Nazgul740 Posted November 28, 2005 Share Posted November 28, 2005 takeing these guides stright from the books isn't allowed... please lock :cry: all that time copy and pasteing.. :x New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 The Complete Price List Netbook By Denis Ricard, 1994 Send comments, additions or suggestions to [email protected] This is version 1.0 of this list. The following is a comprehensive price list for use in any medieval role-playing game. It comes from many sources but the basis is from the Harnmater rules. Other sources include the Dungeon Master Guide, some Dragon magazines, the Complete Bard̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Handbook, The Arcanum and the Complete Alchemist from Bards Games and probably some I don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t remember anymore. Some of the prices in this list come from my good friend (and very experienced DM) Alain Fafard. I use this price list in my highly modified AD&D game setting. The list is organized by occupations rather than by items. This makes it easier for the GM to determine what is available at a particular location in a town. It also prevents items to be overlooked because they are listed under a different name. The prices given are base prices: that is they assume normal availability combined with reasonable transportation cost. Prices also assume local tolerance. Black market items will add 100-1000% to the stated price (poison is an obvious example in most kingdom). The basic coin in this system is the silver penny which weigths 1 dram and which is abbreviated 1d (for its weight). This coin is divided in four quarters called farthings. 1d = 1 silver penny 1d = 4 farthings (4f) Coins contain about 75% of metal value, the difference being due to the cost of minting and the addition of 10% tin for strength. Altough not used in this pricelist, shillings are 12 pence (12d) and pounds are 20 shillings (240d). Most of these prices are based on 13th century medieval Britain (those from the Harnmaster rules anyway). They reflect relative availability of base materials in that period. Weight when given are presented between item name and price and are given in pounds. (̢̢̮ââ¬Å¡Ã¬Ãâ¹ÃâT̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ means trace item: these don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t add weight unless a very large quantity is carried). If you find it difficult to figure where an item is sold consult the index at the end of this list. The table of content follows and should be sufficient most of the time. Some professions have been regrouped under a common name: Metalsmith for instance include coppersmiths, tinkers and blacksmiths (but not silversmiths and goldsmiths which are under Jeweller). Other examples are Weaponcrafter which includes armorers as well as weaponsmiths and Woodcrafter which includes cabinet makers and carpenters. Table of content Generalities Price rating Abreviations Mesures (units) Animal trainer Arcane Lore/Alchemist Spell components Elixirs Alchemical dusts Compounds Gases Poison/ingestive Poison/insinuative Poison/contact Poisonous gases Monster venom Antidote/ingestive Antidote/gas Antidote/insinuative Antidote/contact Potions & oils Arcane Lore/Apothecary Herb prices Common herbs Rare herbs Herbal concoctions Spices Arcane Lore/Chantry Spell components availability Modifiers Material spell components Magical items Alchemical Scrolls Armor Clothing Jewellry Miscellaneous Musical instruments Religious Ring Rod Staff