verbal components. The necklace can be used three times a day then it becomes inert while the necklace recharges it's energies for another day use.

XP Value: 4,000

Necromancer's Staff

This staff was built to aid in the art of necromantic spell- casting. This staff operates as if the spells are cast by a 15th- level wizard while being used by a Necromancer; otherwise the staff functions at the regular 8th-level of expertise.

The following powers drain no charges per usage:

  • Detect Undead
  • Spectral Hand
  • Undead Mount +

The following powers drain one charge per usage:

  • Hold Undead
  • Spirit Armor *
  • Vampiric Touch

The following powers drain two charges per usage:

  • Animate Dead
  • Bloodstone's Spectral Steed *
  • Lich Touch +

The following powers drain three charges per usage:

  • Control Undead
  • Energy Drain

The staff can use only one function per round. This staff can be recharged as explained in the DMG with one exception; the staff must be recharge at night in a graveyard, battlefield, or similar setting.

* Spell from the Tome of Magic and + Spell from Forgotten Realm Adventures.

XP Value: 12,000

Penetrator (one-of-a-kind)

This stiletto can only be used by someone from the neutral aligned thief classes. Penetrator is a stiletto made of mithral steel, the guard is made of silver with a bloodstone inset on each end of it. Its grip is made of leather, dyed a deep vibrant blood red, and wrapped with thin black leather straps. Its abilities are listed below:

It has a Natural +2 “to hit” against plate mail, ring mail, chain mail, and all forms of leather armor as well as a magical +3 to “the hit” and damage rolls. (1d3+3 vs.S,M / 1d2+3 vs.L.)

It will cast Sound Bubble (Bards Handbook) on its bearer (duration/per wielder's XP level) 3 times a day, at the bearer's will.

It will cast Blur on its bearer (duration/per wielder's XP level) 3 times a day, at the bearer's will.

Special purpose: To defeat/slay diametrically opposed alignments. For any (CG, CE, LE, LG) opponent struck by Penetrator is turned to stone unless the victim makes a successful save versus Petrification. If the opponent's save was successful he can continue to fight with a -1 penalty to his attack rolls and Armor Class for 2d4 rounds due to the stiffness coursing (from the stiletto's power) throughout his body from his struggle with petrification.

Penetrator is True Neutral has an intelligence of 16, and an ego of 11, and communicates by speech (alignment tongue, common, and thieves cant). Finally it confers a +1 bonus to the dagger wielder's saving throws against all magical attacks. If no saving throw is normally possible against a damage causing spell, he gets a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

XP Value: 7,000

Pen of Translation

This is a golden fountain pen that never needs to be filled with ink. When the pen is layed on a peice of paper that has been layed over a page that has wrighting on it and told what language to write in it will translate the writing to the language it was told to write in.

Plate Mail +2, Shocking Mk II

The armor appears to be normal Plate Mail but if Detect Magic is cast on it will indicate the presence of Evocation magic. If the wearer says the command word the Mail will glow a pale blue. The next creature that strikes the wearer with bare hands or an item that conducts electricity will suffer 1d10 points of electrical damage (no saving throw). This uses 1 charge. The wearer can also expend a charge that will make him immune to one electrical attack. To use this function the wearer says the command word backwards.

The Plate Mail can hold up to 30 charges and it is inital found with 1d10+10 charges left. If the Plate Mail is drained of charges it cannot be recharged and becomes normal Plate Mail +2.

Recharging:

The wearer must have Enchant an Item cast on the Plate Mail then the armor must be struck by lightning. The armor gets a save vs. spell (using the caster's save) to see if it takes the charge, if it fails the lightning bolt is deflected in a random direction. The armor will glow red for 1 round after it has taken all the charges it can hold. Attempting to over charge it results in the suit expolding into a 30d6 lightning bolt in the caster's direction (save vs. spell for half damage).

Charges Restored

  • Lightning Bolt Spell/Scroll: 1
  • Wand of Lightning: 2
  • Staff of Thunder and Lightning: 3
  • Natural lightning: 1d20

Note: The command word is normally engraved somewhere on the Plate Mail.

Thanks to Bruce Norman, Armor Master, Robert Sprawls, Richard Wendling, and the others for their comments and suggestions.

Predator Suit

Whenever the predator suit is donned it automatically radiates non-detection (as the 3rd. level wizard spell) and sizes itself to the wearer and makes him 50% likely to be invisible-like in near-darkness (even to infravision, ultravision, etc.). Whenever the wearer pulls the face piece over his head and facial area, he and his belongings are also able to magically blend in with any type of surroundings. This enables the body suit wearer to be 90% invisibility in foliage, against walls, backdrops, and so forth.

If the predator suit wearer is actively moving among creatures of Intelligence 4 or greater at a distance of 60ft. or less, their is a 5% cumulative chance per round that somebody or something (PC character, NPC, creatures, etc.) will detect the wearer while he is actively moving among them. Thus such active movement can never persist for more than 20 rounds without the wearer being detected at the end of this time. Therefore the chance of detection will be 100% at the end of 20 rounds and the wearer will be automatically detected. Creatures with 16 or greater intelligence use their Intelligence score as a addition to the base chance of detection. For example, a creature of Intelligence 16 would have a base of (16 + 5%) = 21% at the end of the round 1, 26% at the end of round 2, and so forth. In order to circumvent these penalties the wearer must remain stationary for 1 round and make the appropriate cumulative detection roll for that round, then when he starts actively moving again the process of detection starts again. However creatures with 3 or lower Intelligence will instinctively and automatically detect the predator suit wearer if they come within a 10' radius of him.

Finally, when a thief is wearing the predator suit it also improves the thief's move silently roll by 25% (95% maximum), and hide in shadows roll by 25% (95% maximum), and when he tries to make a backstab attempt it allows him to attack as if he is 4 XP levels higher than his actual XP level, with all the corresponding improvements in THACO, attack rolls, and damage multipliers on a successful backstab hit.

XP Value: 6,500

Quiver of Quickness

Size: Normal Quiver

Color: Any

Material: Hide of teleporting or displacing animal (Displacer Beast, Blink Dog, etc.)

Decoration: Varies, usually quick flying animals (Ex. Humming Bird)

Magical Props.

Quivers of Quickness have double the carrying capacity of a normal quiver, without an increase in weight or encumbrance.

When the user of a Quiver of Quickness draws a bow he is able to “call” for an arrow from the Quiver by saying or thinking “arrow”. The arrow will teleport from the Quiver onto the bow and nock itself, this will increase the user's normal rate-of-fire (ROF) by 1.

If the user has more than one type of arrow in the Quiver he can call whatever type he wants any time he wants. The user can at anytime say or think the word “ammo” and the Quiver will telepathicly tell the user what types of arrows he has left and how many. The user must be within 10' of the Quiver in order to make it function.

Note: When using a Bow Of Speed the ROF is increased by 2.

How the Quiver handles arrows

If the user is using a mixture of arrows in the Quiver, the Quiver will use normal arrows, then silver, when the user calls for an arrow. When the user has only blessed or magic arrows left ie. Arrow +1, Arrow of Slaying, etc. the Quiver won't give an arrow until the user asks specifically for that arrow.

How to fill the Quiver

When new arrows are placed into a Quiver the user will have to hold the Quiver in both hands and concentrate on the Quiver and arrows for one round otherwise the new arrows will not come when called.

Variations

Confirmed: Bolt Case of Quickness

A Bolt Case of Quickness allows the user a ROF of 1/1 when using a normal heavy crossbow and 2/1 when using a normal light crossbow. If using a Crossbow of Speed the ROF's will be increased by 2.

Unconfirmed:

A Quiver that has a carrying capacity of three times normal and allows up to three people to use it as long as they are within a 20' radius of the Quiver.

When loading the Quiver each of the persons using the Quiver has to place one hand on the Quiver and concentrate for one round. The placement of their hands determines who has precedence in the following order: Top -1st, Middle -2nd, Bottom -3rd. The wielder may place his hand in any position he wishes. If two persons ask for an arrow that there is only one of the one who has precedence gets it and the other person is told “None Left” and gets nothing.

Ring of Amber

This ring is made of amber as its name implys.

By the wearers will any of the following powers may be used 3/day;

  • Slow, as per the spell cast at 9th level.
  • Hold person, as spell cast at 9th level.
  • Hold monster, as spell cast at 11th level.

Once per year the wearer may cast time stop as at 21st level.

Ring of the black night

This ring is an anigma, it is partialy cursed yet its' powers seem to be benificial at the same time. Once the ring has been placed of a finger the wearer is effected by nights dark blessing. This means that durring the hours of night all rolls are made at +3 or +15% respectively, however durring the day all rolls are at -3 or -15%. To remove the ring remove curse must be cast on the ring successfully by a priest of at least 15th level.

Regardless of weather the wearer is in an area of darkness of not the ring still only provides the benifits or weaknesses by what time of day it is. (side note to patric burton, this was originally a power one of my players earned in the coarse of her adventures. She didn't seem to apriciate it though {as I guess a priestess of the god of morning light wouldn't} tee hee )

Ring of Cold

When this ring is activated, it causes a cone-shaped area of extreme cold, originating at the ring wearer's hand and extending outward in a cone 60 feet long and 12 feet in diameter. It drains heat and causes 1d4+12 points of damage (successful save vs. rods for half damage). The ring can be used three times a day, then it becomes inert while it recharges it's energies for another day. The initiative of the ring is a +6 penalty to the initiative roll of the ring wearer.

XP Value: 3,000

Ring of Cure Serious Wounds

This ordinary seeming ring radiates only a faint unidentifiable aura of magic when magically examined, but it contains a strong enchantment, capable of curing 2d8+1 of damage when used. This ring can be used three times a day, then it must recharge it's energies for another day use's. A +7 initiative penalty is added to the ring wearer's initiative roll when used that round. This ring must be worn for 24 hours to attune itself to a new ring wearer before it's curing ability will work.

XP Value: 3,000

Ring of Fantastic Fencers

This ring can only be used by the wizard classes. This ring creates one hand for every three levels of the ring wearer, each of which fights with the skill of one-half the experience level (rounded up) of the ring wearer. Each hand is AC2 because of its small size and speed, and each fencer can sustain 15 points of damage before it is dispelled. Each fencer is capable of disarming an opponent and does so on a roll that is four greater than is needed to hit. A fencer likewise disarmed of its sword is dispelled automatically. The ring wearer need not concentrate on the fencers to keep them functioning, but only to give them orders as if they were henchmen. The ring can be used three times a day, then it must rest as it replenishes it's energies for the next days use. The ring's duration is 12 rounds per summoning of the Fantastic Fencers. The ring adds a +6 penalty to the ring wearer's initiative rolls when summoning up the Fantastic Fencers.

XP Value: 9,000

Ring of Lightning Reflection

This ring protects the wearer (and all worn or carried materials) against all effects of energy discharges. All such attacks are reflected straight back at their sources for full normal effect. Magical or natural lightning and other raw energy discharges are protected against. Magic missiles are also reflected. Fire is not protected against.

This ring can be used three times a day for 10 rounds each activation, then it must recharge it's energies for another day use's. A +3 initiative penalty is added to the ring wearer's initiative roll when used that round. This ring must be worn for 24 hours to attune itself to a new ring wearer before it's reflection ability will work.

XP Value: 3,000

Ring of Magic Missiles

This ordinary seeming ring radiates only a faint unidentifiable aura of magic when examined, but it contains a strong enchantment, capable of inflicting damage on a opponent. All the ring wearer does is will the ring to attack the opponent(s) and 5 magic missiles will streak unerringly towards their target(s). All the conditions as per the magic missile spell apply. The ring can only be used 3 times a day, then it must recharge it's energies. The ring's missiles do 1d4+1 of damage and has a +2 initiative penalty to the ring wearer's initiative rolls.

XP Value: 3,000

Ring of Magic Missile Reflection

This ring weaves an invisible field around the ring wearer that reflects magic missiles entirely back at their source, so the protected ring wearer takes no harm. The missiles are reflected unerringly back for full damage unless the source is protected against them.

This ring can be used three times a day for 14 rounds each activation, then it must recharge it's energies for another day use's. A +2 initiative penalty is added to the ring wearer's initiative roll when used that round. This ring must be worn for 24 hours to attune itself to a new ring wearer before it's reflection ability will work.