Transportation Wand Weapon Arcane Lore/Shek-Pvar Magic-user spells Chandler [candles, lanterns, general store] Charcoaler Clothier Courtesan Embalmer Farm/Market Livestock Meat Bakery Dairy Fisher Farm Imports Fletcher/bowyer Glassworker Harper [musical instruments] Herald Hideworker Raw hides Incomes Guilded professions Unguilded professions Innkeeper [tavern] Food & drinks Special menu Wineskin refills Services Accomodations Generic inn Brewery Jeweller [silver/goldsmith, gems] Lexigrapher [ink, paper, maps] Lia-Kavair [Thieves̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ guild] Thieves̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ tools Guild dues Litigant Locksmith Mason Buildings and lot prices Mercantyler Foreign exchange rates Caravan rates Standard tolls Metalsmith Miller [bakery] Miner Ostler Animals Services Accessories Perfumer Physician Pilot Potter Salter [iron rations] Shipwright Slaver Temple Tentmaker Thatcher Thespian Timberwright Tutoring [level advancement costs] Weaponcrafter Weapons Armor Armor sizes and modifiers Barding Whaler Woodcrafter Index by item̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s name GENERALities Price rating Low 80-90% Average 90-110% High 110-130% High+ 130-150% Abreviations bl bushel cf cubic foot ct carat d penny dr dram ds dose dy day dz dozen ea each ev evening f farthing fa fathom ft foot gl gallon gs glass hw hundredweight lb pound oz once pc piece pr pair ps person pt pint qt quart sf square foot sy square yard wk week yd yard Measures: Linear 12 inches 1 foot 3 feet 1 yard (verge) 4400 yards 1 league (lieue) 2 yards 1 fathom (brasse) 1 league 2.5 miles 1 league 4 kilometers Area 4900 sy 1 acre 30 acres 1 yardland 120 acres 1 hide 1 acre 210̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ x 210̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ Weight 142 carats 1 once 16 drams 1 once 16 oz 1 pound 100 lb 1 hundredweight 2000 lb 1 ton Liquid Volume 1 pint 500 ml 1 pint 16 fl. oz 2 pints 1 quart 4 quarts 1 gallon 50 gallons 1 hogshead (barrique) 100 gl 1 pipe 200 gl 1 tun (tonneau) Dry Volume 1 peck (picotin) equivalent ̢̮â¬Â¹Ã¢ââ¬Ã 2 quarts 4 pecks 1 bushel 8 bushels (boisseau) 1 quarter 4 quarters 1 tun (tonneau) Time 60 minutes 1 hour 24 hr 1 day 6 days 1 week 5 weeks 1 month 30 days 1 month 12 months 1 year 4 hours 1 watch 30 days 1 moon 15 days 1 half moon ANIMAL TRAINER Bear/trained 300d+ Dog/sled 30d Dog/trained/guard 35d Dog/trained/hunting 24d Falcon/trained 100d+ Arcane Lore/ Alchemist Analyze mixture 5d/lv or 10% of value Miscibility analisis 10% of total value Bottle/1 pt 2.0 7d Test kit/10 mixtures 11.0 500d Test kit/refill/10 mixtures 1.0 250d Vial/4 fl oz 0.5 2d Spell components Acid/ strong U 10d/fl oz Alcohol/grain C 10d/qt Alkaline salts S 50d/oz Alum U 16d/oz Animal hoof/powdered U 10d/oz Bitumen U 50d/oz Blood/black dragon VR 5000d/oz Blood/human R 1000d/oz Blood/mammal U 10d/oz Bone/powder or shard C 100d/oz Bone/undead R 500d/ea Bromine salts S 10d/oz Castor beans R 100d/oz Caterpillar cocoon U 5f/ea Corn extract C 2d/lb Demon Ichor/type I VR 5000d/oz Demon Ichor/type II VR 7500d/oz Demon Ichor/type III VR 10000d/oz Dirt/graveyard C 100d/oz Eye/eagle R 200d/ea Eye/hawk S 150d/ea Eye/roc VR 5000d/ea Eyelash/basilisk VR 1000d/ea Eyelash/ki-rin VR 1000d/ea Eyelash/ogre mage VR 1000d/ea Elixir of castor bean and plum R 500d/oz Flesh/human R 500d/bit Gum arabic U 20d/oz Herring scales/powdered U 20d/oz Ink/special S 1000-5000d/oz Inks/special R 6000-10000d/oz Iron pyrite (fool̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s gold) U 50d/lb Licorice root/shaving S 15d/oz Lime/powdered or crushed U 10d/lb Mercury-nitric crystals R 250d/oz Mercury S 500d/oz Mushroom spores R 500d/oz Mushroom, saffron & fat/oint. VR 5000d/oz Oil, poppy dust & pink orchid/o. R 1500d/oz Phophorus U 50d/oz Pine tar C 5d/pt Resin/camphor tree U 50d/oz Sinew from strong animal U 10d/ea Slug digestive juice/giant R 500d/flask Sanke tongue S 120d/ea Snake scales S 60d/oz Snake skin S 100d/ea Spectre/essence VR 7500d/oz Spider web E 10d/ea Squid secretion R 500d/flask Sulphur U 10d/oz Talc U 10d/oz Treacle C 5d/qt Umber hulk blood VR 7500d/flask Vampire dust VR 10000d/oz Vermillion U 100d/oz Elixirs (all elexirs weight 1.0) Amnesia 200d/ds Aphrodisiac 250d/ds Aphrodisiac antidote 215d/ds Augury 280d/ds Charisma 210d/ds Climbing 300d/ds Cold resistance 300d/ds Cure blindness 280d/ds Cure disease type A 255d/ds Cure disease type B 270d/ds Cure disease type C 280d/ds Cure insanity 285d/ds Cure paralysis 300d/ds Detect illusions 255d/ds Diminution 280d/ds Dreams 280d/ds ESP 300d/ds Fire resistance 300d/ds Flying 275d/ds Friendship 235d/ds Growth 300d/ds Heroism 455d/ds Invisibility 285d/ds Lock-picking 215d/ds Luck 215d/ds Magic resistance 225d/ds Minor healing 285d/ds Necromancy resistance 225d/ds Premonition 260d/ds Protection from evil 245d/ds Protection from lightning 225d/ds Protection from lycanthropes 215d/ds Protection from spirits 295d/ds Protection from sprites 220d/ds Protection from vampires 285d/ds Strength 260d/ds Truth 210d/ds Witchcraft resistance 270d/ds Toxic powders (all weight 0.4) Incendiary powder 220d/ds Powder of contrariness 260d/ds Powder of hallucination 350d/ds Powder of madness 650d/ds Powder of nausea 230d/ds Powder of paralysis 240d/ds Powder of temporary blindness 220d/ds Powder of vertigo 215d/ds Smoking powder 150d/ds Sneezing powder 235d/ds Alchemical dusts (all weight 0.4) Amnesia 785d/ds Appearance 550d/ds Blindness 680d/ds Confusion 750d/ds Contrariness 800d/ds Control 1000d/ds Desire 605d/ds Detect illusion 655d/ds Disappearance 775d/ds Half-weight 535d/ds Hallucination 750d/ds Instant ice 590d/ds Madness 1000d/ds Magic detection 530d/ds Nausea 660d/ds Non-detection 1500d/ds Panic 800d/ds Paralysis 710d/ds Passive action 540d/ds Rage 740d/ds Sleep 580d/ds Trail-erasure 530d/ds Vertigo 600d/ds Water evaporation 580d/ds Compounds (all weight 0.4) Alchemist̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s glue 160d/fl oz Fragrance of aphrodisia 255d/fl oz Invisible ink 160d/ds Oil of slipperiness 200d/fl oz Salve of sharpening 380d/oz Gases (all weight 2.0) Amnesia 1180d/ds Blindness 1020d/ds Confusion 1130d/ds Contrariness 1200d/ds Control 1500d/ds Desire 910d/ds Hallucination 1130d/ds Madness 1500d/ds Nausea 1000d/ds Panic 1200d/ds Paralysis 1070d/ds Passive action 890d/ds Rage 1200d/ds Sleep 880d/ds Vertigo 900d/ds Poison/Ingestive AAA/1/2/3 5d/10d/25d AA/1/2/3 10d/25d/50d A/1/2/3 10d/25d/50d B/1/2/3 50d/100d/250d C/1/2/3 100d/250d/500d D/1/2/3 500d/1000d/2500d E/1/2/3 1000d/2500d/5000d S/1/2/3 100d/250d/500d R/1/2/3 500d/1000d/2500d Poison/Insinuative AAA/1/2/3 10d/25d/50d AA/1/2/3 25d/50d/100d A/1/2/3 25d/50d/100d B/1/2/3 100d/250d/500d C/1/2/3 250d/500d/1000d D/1/2/3 1000d/2500d/5000d E/1/2/3 2500d/5000d/7500d F/1/2/3 2500d/2000d/7500d G/1/2/3 5000d/7500d/10000d S/1/2/3 250d/500d/1000d Poison/Contact A/1/2/3 25d/50d/100d B/1/2/3 100d/250d/500d C/1/2/3 250d/500d/1000d D/1/2/3 1000d/2500d/5000d Poisonous Gases A/1/2/3 100d/250d/500d B/1/2/3 250d/500d/1000d C/1/2/3 1000d/2500d/5000d D/1/2/3 5000d/7500d/10000d E/1/2/3 5000d/7500d/10000d S/1/2/3 1000d/2500d/5000d Monster Venom Ant, gt 250d Centipede, gt 1000d Coualtl 6000d Eel, weed 3000d Frog, poisonous 1000d Imp 5000d Masher 6000d Medusa 4000d Naga, guardian 5000d Pseudo-dragon 5000d Purple Worm 5000d Ray, pungi 5000d Scorpion, gt 10000d Snake, amphis. 