XP Value: 2,000

Ring of Melf's Acid Arrows

This ring contains a powerful enchantment that is capable of inflicting severe damage on a opponent or objects. All the ring wearer has to do is will the ring to attack the opponent and a single magical arrow will streak to it's target as if fired from the bow of a fighter of the same level as the ring wearer. All the conditions as per the melf's acid arrow spell apply. The ring can only be used three times a day, then it must recharge it's energies. The ring's arrow does 2d4 points of damage plus additional 2d4 points of damage for the next 4 following rounds. The ring has an initiative of a +3 penalty to the ring wearer's initiative rolls.

XP Value: 5,000

Ring of Psionic Ejection

This ring can only be used by a non-psionicist class character (even wild talents can't use the ring if the abilities are telepathic in nature.) For if a psionicist puts the ring on and tries any of his telepathic abilities the ring will turn the abilities back on the psionicist.

This ring is a final defense against unwanted contact. If a psionicist has tried to force contact with the ring wearer's mind, or has been granted contact and is now doing things he should not be, he can be ejected.

Ejection is extremely disorienting for the attacking psionicist. If the power check result is 8 or less, consult the table below to see what “side effects” the attacking psionicist suffers.

Roll 1d8 and check chart (Contact is lost as well for die rolls 1-7)

  1. Lose access to all sciences for 1d10 hours.
  2. Lose access to one discipline, selected by the DM, for 1d10 hours.
  3. Lose 1d10 + 10 additional PSPs.
  4. Lose 1d10 additional PSPs.
  5. Lose one point of Constitution permanently.
  6. Lose 1d10 hit points.
  7. Lose access to all disciplines for 1d10 Hours.
  8. Sever contact between wearer and attacker only.

The final abilities of the ring is that it functions as a Tower of Iron Will that automatically goes on and off as soon as the ring senses psionic activity within 200 yards as per psionic sense. The ring has 100 PSP to maintain these abilities.

XP Value: 8,000

Ring of Psionic Turning

This ring was devised as a means of defense against psionics. As mages and the other classes have found out that there is basically no defense against psionics, so they did the necessary researches and developed the ring of psionic turning, this ring distorts the four normal dimensions, causing psionics cast at the wearer to rebound back upon the psionic attacker. Sometimes a psionic's abilities entire effect is turned against the attacker; sometimes, a portion of the effect rebounds. Some psionics are immune from the effects of a ring of psionic turning:

  1. Psionics that effect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
  2. Psionics that are delivered by touch are not turned.

When a psionic ability is used at an individual wearing a ring of psionic turning, A 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage has been turned back at the psionic attacker.

Once the psionic ability is turned, the effects must be determined. Using the psionic power check of the psionic attack form, the intended target (the one wearing the ring) gains a automatic plus equal to the number rolled on the turning die. The psionic attacker receives a bonus equal to the number rolled on this die subtracted from 10. For example, a psychic crush attack is used on a character using a ring of psionic turning. A 7 is rolled on the turning die, turning back 70% of the effect. The ring wearer gains a +7 to his power check; the psionic attacker has a +3.

Once a psionic attack is turned, the effects are divided proportionately between the two targets. If the psionic attack causes damage, determine the damage normally and then assess the amount to the percentage determined, rounding fractions to the nearest whole number. If a psionic attack causes 23 points of damage, and 70% of it was turned, the intended victim would suffer 7 points of damage, while the psionic attacker would suffer 17 points of damage. Durations are affected in a similar manner. In the above case the duration would be 30% of its normal length for the ring wearer and 70% for the psionic attacker.

Some psionic abilities affect a certain number of levels. When one of these is aimed at the ring wearer, the psionic attack must be able to affect as many levels as the wearer and the psionic attacker combined. If this condition is fulfilled, then the procedure above applies. Only a non-psionicist may use the ring of psionic turning. The ring also acts as a Tower of Iron will, 100 PSP. A ring wearer who wants to receive a psionic abilities effects must remove the ring of psionic turning to be able to.

XP Value: 3,000

Ring of Resistance

This ring confers a 5% magical resistance against all magical attacks and a +1 bonus to the ring wearer's saving throws against any type of magical attacks. If no saving throw is normally possible against a damage-causing spell, he gets a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

XP Value: 5,000

Ring of Serten's Certain Immunities

This is a special magical item that confers certain spell immunities to the ring wearer 24 hours after it is donned. The ring makes the wearer totally immune to one wizard spell from 1st to 9th level each. These spell immunities are determined randomly from the Random Spell Lists, in the Forgotten Realms, Adventures, sourcebook. These spell lists are on pages 152 to 153.

Random Spell Frequency Table
d100 Frequency of Spell
01-03 DM's choice
04-73 Common
74-76 DM's or Player choice
77-90 Uncommon
90-91 DM's or Player choice
92-97 Rare
98-100 DM's choice
Wizard Spell Immunity List
Level Wizard Spell Name Level Wizard Spell Name
1st _ 2nd _
3rd _ 4th _
5th _ 6th _
7th _ 8th _
9th _

The Ring of Serten's Certain Spell Immunities must be worn for 24 hours to attune itself to a new ring wearer before it's wizard spell immunities ability will function.

XP Value: 5,000

Ring of The Shield-Maidens

This ring can only be used by the wizard classes. This ring summons a pair of shimmering violet phantom beings that will stay on either side of the mage and protect him from all attackers. The shield-maidens are AC4 (phantom chainmail and large shield); Move 12”; HD3; hp 21 (regenerate 1hp per round); Dmg1d8/1d12 (phantom long sword); THACO 16; AL N. The shield-maidens stay close enough to the caster for their shields to help cover the mage. The shield of one maiden will provide the caster with a -1 armor class bonus. If both shield-maidens protect the same side of the caster with their shields, the armor class bonus is -2. to most creatures the shield-maidens are solid, seemingly real entities. To the mage, the shield-maidens are completely transparent and noncorporeal, so any attack spell cast by the mage has no effect on the shield-maidens. The mage's spells can be cast through the shield-maidens to strike enemy creatures. If the shield-maidens are caught within the area of effect of a caster's spells, the shield-maidens suffer no harm from the spells. The ring can be used three times a day, then it must rest as it replenishes it's energies for the next days use. The ring's duration is 36 rounds per summoning of the shield-maidens. The ring adds a +5 penalty to the ring wearer's initiative rolls when summoning the shield-maidens.

XP Value: 9,000

Ring of Stoneskins

This ring can be activated three times a day, and the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect the ring wearer when he is protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt and so forth have their normal effects. The ring when activated blocks 1d4+6 attacks. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. The ring than recharges it's energies at the end of the day and will be ready for a new day. The initiative of the ring is a +2 penalty to the ring wearer's initiative rolls.

The ring is self-recharging.

XP Value: 5,000

Ring of the Barbarian's

This special ring is made from various animal ivories and is usually engraved with the tribal totems that is held in very high regard by the barbarian tribes of the Icewind Dales. For the ring's main ability is that if no saving throw is normally possible against a spell attack, the ring wearer will then be allowed the appropriate unmodified saving throw to totally avoid the spell's effect(s). The barbarians regard the ring as a gift from their spirit protectors (tribal totems) that protects them from bad homeland or outworld magic.

Finally the ring of the barbarian's can also absorb up to twenty four (4d4+8) life level-draining attacks (two level drains count as two absorbings) such as death touches, death rays, fingers of death, etc. and all the various undead level-draining attacks as well. However, upon absorbing 24 such attacks the ring of the barbarian's turns to powder totally destroyed.

XP Value: 3,000

Ring of Thunderballs

The ring produces an explosive burst of lightning accompanied by a clap of thunder. This spell causes 1d6+1 point of damage to all creatures within its 20' radius of effect (no saving throw) and all within its area of effect must roll a successful saving throw vs. spell or be deafened for 1d4 rounds. In addition, the wearer may elect to target this ring against a single creature. This creature is automatically deafened, and it must roll a successful saving throw vs. spell or suffer 2d6+2 points of double damage. This ability can be used three times a day, then the ring must rest as it replenishes its energies for the next day. The initiative of the ring is a +4 penalty to the ring wearer's initiative rolls.

XP Value: 2,000

Ring of Translucent Armoring

An improved version of the armor spell long since forgotten, translucent armor provides the recipient with a suit of ghostly, translucent plate armor. The plate armor provides a AC of 3 to the user, which combines with Dexterity and other magical protective bonuses (cloak or ring of protections, spells, etc.). If the recipient is already AC3 or better, the spell has no effect. Magical bonuses from existing armor (leather armor +2, for example) are not added to the translucent armor.

Translucent armor has no weight and does not restrict the wearer in normal movement, spellcasting, or thieving. The armor is magical force, not metal, and so is not vulnerable to attack from rust monsters, or the heat metal spell, or any spells that attack metal armors. The armor also provides protection against all sorts of gases that effect creatures through respiration or skin contact.

These abilities can be used three times a day, one use of the ring lasts for 20 rounds, then the ring must rest as it replenishes it's energies for the next day. The ring adds a +2 penalty initiative to the ring wearer's initiative die rolls when using the above abilities. Finally the most important function of this ring is that it functions as a *ring of free action fulltime in all respects even when not using the other abilities.

XP Value: 7,000

Ring of Troll Regeneration

This ring regenerates three points of damage per round until the ring wearer is fully healed. When the wearer is reduced to zero hit points or lower, the wearer will fall to the ground, incapacitated but not slain (it will bring the wearer back from death.) However the ring will only start healing the wearer at one point of damage per turn till the wearer is at one hit point where the ring will start again regenerating at three points of damage per round till fully recovered (and will eventually replace organs or lost limbs providing the ring hand is still attached to the PC.) If death was caused by poison, however, a saving throw must be successfully rolled or the wearer dies again from the poison still in the wearer's system. Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course, the ring must be worn, and its removal stops the regeneration processes and in no case can the wearer's hit points exceed the amount the PC began with.

XP Value: 8,000

Ring of True Sight

When the wearer dons the ring he has the ability to see all things as they actually are. The spell penetrates normal and magical darkness. Secret doors become plain. The exact location of displaced things are obvious. Illusions and apparitions are seen through. Polymorphed, changed, or enchanted objects are apparent. (the real form appears translucently superimposed on the apparent form) The range of enhanced vision conferred is 60 ft. True sight does not penetrate solid objects. The wearer can also focus his vision to see into the ethereal plane or the bordering areas of adjacent planes. Further more the rings abilities cannot be enhanced with magic.

XP Value: 2,500

Ring of Undead Cloaking

When wearing this ring, the wearer is cloaked from undead in a similar manner to the priest spell invisibility to undead. The ring wearer can take any non-hostile action and any undead around him will ignore him. If the ring wearer attacks an undead creature, only the undead creature actually attacked will notice the protected individual and is allowed to attack back. Any cleric, paladin or specialty priest who is wearing the ring cannot turn undead.

This ring is automatically effective against skeletons, zombies, ghouls, shadows, wights, ghasts, and other undead with five or fewer hit dice.  Wraiths, mummies, and more powerful undead are allowed a saving throw vs. spells to see the cloaked individual.

Vampires and other undead creatures with nine or more hit die are allowed a saving throw vs. spell with a +6 bonus to see the ring wearer.

Creatures from other planes and creatures which are not undead are not effected by the ring's cloaking effect.

XP Value: 4,000

Ring of Undead Deterrance

This ring confers total immunity to all special undead attack forms (life or strength drains, aging, etc.) except from normal physical attacks (claw, bite, etc.). Undead creatures from the lower planes and creatures which are not undead are not effected by the ring's power. Any cleric, paladin, or specialty priest, who is wearing the ring cannot turn undead.

XP Value: 4,500

Ring of the Unicorn

This special ring is made from the bone of a unicorn's horn and if it is held for more than one round and perused, an inscription of druidical runes will appear on its surface letting the ring holder know it is a special protective device. For the ring's main ability is that it gives a +3 bonus to any of the ring wearer's normally allowed saving throws and if no saving throw is normally possible against a spell attack, the ring wearer will then be allowed the appropriate unmodified saving throw to totally avoid the spell's effect(s).

Finally the ring of the unicorn can also absorb up to twenty four (3d6+6) life level-draining attacks (two level drains count as two absorbings) such as death touches, death rays, fingers of death, etc. and all the various undead level-draining attacks as well. However, upon absorbing 24 such attacks the ring of the unicorn turns to powder totally destroyed.

XP Value: 3,500

Ring of Vocalization

The wearer of this ring can cast spells with a verbal component without having to make a noise, so long as the casting takes place entirely within the ring's 12 round duration. Only the verbal requirement of spells is deleted. This ring has no effect on other noises or speech, it simply removes a spell's verbal component.

This ring is of great use when quiet is desired in spell-casting or the individual has been magically silenced. The ring's power does not negate the magical silence, it merely permits spell-casting without verbal components. The ring can be used three times a day then it becomes inert while the ring recharges it's energies for another day use.

XP Value: 4,000

Ring of Warding

This ring can preform a variety of spell-like functions, one at the time and only once per round. The spell-like abilities of the ring function at 12th level magic ability. All such spell-like effects emanate from the ring with a added +4 penalty initiative to the ring wearer's initiative die rolls:

The following powers drain no charges per usage:

  • Shield (60 rounds)
  • Protection from Evil/Good (24 rounds)

The following powers drain one charge per usage:

  • Protection from Plants, 10ft radius (1d4+4 rounds){FR6, 9235, P.41}
  • Resist Energy Drain (120 rounds){FR6, 9235, P.42}

The following powers drain two charges per usage:

  • Protection from all Lycanthropes 10ft radius (5d6 rounds){FR6, 9235,P.42}
  • Protection from all Undead 10ft radius (10d8 rounds){FR6, 9235, P.43}
  • Protection from Possession 10ft radius (10d6 rounds){FR6, 9235, P.44}

The following powers drain three charges per usage:

  • Protection from all Elementals 10ft radius (16 rounds){FR6, 9235, P.43}
  • Protection from Gas 10ft radius (1d4+4 rounds){FR6, 9325, P.44)

The last function of the ring is it can absorb all forms of hostile magic that is directed at the wearer of the ring, but this is the only action by the wearer of the ring that can be done during the round. If the ring absorbs more spell level energies beyond it's charge limit, the ring is rendered inert and nonmagical.

1d6+19 Charges plus the ring is rechargeable (spell-absorbtion)

XP Value: 12,000

Ring of the Woodlands

This ring is usable only by the ranger or druid classes. It confers the ring wearer the ability to talk to the woodland races. It uses a special form of the “comprehend languages” spell, to communicate with the magical woodland races,(Brownie, Centaur, Dryad, Faun, Hsiao, Leprechaun, Pixie, Pooka, Sidha,

Sprite, Treant, Wood Gnome, Wood Imp, Woodrake) and the natural animals of the woodlands. If any other class tries to use the ring it acts like a cursed item and causes the ring wearer's speech to be incomprehensible to the other PCs, and if the character tries to remove the ring, a remove curse spell must be cast on the ring wearer first before he can remove the ring from his hand.

XP Value: 2,000

Rings of Well Being

Gem: Any colored gem usually Ruby

Ring: Any metal usually silver or gold

Decoration: Usually none but ring or gem may be engraved.

Magical Prop

These Rings are paired and when worn allow one wearer to determine the general well being of the wearer of the other ring as long as both wearers are on the same plane.

When the Gem is glowing steadily it means the other wearer is safe and is in good health. A slowly flashing Gem means the other wearer is slightly injured (has taken less than 25% damage) and/or is under slight stress. If the other wearer is moderately injured (26%-74% damage)and/or is under moderate stress the Gem will flash three times slowly and then three times quickly. A quickly flashing Gem means the other wearer is under great stress and/or is badly injured (has taken more than 75% damage).

A dark Gem means one of four things:

  1. The other wearer is dead.
  2. The other wearer is on another plane.
  3. The other wearer is surronded by Lead
  4. The Ring was taken off.

The Rings only work in pairs, but the rings can be “keyed” to any two people. All they need to do is put both Rings in the same lead-lined box for one week, then wear them for a week without removing them. At the begining of the second week of wearing the Rings will function as above until this process is repeated.

Robe of Repetition

This ordinary-looking robe radiates strong alternation magic if magic is detected, and it may be used by someone from the single wizard or priest classes. The wearer of this robe acquires a unique and powerful augmentation to his magic. After casting a spell, there is a percentage chance that a mnemonic/harmonic effect occurs so that the magical energies liberated in spell casting are amplified and retained briefly. The wizard/or priest is then able to cast the same spell a second time. This must be done on the succeeding round or the bonus spell is lost.

Once the spell has been cast a second time, the energy is completely liberated. There is no possibility of a third casting. In all cases, the spell is lost from the wizard's/priest's memory until the wizard/or priest memorizes it again. The chance of a spell being available for a second casting varies according to spell level.

Spell Level Percentage Chance
1st level 50%
2nd level 40%
3rd level 30%
4th level 20%
5th level 10%

Energy from spells of 6th level and above are not retained within the robe's magical weave. Furthermore, a maximum of 24 spell levels per day can be reused with the benefit of the robe. If the wizard/or priest opts not to use a spell which is made available for a second use, this counts toward the maximum limit.

If a wizard/or priest removes the robe, spells cast while the robe is off do not count toward the spell limit. For example, if a wizard/or priest casts 15 spell levels that count against the robes daily limit and he then removes the robe, subsequent spells do not count against the robe's limit. If the wizard/or priest then puts on the robe during the same day and casts more spells, the robe retains the 15th spell levels cast subsequently also count against the robe.

Only one wizard/or priest may use the robe's magic in a single day; if a second wizard/or priest puts on the robe, it does not function the same day for him.

XP Value: 3,900

Rod of Glory

When a priest activates this rod's power, it projects a bolt of energy from the Positive Material plane against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their home plane of existence and nature.

Creature's Home Plane Damage
Prime Material 5d6
Elemental, Outer planes of Neutrality 5d4
Positive Material, Outer Planes of Good None
Outer Planes of Evil, undead creatures 10d6
Negative Material 15d6

A successful saving throw versus spell is allowed for half damage. For fiends, undead, and Negative Material plane creatures, such a saving throw is made with a -2 penalty. the rod adds a +5 penalty initiative to the rod user's initiative die rolls when using the rod's power.

1d10+40 Charges (rod is rechargeable)

XP Value: 6,000

Safe camp Talisman

This item is a hoop of wood with a spiderweb of string within it and a few feathers hanging from string beneath it. When hung in a camp the talisman drasticly reduces the effects of bad weather within the camp. This means that even in the arctic the characters camping will not take damage from the extreem cold. Also the talisman helps to reduce the chances of random encounters, bringing the chance of an encounter down to 1 in 10 instead of the normal 1-3 in 10. These items are of elven make and will sometimes be given to young elves just leaving the elven lands for the first time.

Sais of Shattering

These appear to be a pair of Fine Quality Sais with a +1 to-hit and damage.

If the Sais are struck forcable together they can be pointed in any direction and will emite a 30' long cone that is 3' wide at the base and 15' wide at the end.

Any creature caught in the cone is deafened for 2d4 rounds and suffers 2d6 points of damage, a save vs. spell negates the deafness and reduces the damage by half. Any non-magical objects of crystal, Glass, ceramic, porcelain, or other breakable glass-like substance must make a save vs. crushing blow or be shattered. Crystalline creatures suffer 4d6 points of damage, save vs. spell for half.

The cone of sound lasts for one round and may only be used once every two rounds. Both Sais must be pointed in the same direction for the above affects to happen.

There is a 10% chance every time the Sais are used in the above manner that one or both of the Sais will shatter causing 1d6 points of damage to the user (no save).

Scimitar of Acceleration

This weapon is intricately inlaid with druidic runes of mystical inscriptions along it's blade. This scimitar is treated as +5 or better for purposes of who or what can be hit by it, even though it only gets a +1 bonus to attack rolls and +2 to all damage rolls. This scimitar can only be used by someone of the druidic classes only, to all other classes it is just a ordinary scimitar +1. The scimitar of acceleration function's are listed below:

Functions as a *ring of free action while drawn.

  • +1 to all attack rolls.
  • +2 to all damage rolls (1d8+2/1d8+2)
  • Base speed factor of 0 for the scimitar.
  • -2 initiative bonus to all other wielder's actions while drawn (drinking a potion, use a magical item, etc.).
  • Always has the first attack in any melee segment and end-of-the-round attacks also, when applicable.
  • Increased attacks with the scimitar of acceleration (listed below in the next table).
Druidic Melee Attacks Per Round
Character Level Proficient Attacks/Round
1-6 3/2 rounds
7-12 2/1 rounds
13 & Up 5/2 rounds

XP Value: 6,000

Scimitar of Disruption

This scimitar is usable only by the druid or ranger classes. If any other class tries to use the scimitar it acts like a cursed item and causes the scimitar wielder to attack with a -3 to his attack and damage rolls, and a remove curse spell must be cast on the scimitar wielder first before he can rid it from his possession. To a druid or ranger this weapon appears to be a normal scimitar +1. However when used against undead, its true abilities become apparent. The scimitar now confers a +3 bonus to hit and damage against Undead, as well as the abilities listed below:

  • Primary abilities of sword: Detect Evil 60 ft. radius.
  • Detect Undead 60 ft radius.
  • Special purpose of sword: Destruction of Undead.
  • Special power of sword: Disruption:
    • Skeletons or 1HD: 5%
    • Zombies: 5%
    • Ghouls or 2HD: 10%
    • Shadows or 4HD: 15%
    • Wights or 5HD: 20%
    • Ghasts: 20%
    • Wraiths or 6HD: 25%
    • Mummies or 7HD: 30%
    • Spectres or 8HD: 35%
    • Vampires or 9HD: 50%
    • Ghosts or 10HD: 65%
    • Liches or 11+HD: 80%
    • *Specials: 95%

*Special creatures include unique undead, free-willed undead of the Negative Material plane, and those undead that dwell in the outer planes.

If the Undead is hit and does not make under it's saving throw percentage listed the Undead creature is instantly blasted out of existence. Even if these saving throws are effective, the scimitar of disruption, still scores double damage on undead opponents.

The scimitar also confers total immunity to all special undead attack forms (life or strength drains, aging, etc.) except from normal physical attacks (claw, bite, etc.).

The scimitar has more mundane abilities as well, the scimitar confers the ability to understand and speak the following languages as well; common, druidic language, treant, dryad, and unicorn. The scimitar will also protect itself from evil creatures by shocking any evil creature for 5d4 points of damage till the scimitar is let go of, or dropped. This shocking ability does not happen in combat melee unless a evil creature grabs the scimitar itself.

XP Value: 7,000

Scimitar of the Woodlands

This scimitar is usable only by the ranger or druid classes. This scimitar is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it only gets a +1 bonus to attack rolls and damage. It confers the scimitar wielder the ability to talk to the woodland races. It uses a special form of the “comprehend languages” spell, to communicate with the magical woodland races,(Brownie, Centaur, Dryad, Faun, Hsiao, Leprechaun, Pixie, Pooka, Sidha, Sprite, Treant, Wood Gnome, Wood Imp, Woodrake) and the natural animals of the woodlands. If any other class tries to use the scimitar it acts like a cursed item and causes the scimitar wielder's speech to be incomprehensible to the other PCs, and if the character tries to throw away the scimitar, a remove curse spell must be cast on the scimitar wielder first before he can throw away the scimitar from his possession.

XP Value: 4,000

Scorcher Staff

This staff can only be used by someone from the wizard classes. This jet-black mahogany staff is a favorite among the invokers, for it's abilities to perform full-time as a *ring of fire resistance and it's other wielder invoked ability to cause a jet of flame to appear from the staff's tip and burst out toward one target of the wielder's choice within 20 yards. That target will be hit by this flame for 3d6 points of damage in the first round and 3d6 points of additional damage in the following round, if the target remains within the staff's range. There is no saving throw against this staff's flame, though anti-fire capabilities such as fire resistance or protection from fire will apply and may reduce or even eliminate this fire damage. If the target moves than 20 yards away from the staff wielder or takes shelter behind some large fire-proof object the next round, the flame jet will remain directed toward it's original target, even though no further damage can be caused.

Other figures in the path of the flame jet can make a saving throw vs. staves to avoid 2d8 points of fire damage. A successful saving throw vs. staves reduces this to 1d8 points of fire damage. The staff wielder can not perform other actions during the second round of the staff's flame jet attack or he must discontinue the staff's jet flame attack until it has run it's course.

Similar to the burning hands spell, this staff's flame jet attack will ignite readily flammable material in its path. The staff's jet flame attack can be used 3 times a day, then it must rest as it replenishes it's energies for another day.

XP Value: 5,000

Seldwyns Lance

This item is a lance 15 feet long that is made of oak tipped with a wicked barb of cold wraught adamant (yes I know this would be nearly inposible, thats why this is magic eh!). The dwarven runes of srtenth and power are etched into the tip and the elven sigils denoting truth and justice are carved into the lenth of the shaft.

This lance is a +4 heavy horse lance that causes double damage to orcs and ogres. In the hands of a paladin however the weapon is concidered a holy weapon and confers the same benifitts as a holy sword to the paladin.

This lance was made for the great paladin Sir Edward Seldwyn, knight of the lost land, by a combined effert of the elven wizard Ripplewind, the 1/2 elven mage/priest Algorna, and the dwarven smith/priest Dgarn.

Sheath of Blending

Size: Any Sheath

Color: Black or Brown

Decoration: Normally none, sometimes Chameleon

A Sheath of Blending appears to be a normal well worn sheath of the appropriate size (Dagger to Two-Handed Sword). It may or may not contain a weapon when found (50% chance of either).

Magical Props.

A Sheath of Blending has the ability to “blend” into any living or non-living object provided the Sheath is smaller in size than the object in all dimensions.

When the user of a Sheath of Blending attaches the Sheath to an appropriate object and then speaks the command word (normally engraved on the Sheath and readable with Detect Magic) it will “blend” into the object so that it is undetectable by non-magical means. The user who spoke the command word will have no problem locating the Sheath and using the weapon in it or replacing the weapon into it or removing the Sheath. Once the Sheath is removed it will return to normal apperance.

If Locate Object and Detect Magic is cast on an object containing a Sheath of Blending a faint but clear outline of the Sheath will be seen.

There is a limit of one Sheath per object. If the object has a surface area larger than 10 square feet (i.e. a wall) there is a limit of one Sheath per 10 square feet.

Note: The Sheath of Blending, sometimes called the Assassin's Sheath, is outlawed in many places and a person having one in his possesion is likely to suffer anything from confiscation and/or a small fine to death by torture if it is found by the authorities.

Sheath of Iaijutsu

Size: Varies

Color: Any, usually black

Material: Any suitable for a sheath

Decoration: Varies, usually fast animals Ex. Cheetah

Number found: 1

Sheaths of Iaijutsu (fast draw) can be found for all swords excluding Two-Handed and Bastard swords.

Magical Prop.

Sheaths of Iaijutsu gives the user the ability to draw his sword and attack the same round. The Sheath also allows the user to sheath his sword in the same round as an attack. So the user may draw, attack, and sheath his weapon in the same round. If surprised the user may attack at the end of the first round provided his sword was in the Sheath before he was surprised.

If in a non-combat encounter the user decides to attack, his opponent suffers a -1 to his surprise roll. This only applies if the opponent does not expect the attack and both persons have their weapons sheathed.

Note: Characters already possessing Iaijutsu with the weapon they have a Sheath for only get the -1 to an opponent's surprise roll. This is added to the -1 to an opponent's surprise roll “natural” Iaijutsu bestows.

Sheath of Many Blades

Size: Varies from Dagger to 2-handed Sword

Color: Any

Decoration: Varies

Magical Props

The Sheath of Many Blades can hold more than one blade at a time within the following limitations:

The total blade length of all blades in the Sheath cannot exceed 10'.

The total number of blades cannot exceed 10.

Storing & Drawing Blades

To store a Blade in the Sheath the user must first insert the blade normally into the Sheath. He will then need to imagine the blade being absorbed into the Sheath, this takes one round. If the Sheath is too small the user may enlarge the Sheath until the blade will fit, BUT he cannot shrink the Sheath smaller than the largest blade stored in it.

To draw or remove a blade from the Sheath the user must imagine the blade appearing in the Sheath, (the Sheath must be empty) this takes one round. The user may retrieve any blade stored in the Sheath in any order one at a time.

Notes: Stored blades are 1/4 their encumberance value. A blade inserted into the Sheath but NOT stored still counts as a stored blade when figuring total blade length and number.

Variations

Unconfirmed:

A quiver for arrows that allows the user to store double the normal capacity of the quiver at only 1/4 the encumberance.

Cursed versions

Unconfirmed:

Rumor has it that there is a cursed version of this Sheath that acts like a Bag of Devouring (1st Ed. DMG p137, 2nd Ed. DMG p159) except that it only effects stored blades.

Shield of Intervening

Although the buckler shield only protects against one physical melee attack, the user can choose which attack he wishes to use his buckler against, but he must declare this before the attack roll is made, this may seem like a hinderance to the user, but the shield's magical abilities compensate for this hinderance. For the shield has a 20% chance of reflecting all magic missile attacks (from a frontal postion) back on the attacking caster. It also provides the equivalent protection of:

  • +2 AC bonus: against hand-hurled missiles. (axes, darts, javelins, spears, etc.)
  • +3 AC bonus: against small device-propelled missiles (arrows, bolts, bullets, manticore spikes, sling-stones, etc.)
  • +4 AC bonus: against the chosen melee attack.

Finally the shield confers +1 bonus to the shield user's saving throws against all magical attacks that are basically frontal. If no saving throw is normally possible against a damage-causing spell, he gets a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, or spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

Note: that these benefits only apply if the magical or melee attacks originate from in front of the shield wearer, where the shield and it's abilities can interpose itself.

XP Value: 3,000

Shuriken of Returning

Physical desc.
  • Size: 1 1/2 - 3 in. dia.
  • Color: any
  • Metal: any
  • Shape: 4, 6, 8, and 10 points
  • Decoration: varies, usually Oriental writings or Oriental animals
  • Damage 1d4 for 4 and 6 point, 1d6 for 8 and 10 point
  • Range (see dart ranges)
  • Rate of Fire (see dart)
  • Number found 1d8+1
Magical prop.

Shuriken of Returning have the ability to return to the user on command. The only ways to prevent this is to put the Shuriken in a lead lined container or to remove it from the users current plane of existance.

The Shuriken can be “keyed” to a user by the following method:

  1. Put the Shuriken in a lead lined container for 1 week. (This will make the Shuriken “forget” its previous user.)
  2. The user must put a drop of his blood in the center of each Shuriken he wants to key to him as soon as he removes it from the lead lined container.
  3. The new user must carry the Shuriken, in the place it will return to when called, for 1 week without using them. (Ex. If you want it to return to your belt pouch you MUST carry it there.)
  4. Each day of that week the user must say the command word to the Shuriken. The command word is a 1 or 2 syllable word. Ex. Come, Return, Back, etc.

If during the week of carrying the user attempts to use the Shuriken, if anyone but the user handles the Shuriken, the Shuriken is away from the user for more than 1 hour, or he forgets to say the command word to it he must start over with step one.

Calling the Shuriken

To call the Shuriken the user must concentrate on the Shuriken for one round and then say the command word. The user may not take any other action during the round of concentation and he loses any dex. bonus. Any action by the user or any sucessful attack on the user means concentration is broken and he must start over the next round. At the time of calling the user can have the Shuriken return to its normal place or to his hand.

Short Sword of Backstabbing

In the hands of any character this is a +2 magical weapon, but in the hands of a thief it is especially potent. When a thief makes a backstab attempt with this sword, it allows him to attack as if four levels higher than his actual experience level, with corresponding improvements in THACO, attack rolls, and damage multiplier on a successful hit.

XP Value: 700

Smoke Bombs

When thrown to the ground these small stones wraped in paper let out a smokepuff cantrip in a 10 foot sphere.

Snilloc's Wand of Major Missiles

This wand can only be used by someone from the wizard classes. The major missile wand functions in all other aspects as the magic missile spell, save for the increased damage and limitation to a single creature target. Since this wand can not split up the major missiles between multiple targets it will inflict 12d4+12 points of damage to one single target, and will not be affected by any spells which negate or affect magic missiles. The wand's activation adds a +6 initiative modifer penalty added to the wand user's initiative die rolls.

1d20+30 Charges (wand is rechargeable)

XP Value: 5,000

Spear of Tripping

This item appears to be a Spear +1 and will act as such as long as the user stands still when using it. If the user tries to move while using the Spear it will trip him causing 1d4 damage, and if the user fails a save vs. paralyzation he is stunned for 1d4 rounds. The user will insist that something else tripped him and will use the Spear in preference to any other weapon. Remove Curse has only a 40% base chance plus 1% for each level of the caster, of removing the curse. After the curse is removed the Spear is treated as a normal spear of excellant quality.

Staff of Action

This item is intricately carved with runes of magical inscriptions along it's length. Also this item can be used by all the classes. The staff's functions are:

  • Functions as a *ring of free action.
  • +2 to attack and damage rolls (1d6+2).
  • Speed factor of 2 for the staff.
  • -2 initiative bonus to the wielder's actions.
  • Doubles all the wielder's melee attacks with the staff.
  • Always has the first attack in any melee segment and end-of-the-round attacks also, when applicable.

XP Value: 8,000

Staff of the Druid

The Staff of the Druid is a rare staff that is made from a shaft of finely grained oak, that is beautifully carved with druidic symbols & shapes of animals all over the staff. The Staff of the Druid is only effective in the hands of a druid who will instantly know of its powers when he picks up the staff. To all others it is just a mundane staff with no abilities. The staff gets a +3 to all saving throws and it strikes as a +3 magical weapon and does 1d6+3 points of damage. The staff functions at 12th level of ability with a +3 penalty initiative modifer to the staff bearer's initiative die rolls.

The following power does not drain a charge:

  • Speak with animals (24 rounds)

The following powers drain one charge per usage:

  • Animal summoning I (special, see spell)

The following powers drain two charges per usage:

  • Animal summoning II (special, see spell)
  • Animal Growth (24 rounds)

The following powers drain three charges per usage:

  • Animal summoning III (special, see spell)
  • Anti-animal shell (120 rounds)

The staff recharges itself under the night sky at the rate of 3 charges per night up to it's full rate of 12 charges.

XP Value: 9,000

Staff of Elementals

Only a Druid or a Elemental wizard can use the Staff of Elementals. The staff conjures a elemental of wielder's choice, (just like the priest version, “conjure fire elemental”) three times a week from the elemental planes of Air, Earth, Fire or Water. A Elemental wizard can only summon up a elemental of his chosen element or from the two other elements that are not diametrically opposed to his chosen element. The staff functions at 14th level of ability with a six round casting initiative penalty modifier to the staff bearer's initiative die rolls.

The Elemental summoned is: (Roll 1d100)

  • 60% likely to have 12 Hit Dice
  • 35% likely to have 16 Hit Dice
  • 5% likely to have 21 to 24 Hit Dice (20+1d4)

The wielder of the Staff of Elementals will not be attacked by any kind of elemental that wasn't summoned by the staff. The wielder of the staff needs but to command the elemental, and it does as desired, for the elemental regards the wielder of the staff as a friend to be obeyed and protected. Additionally the wielder of the Staff of Elementals gets a +2 bonus to all saving throws and it strikes as a +2 magical weapon and does 1d6+2 points of damage.

XP Value: 10,000

Staff of Paralyzation

This magical staff protects the bearer from all forms of paralyzation by providing a +6 bonus to all saving throws vs. paralyzation to avoid being affected. Plus the staff can project a cone-shaped ray that is 60' long and 30' wide at its end. Any creature that is man-size or smaller is struck by the ray must save vs. staffs with a -2 penalty or be paralyzed for 16 rounds. This power of the staff can only be used three times per day. The staff adds a +3 penalty initiative modifer to the staff bearer's initiative die rolls.

XP Value: 5,000

Staff of Protection

This staff can only be used by clerics and specialty priests. This staff can preform a variety of spell-like functions, one at the time and only once per round. All such spell-like effects emanate from the staff as if cast by a 8th level cleric. When the staff's powers are being used, it adds a +3 penalty initiative modifer to all the staff bearer's initiative die rolls.

The following powers drain no charges per usage:

  • Invisibilty To Undead (6 rounds)
  • Protection from Evil (24 rounds)

The following powers drain one charge per usage:

  • Sanctary (10 rounds)
  • Resist Cold (10 rounds)

The following powers drain two charges per usage:

  • Negative Plane Protection (8 turns or *one draining attack type only)
  • Protection From Fire (8 turns or *96 points of any type of fire damage)

The following powers drain three charges per usage:

  • Free Action (8turns)
  • Protection From Lightning (8 turns or *80 points of any type of electical damage)

The last function of the staff is it can absorb all forms of hostile magic (just like a staff of the magi) that is directed at the bearer of the staff, but this is the only action by the bearer of the staff that can be done during the round. However if the staff absorbs more spell level energies beyond it's charge limit, the staff is rendered inert and nonmagical. This magical absorb- tion is the only action allowed in a round.

1d6+19 Charges plus the staff is rechargeable. (spell absorbtion)

XP Value: 10,000

Staff of Spell Shaping

This staff gives the wild mage the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the staff gives no visible sign of its power's existence. It offers no protection against area effect spells.

If a wild mage is the target of a spell or magical item, this staff automatically allows him a saving throw. If the saving throw is failed, the opponent's spell has normal effects. If the saving throw is successful, the staff absorbs the magical energy of the opponent's spell. The act of returning the spell does not cost the wild mage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it dissipates.

For example, Dinin, a wild mage, is protected by the staff and is struck by a finger of death (a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or lower. Hamos currently has feeblemind memorized. Since it is only a 5th-level spell, he chooses to cast it back at his enemy. He makes his level variation check (and doesn't get a wild surge) and the feeblemind is sent hurtling back at his foe. Dinin still has his original feeblemind memorized. The remaining two spell levels are lost, since they were not used in the same round.

If a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all effects of the remaining spell.

XP Value: 10,000

Staff of the Undying

This Staff was created to heighten the use of Necromancy and Dark Powers Magic spells (also to counter the old <Elminster> Goat's staff collection). It can only be used by either a Necromancer or a Dark Powers specialty mage. If any other being touches the staff, it must make a saving throw vs. Death or be turned into a zombie. Paladins and other forces of good such as them are immune to this but take 8D6 points of damage if the save fails. If the save is successful, the creature suffers the effects of a “Spook” spell and drops the staff immediatly.

Abilities

No charges:

  • Speak with Dead (Maximum potential).
  • Detect Undead

One charge:

  • All Necromancy spells casted from the caster for the next 5 rounds are casted with maximum effect.
  • All Dark Powers magic spells for the next 5 rounds are casted at double power.
  • Imbue Undead with Spell Ability (as the spell).

Two Charges:

  • Death Fog (as the spell).
  • Command/Turn as 10th level priest for 1 round/level

Three Charges:

  • Cloudkill (as the spell)
  • Animate dead (as the spell)
  • Command/Turn as 14th level priest for 1 round/2 levels

Exaust the Staff of Power: This ability allows you to totally exaust the Staff of the Undying of power and unleash a powerful ability. The staff then must be recharged (or is useless if the D.M. doesn't which a way to recharge the staff) for any of the powers to work. Note: there must be at least 15 charges left for this ability to work.

  • Finger of Death (as the spell)
  • Energy Drain (as the spell)

All Necromancy and Dark Powers magic spells casted in a 20 foot radius are now at triple power and strike for maximum effect.

XP: 12,500

Staff of Warding

This staff can preform a variety of spell-like functions, one at the time and only once per round. All such spells are cast as if by a 12th level magic-user, rather than operating at the 8th level of expertise. All such spell-like effects emanate from the staff with a +3 penalty initiative modifer to the staff bearer's initiative die rolls.

The following powers drain no charges per usage:

  • Shield (60 rounds)
  • Protection from Evil/Good (24 rounds)

The following powers drain one charge per usage:

  • Protection from Plants, 10ft radius (1d4+4 rounds {FR6, 9235, P.41}
  • Resist Energy Drain (120 rounds){FR6, 9235, P.42}

The following powers drain two charges per usage:

  • Protection from all Lycanthropes 10ft radius (5d6 rounds){FR6, 9235,P.42}
  • Protection from all Undead 10ft radius (10d8 rounds){FR6, 9235, P.43}
  • Protection from Possession 10ft radius (10d6 rounds){FR6, 9235, P.44}

The following powers drain three charges per usage:

  • Protection from all Elementals 10ft radius (16 rounds){FR6, 9235, P.43}
  • Protection from Gas 10ft radius (1d4+4 rounds){FR6, 9325, P.44)

The last function of the staff is it can absorb all forms of hostile magic as a staff of the Magi, that is directed at the bearer of the staff, but this is the only action by the bearer of the staff that can be done during the round. However if the staff absorbs more spell level energies beyond it's charge limit, the staff is rendered inert and nonmagical. This magical absorbtion is the only action allowed in a round.

25 charges plus the staff is rechargeable (spell absorbtion)

XP Value: 10,000

Stiletto of Vampiric Regeneration

This rare type of stiletto which is intricately inlaid with runes of magical inscriptions along its blade which bestows one-half (fractions round up) of the value of hit points of damage thewielder inflicts upon opponents in hand-to-hand (melee, non-missile, non-spell) combat immediately upon the wielder. the stiletto does not otherwise cause regeneration or restore life, limb, or organ. For example the PC character wielding the stiletto inflicts 10 points of damage, he adds 5 to his current hit point total (up to his maximum). The creature still loses 10 hit points. The stiletto has a natural +2 “to hit” against plate mail, ring mail, chain mail, and all forms of leather armor as well as a magical +1 to hit and damage rolls (1d3+1 vs. S,M / 1d2+1 vs. L). Finally this stiletto is treated as +5 or better for purposes of who or what can be hit by it, even though it only gets a +1 magical bonus to its attack and damage rolls.

XP Value: 8,000

Stone of Object Security

This magical stone is basically a security system. The use of the stone is fairly simple. First, the command word must be spoken. Then, the stone must be used to trace a line on the ground that will be the boundary of the ward. Second, the command word must be spoken again to activate the ward. Then, touch the stone to any object within the ward and say the command word. The item is now warded. To remove the ward, repeat the touching and saying of the command word.

When any warded item crosses the boundary, the item will suddenly start making noise. The noise varies from stone to stone, and is usually a shrieker's shriek, a lion's roar, a loud voice saying “I AM STOLEN PROPERTY! RETURN ME AT ONCE!”, or something similar.

Touching the stone to the ward's boundary erases the boundary and the wards on all the items protected within it caused by the stone. Only one boundary line may be in effect from one stone at the same time.

Unfortunatly, the alarm can be bypassed by teleportation, as long as the item does not cross over or under the boundary. Even miles above, or fathoms below the boundary, the alarm will still be triggered.

The stone usually has the name of the wizard who created it engraved on it, as well as the Faerie phrase “HORAUS DOLUMJ TIA KORVACYIS X NYI”, meaning “The stolen possesion betrays its new owner with malice” (Don't even try to pronounce it!) It also must have the command word written on it, though it may be imbeded in a long paragraph, in a foreign language, or even magically hidden. The stone is always at least half a pound, but there is no limit to its shape, size, color, or texture. XP: 750

Sword of Argoth, crystal

This is a longsword made of white crystal tip to hilt. It is +4 and when the command word (Searlight) is spoken aloud the blade burst into blue flames that are as cold as ice. When the blade is flameing the blade does a higher amount of damage than a normal longsword, inflicting 1d12 to mansized opponents and 2d8 to larger than man sized creatures. Also if an opponent is struck twice in 1 round by this blade they take an aditinal 1d10 points of cold damage.

Sword of Chaotic Combat

This long sword is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it has no bonuses to attack rolls and damage determination till it's special power (which can be activated 1d3+1 times a day only) is activated. When a fighter activates the sword's special power, he is inspired beyond his years of training and is suddenly struck with numerous insights for variations on the standard moves of attack and defense. The long sword's chaotic power only affects single-class fighters only.

Unfortunately, these insights are helpful in only two-thirds of the fighter's attacks. In the remaining attacks, the sword actually impairs the fighters's standard performance. At the beginning of each round, after the AD&D2 Player has declared his character's actions a 1d6 is rolled to determine the effects which are listed below:

1d6 is rolled for the affected fighter

On a roll of 1, 2, 3, or 4, the fighter gains bonuses of +3 to attack and damage rolls, and a +3 bonus to his Armor Class.

On a roll of 5 or 6 the fighter suffers a -3 to his attack and damage rolls, and a -3 penalty to his Armor Class.

This must be determined at the beginning of the round so that both the fighter and his opponents can apply the necessary changes. The insights imparted by the Sword of Chaotic Combat is lost after the sword's duration of 5d4 rounds expires. These insights are generated by chaos, which is nearly impossible to contain. After the sword's duration (5d4 rounds) expires, the fighter remembers the battle but not the specifics of his actions. He is unable to duplicate the actions of his previous manoeuvres.

Finally the Sword of Chaotic Combat's last ability is that it also confers a temporary magic resistance of 4d6+1 percent per spell attack upon the wielder for the sword's duration of activation.

XP Value: 7,000

Sword of Heros

The Sword of Heros can only be used by the good-aligned classes and any non-good aligned classes who touches the sword are shocked for 5d4 points of damage (no MR% allowed, no immunities allowed, no save for half damage allowed) till the sword is dropped or let go of. This enchanted long sword +5 will grant the sword wielder upon activation a temporary increase in XP levels (as a Super-Heroism potion) if he is fewer than 13 levels of experience and a temporary magic resistance of 50% regardless of level. The sword's effects last just 5d6 rounds per activation of the sword. This long sword's ability can only be used three times a day then it must rest and replenish its energies for the next day.

Level of Sword Wielder Number of Levels Bestowed Additional Temporary Hit Dice
0 6 5d10
1st-3rd 5 4d10+1
4th-6th 4 3d10+2
7th-9th 3 2d10+3
10th-12th 2 1d10+4

The Sword of Heros also confer's a 5% magic resistance when drawn and +1 bonus to the sword wielder's saving throws against any type of magical attacks. How-ever if no saving throw is normally possible against a damage-causing spell attack, the sword wielder will get a 1 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, or spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

Also if a saving throw is not possible against any form of death, disintegration or time altering magics, the wielder of the Sword of Heros is then allowed his appropriate unmodified saving throw to totally avoid the spell's effect(s).

Finally the Sword of Heros has a personal magic resistance of 95% against any type of magical attack that tries to negate any of it's abilities temporary or permanently. Sword of Heros also makes all it's other non-magical saving throws with a +8 bonus to the appropriate saving throws.

XP Value: 10,000

Sword of Dismissal

This long sword +3 can only be used by a paladin, when the sword is used by someone from another class it is just another mundane sword (even if a detect magic says otherwise). When the paladin uses this long sword on the Prime Material plane, the paladin seeks to force or to enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any is checked if this sword is used to force a planear being home. If the resistance fails, the paladin's level is compared to the creature's die roll for its saving throw vs. spell. If a creature's level of Hit Dice is higher, the difference is added to the saving throw roll.

If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll).

If the sword is successful, the creature is instantly whisked away, but the sword has a 20% chance of actually sending the subject to a plane other than its own.

XP Value: 9,000

Sword of Life Protection

This beautifully crafted and usually jeweled sword has the ability to preserve its weilder's life. If its weilder falls below 1 hit point, the sword generates an invisible (except to magic) aura around the weilder that keeps him alive. The weilder must find magical means to regenerate his life force, however, because (since his body is dead) he cannot nat- urally heal any of his damage. If the weilder stops the flesh-to-metal touch between him and the sword, even for an instant, the aura immediat- ely fails and he dies, as if slain that moment.

The sword's power only prevents death from injury, not death from drowning, suffocation, the level-draining powers of some undead, or the instant snuffing of the life force caused by spells such as Power Word: Kill or Finger of Death or (the sample spell from the Wizard's HB school of metamorphics) Blood-to-Dust. The aura also automatically fails if one week passes without the weilder healing completely. In any case, the sword cannot create the aura again until one day passes for each hour or part of an hour that the aura was extended. Three days, five hours, and one second equals 102 days of recharging. The full one week usage requires 168 days (or half a year) recharging. A limited wish can reduce this by a day. A wish can reduce this by a week. A Ressurection or Save the Soul cast on the sword reduces the recharge time by one day.

The auraed weilder is not immune to further damage, but is immune to most of the aforementioned methods of non-protectable death (as he is in effect dead already) as well as gases that cause breathing difficulties (as he does not breathe), but not spells and other things that destroy the body (such as Blood to Dust or Disintegrate or Abi-Dalzim's Horrid Wilting or being dipped in concrete and thrown in an acid pool, etc.)

XP:7500

Sword of Life Protection, Cursed

Seeming to be the same as the sword above, this sword has actually been created by an evil necromancer. When the user reaches 0 hit points or less, he is instantly transformed into a powerful zombie that is Turnable as a special undead and completely under the control of the necromancer that created the sword. The zombie has 2 powerful clawed hands that inflict 2d6 damage each, and a terrible 2d4 bite. The zombie also can paralyze its victims (same as the ghoul ability.) Its skin also hardens to AC 1, becoming gray, wrinkled, and festered. The only way to restore the individual before the transformation is by casting a Remove Curse and making a save versus spell at -2. After the transformation, only the spell Save the Soul can reverse it, and only if cast within one week of the transformation (See the spell in SAVESOUL.PST.) The person will be restored to 1 hit point, and will still be bound to the sword (Once the sword is used, the user will always want to use the sword in every battle, and it cannot be discarded.)

If the necromancer that created the sword is dead or dies during the zombie's first week, the zombie will fall into a seemingly meaningless rage and will try to kill anything that moves until either it is slain or becomes controlled by another necromancer or an evil preist (Note that it will only attack things that move- if it paralyzes something, it will stop attacking it and forget about it.)

The necromancer, if alive, is telepathically connected with the zombie. If the zombie is killed or restored to his pre-undead form, the wizard must make a system shock roll or fall unconcious for 1d4 days with a 15% chance of dying before recovering. This check is not necesary if the nec- romancer is alive but undead, or if the zombie had passed its first week of existance unscathed.

Note that the sword need only be touching the victim when he/she dies. After the transformation, removing the sword will not accomplish any- thing, though the zombie will usually resist being bereft of its weapon. XP:0

Sword of Light

This item is a holy sword dedicated to the priesthood of Lathlander Morning lord on the forgotten realms setting (no I didn;t get it from any TSR material). The sword is +3 and radiates light in a 30; radius that is painful to undead causing them to attack the weilder at -3 on their rolls. Also while in the hands of a paladin the blade causes its weilder to regenerate at 1 hp per round.

Sword of Lower Resistance

This long sword can only be used by a paladin, when the sword is used by someone from another class it is just another mundane sword +3 (even if divination magic says otherwise). When the paladin uses this long sword +3, the paladin may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the lower resistance power of the sword itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.

If the victim does not resist the effects of the long sword's power, his magic resistance is reduced by a base 30% plus 1% per experience level of the paladin till the victim has a 0% magical resistance.

This long sword's special power has no effect on creatures that have no magic resistance.

XP Value: 8,000

Sword of Paralyzation

This long sword is treated as +3 or better for purposes of initiative and who or what can be hit by it, even though it gets only a +1 bonus to attack rolls and damage. Upon activating the sword's special power, a warrior gains the ability to paralyze opponents that he successfully attacked while meleeing. Those successfully attacked must make a saving throw vs. spells to avoid the effect. If the saving throw is made, they suffer no ill effects from the sword's paralysis. If the saving throw is failed, they are paralyzed for 2d4 rounds. The sword's paralysis power last for 12 rounds when activated, and it can be used three times a day, then the sword power becomes inert while it replenishes it's energies for another day.

Creatures which are immune to paralysis as well as undead and unliving creatures such as golems, cannot be effected by the sword.

XP Value: 5,000

Sword of Spell Reflection

This rare claymore sword +3 has additional dweomers that makes this sword much sought after. When the wielder of the sword is a target of any type of spell attack, the spell is reflected back at the caster just like the effect of a ring of spell turning (Dungeon Master's Guide, 2nd. Edition, Pg.150).

The sword also confers a +3 bonus to the sword wielder's saving throws against all spell attacks and if no saving throw is normally possible against a damage-causing spell attack, the sword wielder will then get a 3 on 1d20 chance of saving with the appropriate saving throw, adjusted by any other magical protections (cloak, ring, or spells of protection, etc.) that normally give bonuses to saving throws for half-damage only.

Sword of Stonecutting

This long sword +3 was specially enchanted to combat creatures made of stone. When used against creatures not made of stone it is a long sword with a +3 bonus to all it's attack and damage rolls (1d8+3 S,M / 1d12+3 L). When the Sword of Stonecutting is used against creatures made of stone the melee attack bonus rises up to a +6 and the long sword does double damage (2d8+6 S,M / 2d12+6 L) to them. The long sword also confers a limited type of immunity to the wielder by making him immune to the special attack forms (Stone golem breath weapon, etc.) of stone creatures.

Finally the last and most important ability of the Sword of Stonecutting is that it will cut through the “Stoneskin” spell as if it wasn't even there protecting a enemy spellcaster. The enemy opponent's “Stoneskin” spell is not negated it just doesn't work against the Sword of Stonecutting.

The Sword of Stonecutting never loses it's edge when hitting any type of stone surface or creature. The weapon also makes all of it's equipment saving throws with a +6 bonus to the appropriate saving throws.

XP Value: 8,000

Sword of Stoneskins

This long sword +2 can be activated 3 times a day, and the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect the sword wielder when he is protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt and so forth have their normal effects. The sword when activated blocks 1d4+6 attacks. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. The sword than recharges it's energies at the end of the day and will be ready for a new day. The sword adds a +2 penalty initiative to the sword wielder's initiative die rolls when activating the sword's power.

The sword is self-recharging

XP Value: 9,500

Sword +3, Fire Brand, +6 vs. Cold-Using/Dwelling Creatures

This sword always provides a +3 bonus to attack and damage rolls. The +6 bonus takes effect against creatures that use cold based attacks or live in exceptionally cold environments. The sword does not shed any light, except when the air temperature is above 70 degrees F. This weapon gives special benefits against cold, as if its wielder is protected by a ring of warmth, and are exactly the same as the ring.

XP Value: 2,000

Tabards of Protection

Only members of the priest classes may wear a tabard of protection. These tabards are soft to wear but solid against the blows of the enemy. Which are emblazoned with a magical sigil that transforms into the symbol of the priest's deity when donned. They provide protection in battle and where it is not acceptable to wear armor. The tabard of protection's base AC, is modified by Dexterity and items of protections (ring of protection, cloak of protection, etc.) There are no cumulative effects with actual armor. Roll on the following table to determine the armor class protection of a particular tabard.

1d100 Roll Armor Class XP Value
01-15 AC6 2,000
16-30 AC5 2,500
31-45 AC4 3,000
46-60 AC3 3,500
61-75 AC2 4,000
76-90 AC1 5,000
91-95 AC0 6,000
96-00 Roll Again* 18,000

* If you roll a 96 to 100 on the die roll the tabard has a special effect (see below), but to determine the AC class roll again ignoring rolls of 96 to 100 to determine the tabard's AC class.

A rare number of these tabards have a magical resistance that bestows the wearer with a 2% magic resistance per level of the priest, up to a maximum of 40%. This magical resistance functions identically to the magical resistance possessed by certain monsters and bestowed by certain powerful artifacts or relics. This magical resistance of the tabard only applies to the wearer of the tabard and nobody else.

XP Value: See XP Value chart above.

Talisman of Goodluck - rabbit's foot on ribbon

+1 (or +5% bonus) to all rolls that govern matters of luck. Includes savings throws, saves versus dexterity to avoid slipping or falling, etc. There is only a 45% chance that talismen will operate on any particular day and no way to tell if it is. When magic detected for, only a faint hint can be seen and that flickers off and on.

500 gp

Thay's Battle Crescent

Set in a golden necklace studded with gems, this medallion is a prized possession among the Red Wizards of Thay. A red wizard will gladly pay the full asking price for it, though a treacherous red wizard might send his thieves and assassins to retrieve the 18,000 gold piece payment back from the seller later. Once in every 24 hour period, the character can receive a +2 (or 10%) bonus on any combat related die roll. The decision to take the bonus must be made before the die is rolled. The crescent also protects the wearer from all normal missile attacks, and causes all weapons striking at the wearer to have a -1 to all “to hit” and damage rolls.

XP Value: 1,000

Thunder Staff

This item is only usable by the wizard classes and is intricately carved with runes of magical inscriptions along it's length. The staff's power can be used 3 times a day, then it becomes inert while it recharges it's energies for another day. Upon calling forth the power of the staff, the wizard raps his staff on the ground and produces a thundering cone of force 5' wide at the apex, 20' wide at the base, and 40' long. All creatures wholly or partially within this cone must roll a successful saving throw or be stunned for 1d3 rounds. Stunned creatures are unable to think coherently or act during this time and are deafened for 1d3+1 rounds. Additionally, those who fail the save are hurled 4d4+4 feet by the wave of force, suffering 1 point of damage per two feet thrown. Intervening surfaces (walls, doors, etc.) may restrict this distance, but damage remains the same (4d4+4). If the save is successful, the victim is not stunned, but is deafened for 1d3+1 rounds and is hurled only half the distance.

Giant-sized or larger creatures who succeed at their saving throws are deafened but are not thrown, suffer no loss of hit points, and are not stunned. If the saving throw is failed, such creatures are hurled 2d4+2 feet, suffer one point of damage per two feet thrown, and are deafened and stunned.

The cone of force is considered to have a Strength of 19 for purposes of opening locked, barred, or magically held doors. The power of the staff can move objects weighing up to 640 pounds a maximum distance of 4d4+4 feet. Fragile items must make a saving throw vs. crushing blow or be destroyed.

XP Value: 8,000

Tiara of Elvenkind

This tiara confers upon the user the ability to here almost any type of noise out of the ordinary, while listening for noises; like the sound of a footfall in virtually all surroundings. Thus the wearer can hear a creature walk down a path and step on some dry leaves, or over a creaky wooden floor, to a whisper out in the distant night while listening for anything out of the ordinary. The chances to hear such things are Detect Noise 50% in urban surroundings and Detect Noise 95% in natural outdoor surroundings.

XP Value: 1,000

Torque of Psionic Ejection

This torque can only be used by a non-psionicist class character (even wild talents can't use the torque if the abilities are telepathic in nature.) For if a psionicist puts the torque on and tries any of his telepathic abilities the torque will turn the abilities back on the psionicist.

This torque is a final defense against unwanted contact. If a psionicist has tried to force contact with the torque wearer's mind, or has been granted contact and is now doing things he should not be, he can be ejected.

Ejection is extremely disorienting for the attacking psionicist. If the power check result is 8 or less, consult the table below to see what “side effects” the attacking psionicist suffers.

Roll 1d8 and check chart (Contact is lost as well for die rolls 1-7)

  1. Lose access to all sciences for 1d10 hours.
  2. Lose access to one discipline, selected by the DM, for 1d10 hours.
  3. Lose 1d10 + 10 additional PSPs.
  4. Lose 1d10 additional PSPs. 5. Lose one point of Constitution permanently.
  5. Lose 1d10 hit points.
  6. Lose access to all disciplines for 1d10 Hours.
  7. Sever contact between wearer and attacker only.

The final abilities of the torque is that it functions as a Tower of Iron Will that automatically goes on and off as soon as the torque senses psionic activity within 200 yards as per psionic sense. The torque has 200 PSP to maintain these abilities.

XP Value: 8,000

Torque of Serten's Spell Immunity

This ordinary looking silver torque (solid-like necklace) confers virtual immunity to certain spells and magical attack forms upon the torque wearer. This virtual protection grants a bonus to saving throws, even against spells that don't allow saving throws, according to spell type, and level, as shown in the following table.

Spell Level Wizard Spell Priest Spell
1st-3rd +9*
4th-6th +7
7th-8th +5

* Includes the beguiling spell.

XP Value: 3,000

Two-Handed Sword of Action

This weapon is intricately inlaid with runes of magical inscriptions along it's length. This two-handed sword is treated as +3 or better for purposes of who or what can be hit by it, even though it only gets a +1 bonus to attack rolls and +2 to damage rolls. This two-handed sword can only be used by a single class fighter only, to all classes others it is just a ordinary two- handed sword +1. The Two-Handed Sword of Action's functions are listed below:

Functions as a *ring of free action while drawn.

  • +1 to all attack rolls for the two-handed sword.
  • +2 to all damage rolls (1d10+2/3d6+2).
  • Base speed factor of 7 for the two-handed sword.
  • -2 initiative bonus to all other wielder's actions while drawn (drinking a potion, use a magical item, etc.).
  • Always has the first attack in any melee segment and end-of-the-round attacks also, when applicable.
  • Increased attacks with the Two-Handed Sword of Action (listed below);
Fighter Attacks Per Round
Fighter Level Proficient Attacks/Round Specialist Attacks/Rounds
1-6 3/2 rounds 2/1 rounds
7-12 2/1 rounds 5/2 rounds
13 & Up 5/2 rounds 3/1 rounds

XP Value: 5,000

Two-Handed Sword of Transferral

This two-handed sword can only be used by a paladin, when the two-handed sword is used by someone from another class it is just another mundane two-handed sword +1 (even if divination magic says otherwise). When the paladin uses this two-handed sword, he discovers it is actually a two-handed sword +3 with a special ability, the two-handed sword's special power allows the paladin to attempt to transfer the magic resistance of a target creature. The magic resistance of the victim works against the transferral resistance power of the sword itself, but at only half its normal value. No saving throw is permitted in addition to the target's magic resistance.

If the victim can not resist the effects of the two-handed sword's power, his magic resistance is reduced by a base 30% plus 2% per experience level of the paladin to a maximum of 50%, or till the victim has a 0% magical resistance. The lost magical resistance is now the paladin's till the day is over, or the paladin attacks another creature with magical resistance and has acquired the new magical resistance of the creature just attacked (The old magical resistance reverts back to it's owner).

This two-handed sword's special power has no effect on creatures that have no magic resistance.

Also in existance is the Warhammer of Transferral

XP Value: 9,000

Undead Cloak

When donning this cloak, the wearer is cloaked from undead in a similar manner to the priest spell invisibility to undead. The cloaked creature can take any non-hostile action and any undead around him will ignore him. If the cloaked individual attacks an undead creature, only the undead actually attacked notice the protected individual and are allowed to attack back. Any cleric, paladin or specialty priest who is wearing the cloak cannot turn undead.

This cloak is automatically effective against skeletons, zombies, ghouls, shadows, wights, ghasts, and other undead with five or fewer hit dice.  Wraiths, mummies, and more powerful undead are allowed a saving throw vs. spells to see the cloaked individual. * Vampires and other undead creatures with nine or more hit die are allowed a saving throw vs. spell with a +6 bonus to see the cloak wearer.

Creatures from other planes and creatures which are not undead are not effected by the cloak's cloaking effect.

XP Value: 4,000

Vampiric Short Sword of Backstabbing

This short sword can only be used by someone belonging to the thieve's class. This appears to be a mundane magical +3 short sword, until the thief makes a successful backstab attack roll against an opponent, where the opponent then loses 6d6 hit points to the sword's special ability as well as physical damage. The hit points (lost to the sword's touch) are added to the thief's total, with any hit points over the thief's normal total treated as temporary additional hit points. Any damage to the thief is subtracted from the temporary hit points first. After one hour, any extra hit points above the thief's normal total are lost. The opponent originally losing hit points through the sword's attack can regain them by magical or normal healing. Undead creatures are unaffected by the sword's special ability.

XP Value: 2,000

Vampiric Short Sword of Thieves

In the hands of any character this is only short sword +2, but in the hands of a true (single class) thief it is especially potent. When the thief calls forth the power of the short sword, a blue glow encompasses the short sword's blade. This energy attacks the life force of any living creature upon which the thief makes a successful melee attack. The successfully attacked creature most roll a successful saving throw vs. spell or suffer the loss of 1 point of Strength (Note: If any opponent is reduced to 0 strength, he will be instantly slain by the sword.). If the save is successful, the creature remains unharmed. Creatures not rated for Strength suffer a -1 penalty to their attack rolls for every other successful attack.

Finally once per opponent, the opponent loses an additional 6d6 hit points to the sword's second special ability. The hit points (lost to the sword's vampiric touch) are added to the thief's total, with any hit points over the thief's normal total treated as temporary additional hit points (up to double his normal hitpoints). Any damage to the thief is subtracted from the temporary hit points first. After one hour, any extra hit points above the thief's normal total are lost. The opponent originally losing hit points through the sword's attack can regain them by magical or normal healing.

This sword has a special effect on undead creatures. Undead successfully attacked by the thief suffer normal damages from the short sword; but no strength drain, or vampiric loss of hitpoints from the short sword's power, however they must successfully save vs. spell or flee for 1d4 rounds +1 round per level of the thief.

XP Value: 8,000

Vest of Kenderkin

The Vest of Kenderkin looks like a normal, everyday vest with 8 small pockets on the front.

Magical Props

The Vest will shrink or expanded to fit anyone from Kender to Human size.

If worn by a non-Kender it acts as a Ring of Warmth (2nd Ed DMG p150) and a Ring of Sustanance (2nd Ed DMG p150).

If worn by a Kender it acts as a Ring of Warmth and a double strength Ring of Sustanance. It also acts like a Girdle of Many Pouches (2nd Ed DMG p170) and a (modified) Bag of Transmutation (2nd Ed DMG p160) and improves a Kender's Thi…er Handling abilites by 20% (max 95%).

Notes on Transmutation

Whenever any item (excluding Artifacts) is put into one of the pockets of a Vest of Kenderkin that is being worn by a Kender there is a 30% chance that when the Kender tries to remove the item it has been transmuted into something else, either a Harmless Item (ie bird feather, small bone, etc) (40%), a piece of Basic Equipment (flask of oil, candle, etc) (50%), or a Random Magic Item (ie Ring, Potion, DM Special (Evil DM grin)) (10%). Also a Kender must have worn the Vest for at least a week before the transmutations start to happen.

Vest of Some Pouches

Appears to be grey with carved wooden buttons, but when first put on it changes to first color that comes to mind and stays that way. It has 40 pouchs on the inside 'stacked' 8 deep. Whatever owner calls to mind in a pocket, that pocket is foremost and thus item easily gotten out. Each pocket will hold only 10 pounds worth of item(s). Greatly prized by spellcasters for ingredients and ease in carrying things without being burdened. [1000gp]

Vorpal Axe of Hurling

This appears to be a magical hand axe +3. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180',and it will return to the thrower in the same round whether or not it scores a hit. The hand axe has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of an opponent:

Opponent is Modified score to sever*
normal/armored 20-23
larger than man-sized 21-23
solid metal or stone 22-23

*Considering only the sword's bonus of +3.

Otherwise the damage inflicted by the magical throwing attack is twice normal (2d6+3 vs. S or M., 2d4+3 vs. L), with all other bonuses added thereafter. The hand axe will only cause normal damage plus all other bonuses, when used as a hand-held weapon. The possessor has a one in eight chance of discovering the full properties of the weapon. In any advent, the magical properties of the weapon will be fully known to the possessor after eight weeks of such familiarization. However note that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation by the hand axe. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems, etc.)

XP Value: 15,000

Wand of the Beholder (one-of-a-kind)

This wand can only be used by someone from the wizard classes. This unique and unusual wand is made from a specially preserved beholder's eye that is placed in the end of a sceptre-like wand that is intricately inlaid with inscriptions of magical runes and sigils along it's length.

One of the powers of this wand is that when it is held by the mage and activated, it will automatically expend two charges and create a advanced illusion (as per 5th level wizard spell) of a Beholder as well as a special mobile form (MV3) of globe of invulnerability (as per 6th level wizard spell) around the wand user, that will last for 12 rounds.

The other power of the wand (also activated at the same time) is that it will mimic 1d4 attacks by a beholder's 10 eyestalks randomly at the end of each round, for the 12 rounds of the illusion and are directed by the mage at the targets he desires. These eyestalk powers use one charge each and are listed below:

Beholder Eyestalk Powers (Roll 1d10, 1d4 times)

  1. Charm Person
  2. Charm Monster
  3. Sleep
  4. Telekinese 250 pound weight
  5. Flesh to Stone (30 yard range)
  6. Disintegrate (20 yard range)
  7. Fear (as a wand)
  8. Slow
  9. Cause Serious Wounds(50 yard range)
  10. Death Ray (40 yard range)

This wand's powers when activated do not need concentration to keep the wand functioning while being held by the mage. In other words the mage can also do other things or cast spells that do not need more than one round to cast or required intense concentration. The last function of the wand is it can absorb all forms of 5th level or higher hostile magic (just like a *staff of the magi) that is directed at the wand user, but this is the only action by the wand user that can be done during the round. However if the wand absorbs more spell level energies beyond it's charge limit the wand is rendered inert and nonmagical (a limited wish or wish will restore the wand to accept charges). This special magical absorbtion is the only action allowed in a round.

1d20+80 Charges (wand is rechargeable by special 5th level or higher spell-absorbtion)

XP Value: Unknown

Wand of Dispel Darkness

This wand can only be used by someone from the wizard classes. When a wizard activates this wand it dispels all areas of magical darkness within the area of effect, which is out to 20 yards and within a 30' radius sphere, rendering them unable to reform for at least 8 turns. Only magical darkness is affected by this wand. The wand's activation adds a +4 initiative modifer penalty added to the wand user's initiative die rolls.

1d20+80 Charges (wand is rechargeable)

XP Value: 3,000

Wand of Fire shield

This wand can cast one of two forms per round; a warm shield that protects against cold-based attacks, or a chill shield that protects against fire-based attacks. Both return damage to the creatures making physical attacks against the wand user. The wand user must choose which spell to cast when the wand is used.

When the wand casts one of the variations, the wand user appears to immolate himself, but the flames are thin and wispy, shedding no heat, through giving light equal to only half the illumination of a normal torch. The color of the flames is determined randomly (50% chance of each color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each shield are as follows;

A) Warm shield. The flames are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire-based attacks, but if the wand user fails to make the required saving throw (if any) against them, he sustains double damage.

B) Chill Shield. The flames are cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold-based attacks, but if the wand user fails to make the required saving throw (if any) against them, he sustains double damage.

Any creature striking the wand user with its body or hand-held weapons inflicts normal damage upon the wand user, but the attacker suffers the same amount of damage. Any attacker's magical resistance, if any, is tested when the creature actually strikes the wand user. Successful resistance shatters the spell. Failure means the creature's magical resistance does not affect the spell of the wand. The wand has an initiative of 5.

1d20+80 Charges

XP Value: 4,000

Wand of Flaming Shrouds

This wand can only be used by someone from the wizard classes. Also called the “Troll-killer” wand, activation of this wand's power causes the target creature (within 10 yards of wand user) to burst into flames. A successful saving throw vs. wands negates the wand's effects entirely. If the initial saving throw is missed, however the target takes 2d6 points of fire damage per round for 12 rounds. Each round there after the target creature can make another saving throw vs. wands per round. As soon as one of these succeeds, the flames die out.

While immolated, all flammable objects on the target are burned (magical items are granted saving throws vs. fire). If flammable oil is anywhere on the character, it is automatically ignited by the flames and inflicts additional damage. The wand's shroud of flame shoots off gouts of flame as it burns. All those within 10 feet of the burning target per round will take 1d4 points of damage from the flames. Flammable objects near the flames will ignite and burn as well. Items such as ring of fire resistance and spells such as the priest's protection from fire will protect both the target and those around it from the shroud of flame's fire damage. They will not negate the immolation and possible burning of flammable items, however. The wand's activation adds a +6 initiative modifer penalty to the wand user's initiative die rolls.

1d20+80 Charges (wand is rechargeable)

XP Value: 5,500

Wand of Stalking

When a wizard activates this wand it makes the effected creature nearly invisible in rural surrounding and almost totally silent, while masking its natural scent. The wand makes a stationary creature impossible to detect by nonmagical means at a range of greater than 10 yards. Movement does not negate the wand's spell, but it renders nonmagical detection possible (the subject of the wand's stalk spell still can move silently with a base 50% chance of success).

The wand's spell effect ends when the duration expires or when the subject attacks.

1d20+80 Charges (wand is rechargeable)

XP Value: 4,000

Warhammer of Lower Resistance

This warhammer can only be used by a paladin or someone belonging to the lawful good cleric classes, when the warhammer is used by someone from another class it is just another mundane warhammer +1 (even if divination magic says other-wise). When the paladin or a lawful good cleric uses this warhammer +3, he may attempt to reduce the magic resistance of a target creature. The magic resistance of the victim works against the lower resistance power of the warhammer itself, but at only half its normal value. No saving throw is permitted in addition to magic resistance.

If the victim does not resist the effects of the warhammer's power, his magic resistance is reduced by a base 30% plus 1% per experience level of the paladin or lawful good cleric till the victim has a 0% magical resistance.

This warhammer's special power has no effect on creatures that have no magic resistance.

XP Value: 8,000

Warhammer of Penetration

This large warhammer appears to be a mundane warhammer +3, doing {(2d4+5) S,M / (2d4+3) L} damage to opponents, that doesn't have any special abilities; however this is not the case, the warhammer's true abilities are listed below:

Hammer's primary ability
Detect secret doors* Roll 1d6
Passing secret door 1
Searching for secret door 1 to 3
Searching for concealed portals 1 to 3

*These abilities cannot be increased by such proficiencies as observation or alertness, as they only effect the character taking the proficiencies and not the warhammer.

Hammer's Extraordinary ability

Penetration: When used two-handed on doors up to 2“ thick, the warhammer's pointed end will have a chance of smashing through a hole in the door equal to double the wielder's chance to bend bars/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 warhammer must be used to smash through the doors, or the warhammer's special ability won't work.

XP Value: 1,500

Whip of Fear, Fire, and Frost

This whip is a powerful magical item favored by evil clerics of Death And Destruction in the realms. This whip is +2 to attack and +2 to damage. Nine four foot long flexible electrum tentacles are attached to a rod sized steel shaft. Whenever grasped and unsheathed, it is active: Any strike on an opponent will confer physical and magical damage.

Roll 1d10 to determine strike effects if a successful hit occurs:

  • On a result of 1, 4 or 7, the target suffers (no save) a freezing “lash of cold,” of 3d6 damage.
  • On a result of 2, 5, or 8, fire burns the target (no save) for 3d6 damage.
  • On a result of 3, 6, or 9, the victim suffers fear as a wand of fear (save negates).
  • On a roll of 0, Two tentacles (determine types randomly) strike a single target; both their usual damages. If by some divine luck that the whip wielder rolls 0 nine times ignore results of 0 after that ang god help who ever was on the recieving end!

XP Value: 10,000

Wind chimes of sailing

This simple set of wind chimes insures that any ship will have good wind conditions for the extent of its' voiage when hung from the main mast under the crows nest. However the chance of seaboarn encounters is dubbled for as long as the chimes are hung.

Credits

These items were created for the Great FidoNet Compendium.

Magical Items Author
Acid Bow G.A. Whiteman
Al'Akbar's Owl Cloak Dianne Hutton
Alarm Cluck Dianne Hutton
Amulet of Ability Alteration G.A. Whiteman
Amulet of Catapillar Control Dianne Hutton
Amulet of Foresight G.A. Whiteman
Amulet of Misdirection G.A. Whiteman
Amulet of Mystra G.A. Whiteman
Amulet of the Pheonix G.A. Whiteman
Amulet of Psionic Turning G.A. Whiteman
Amulet of the Bards G.A. Whiteman
Amulet of True Sight G.A. Whiteman
Anhk of Life G.A. Whiteman
Anti-Magic Ring G.A. Whiteman
Archer's Armor
Armor of Tempus G.A. Whiteman
Armor of Torm G.A. Whiteman
Axe of Hizagkuur G.A. Whiteman
Basket of Harvesting Icewalker
Belt of the High Warrior G.A. Whiteman
Blade of the Blinding Strike G.A. Whiteman
Blanket of Warming Dianne Hutton
Blink Ring G.A. Whiteman
Blink Sword G.A. Whiteman
Bolas of the Halfling Warriors G.A. Whiteman
Bracers of Imolation Icewalker
Bracelet of Sustenance G.A. Whiteman
Chain Flail of Dwarven High Warr G.A. Whiteman
Chalice of Purity Alain Bennett
Charm Breaker Sword G.A. Whiteman
Chaos Sword G.A. Whiteman
Chill Sword G.A. Whiteman
Choker of the Forest Gnome G.A. Whiteman
Choker of Silence G.A. Whiteman
Circlet of the Rock Gnome G.A. Whiteman
Claymore Sword of Action G.A. Whiteman
Cleaning Water Icewalker
Cloak of Adeamozs G.A. Whiteman
Cloak of Shadows G.A. Whiteman
Coloured Tobacco Icewalker
Dagger of Bhaal G.A. Whiteman
Dagger of Cold G.A. Whiteman
Dagger of Saves G.A. Whiteman
Dagger of Sounding G.A. Whiteman
Death Strike G.A. Whiteman
Demon Slayer Alain Bennett
Dragon Armor G.A. Whiteman
Dragon Shield G.A. Whiteman
Dwarven Glove Nails of Shocking G.A. Whiteman
Dwarven Two-Handed Battleaxe of G.A. Whiteman
Dwarven Two-Handed Battleaxe of G.A. Whiteman
Elven Armor of Shielding G.A. Whiteman
Elven Arrows of Impaling G.A. Whiteman
Elven Bow of Doubling G.A. Whiteman
Elven Long Sword of Fury G.A. Whiteman
Elven Plate of Spell Retaliation G.A. Whiteman
Finder G.A. Whiteman
Fire Sticks Icewalker
Foe-Seeker G.A. Whiteman
Girdle of Deep Dwarven Kind G.A. Whiteman
Girdle of Smiliar Resistance G.A. Whiteman
Gloves of Evasion G.A. Whiteman
Gloves of the Necromancer G.A. Whiteman
Heating Powder Icewalker
Helm of Gaze Reflection G.A. Whiteman
Icing Death G.A. Whiteman
Iron Diadem of Suzail G.A. Whiteman
Iron Gauntlet of Cyndre G.A. Whiteman
Ironguard Ring G.A. Whiteman
Key of Opening Dianne Hutton
Kyle Connor's Bag of Cookies Mike Jacobs
Lamp of Infinite Burning Dianne Hutton
Lantern of Many Lights Alain Bennett
Liquid Darkness Icewalker
Long Bow of the High Elves G.A. Whiteman
Loom of Weather Weaving Icewalker
+4 Long Sword of Illusion Gerry Normandeau
Luck Amulet G.A. Whiteman
Major Mirror of Viewing Jason Tamez
Magemask G.A. Whiteman
Magebane Shield G.A. Whiteman
Magical Spring Sheath Mike Jacobs
Magical Medallion of Mystra G.A. Whiteman
Manticore Morning Star MkII Mike Jacobs
Medallion of Bane G.A. Whiteman
Medallion of Swarming Elementals G.A. Whiteman
Messanger's Seal Alain Bennett
Mind Blank Tiara G.A. Whiteman
Minor Mirror of Viewing Jason Tamez
Minotaur Ring Alain Bennett
Mouse-Key Bag Dianne Hutton
Necromancer's Staff Alain Bennett
Necklace of Fangs Icewalker
Necklace of Monsters Mike Jacobs
Necklace of Vocalization G.A. Whiteman
Pen of Translation Icewalker
Penetrator G.A. Whiteman
Plate Mail +2, Shocking Mk II Mike Jacobs
Predator Suit G.A. Whiteman
Quiver of Quickness Mike Jacobs
Ring of Amber Icewalker
Ring of the Black Night Icewalker
Ring of Cold G.A. Whiteman
Ring of Cure Serious Wounds G.A. Whiteman
Ring of Fantastic Fencers G.A. Whiteman
Ring of Lightning Reflection G.A. Whiteman
Ring of Magic Missiles G.A. Whiteman
Ring of Magic Missile Reflection G.A. Whiteman
Ring of Melf's Acid Arrows G.A. Whiteman
Ring of Psionic Ejection G.A. Whiteman
Ring of Psionic Turning G.A. Whiteman
Ring of Resistance G.A. Whiteman
Ring of Serten's Certain Immunit G.A. Whiteman
Ring of the Shield-Maidens G.A. Whiteman
Ring of Stoneskins G.A. Whiteman
Ring of the Barbarian's G.A. Whiteman
Ring of Thunderballs G.A. Whiteman
Ring of Transluscent Armoring G.A. Whiteman
Ring of Troll Regeneration G.A. Whiteman
Ring of True Sight G.A. Whiteman
Ring of Undead Cloaking G.A. Whiteman
Ring of Undead Deterrance G.A. Whiteman
Ring of the Unicorn G.A. Whiteman
Ring of Vocalization G.A. Whiteman
Ring of Warding G.A. Whiteman
Ring of the Woodlands G.A. Whiteman
Rings of Well-being Mike Jacobs
Rod of Glory G.A. Whiteman
Robes of Repetition G.A. Whiteman
Sais of Shattering
Scimitar of Acceleration G.A. Whiteman
Scimitar of Disrpution G.A. Whiteman
Scimitar of the Woodlands G.A. Whiteman
Scorcher Staff G.A. Whiteman
Seldwyns Lance Icewalker
Sheath of Blending Mike Jacobs
Sheath of Iaijutsu Mike Jacobs
Sheath of Many Blades Mike Jacobs
Shield of Intervening G.A. Whiteman
Short Sword of Backstabbing G.A. Whiteman
Shuriken of Returning Mike Jacobs
Smoke Bombs Icewalker
Snilloc's Wand of Major Missiles G.A. Whiteman
Spear of Tripping Mike Jacobs
Staff of Action G.A. Whiteman
Staff of the Druid G.A. Whiteman
Staff of Elementals G.A. Whiteman
Staff of Paralyzation G.A. Whiteman
Staff of Protection G.A. Whiteman
Staff of Spell Shaping G.A. Whiteman
Staff of the Undying Patrick Burton
Staff of Warding G.A. Whiteman
Stiletto of Vampiric Regeneratio G.A. Whiteman
Stone of Object Security Jason Tamez
Sword of Argoth, Crystal Icewalker
Sword of Chaotic Combat G.A. Whiteman
Sword of Dismissal G.A. Whiteman
Sword of Heros G.A. Whiteman
Sword of Life Protection Jason Tamez
Sword of Life Protection, Cursed Jason Tamez
Sword of Light Icewalker
Sword of Lower Resistance G.A. Whiteman
Sword of Paralyzation G.A. Whiteman
Sword of Spell Reflection G.A. Whiteman
Sword of Stonecutting G.A. Whiteman
Sword of Stoneskins G.A. Whiteman
Sword +3, Fire Brand, +6 vs. Col G.A. Whiteman
Tabards of Protection G.A. Whiteman
Talisman of Goodluck Dianne Hutton
Talisman, Safe Camp Icewalker
Thay's Battle Crescent G.A. Whiteman
Thunder Staff G.A. Whiteman
Tiara of Elvenkind G.A. Whiteman
Torque of Psionic Ejection G.A. Whiteman
Torque of Serten's Spell Immunit G.A. Whiteman
Two-Handed Sword of Action G.A. Whiteman
Two-Handed Sword of Transferral G.A. Whiteman
Undead Cloak G.A. Whiteman
Vampiric Short Sword of Backstab G.A. Whiteman
Vampiric Short Sword of Thieves G.A. Whiteman
Vest of Kenderkin Mike Jacobs
Vest of Some Pouches Dianne Hutton
Vorpal Axe of Hurling G.A. Whiteman
Wand of the Beholder G.A. Whiteman
Wand of Dispel Darkness G.A. Whiteman
Wand of Fire Shield G.A. Whiteman
Wand of Flaming Shrouds G.A. Whiteman
Wand of Stalking G.A. Whiteman
Warhammer of Lower Resistance G.A. Whiteman
Warhammer of Penetration G.A. Whiteman
Wind Chimes of Sailing Icewalker
Whip of Fear, Fire, and Frost G.A. Whiteman