7000d Snake, poisonous 7000d Snake, spitting 4000d Spider, gt 5000d Spider, huge 3000d Spider, large 2000d Spider, phase 10000d Spider, gt water 4000d Toad, poisonous 5000d Wasp, gt 6000d Wyvern 5000d Antidote/Anti-Ingestive AAA 5d AA 10d A 10d B 50d C 100d D 500d E 1000d S 100d R 500d Antidote/Anti-Gas A 50d B 100d C 500d D 2500d E 2500d S 500d Antidote/Anti-Insinuative AAA 10d AA 25d A 25d B 100d C 250d D 1000d E 2500d F 2500d S 250d Antidote/Anti-Contact A 25d B 100d C 250d D 1000d Potions & Oils (all weight 2.5) Animal Control/avian 2500d Animal Control/fish 2500d Animal Control/mammal/marsupial 2500d Animal Control/mam./mars./avian 2500d Animal Control/reptile/amphib. 2500d Animal Control/reptile/amphib./fish 2500d Clairaudiance 2500d Clairvoyance 3000d Climbing 3000d Delusion ÃÆÃââââ¬ÃÅ Diminution 3000d Dragon Control/black 5000d Dragon Control/blue 5000d Dragon Control/brass 7500d Dragon Control/bronze 7500d Dragon Control/copper 7500d Dragon Control/gold 9000d Dragon Control/green 5000d Dragon Control/red 6000d Dragon Control/silver 8000d Dragon Control/white 5000d Elixir Of Health 3500d Elixir Of Madness ÃÆÃââââ¬ÃÅ Elixir Of Youth 5000d ESP 5000d Extra-Healing 4000d Fire Breath 4000d Fire Resistance 2500d Flying 5000d Gaseous Form 3000d Giant Control/cloud 5000d Giant Control/fire 4000d Giant Control/frost 3000d Giant Control/hill 3000d Giant Control/stone 2000d Giant Control/storm 6000d Giant Strength/cloud 5500d Giant Strength/fire 5000d Giant Strength/frost 4000d Giant Strength/hill 2000d Giant Strength/stone 3000d Giant Strength/storm 5500d Growth 500d Healing 900d Heroism (warrior) 3000d Human Control 5000d Invisibility 2500d Invulnerability (warrior) 3500d Levitation 2500d Longevity 5000d Oil/Acid Resistance 5000d Oil/Disenchantment 7500d Oil/Elem. Invulnerability 7500d Oil/Etherealness 6000d Oil/Fiery Burning 5000d Oil/Fumbling ÃÆÃââââ¬ÃÅ Oil/Impact 7500d Oil/Slipperiness 4000d Oil/Timelessness 5000d Philter Of Glibness 5000d Philter Of Love 2000d Philter Of Persuasiveness 4000d Philter Of Stammering ÃÆÃââââ¬ÃÅ Plant Control 2500d Poison See Seperate Tables Polymorph Self 2000d Rainbow Hues 2000d Speed 2000d Super-Heroism (warrior) 4500d Sweet Water 2000d Treasure Finding 6000d Undead Control 7000d Ventriloquism 2000d Vitality 3000d Water Breathing 4000d Arcane Lore/ Apothecary General Sponges 45d/ea Sugar 60d/lb Tea 35d/oz Herb price Very common 3d/oz Common 6d/oz Uncommon 12d/oz Rare 60d/oz Very rare 120d/oz Common herbs Absinthe 60d/oz Agrimony 3d/oz Amaranth 5d/oz Amaryllis stalks R 2d/stalk Anemone 3d/oz Angelica 3d/oz Ash 5d/oz Asparagus 1d/oz Basil 2d/oz Belladona 1d/oz Betony 5d/oz Bindwood 1d/oz Bryony 5d/oz Caraway 2d/oz Carrot/dried & powdered 1f/oz Celandine 4d/oz Chicory 1d/oz Cinquefoil 5d/oz Coriander 4d/oz Cyclamen 5d/oz Daffodil 3d/oz Dill 2d/oz Elder 5d/oz Euphorbia 7d/oz Fennel 5d/oz Fern 5d/oz Garlic 1d/oz Hellebore 2d/oz Hemlock 5d/oz Henbane 6d/oz Jasmin 60d/oz Laurel 2d/oz Licorice 15d/oz Liverwort 5d/oz Lotus 2d/oz Mandrake 15d/oz Mistletoe 1d/oz Mistletoe/greater 170d/oz Monkshood 5d/oz Mugwort 10d/oz Myrtle 4d/oz Nettle 1d/oz Nightshade 5d/oz Peony 2d/oz Purslane 5d/oz Rowan 7d/oz Rhubarb 5d/oz Saffron 10d/oz Sage 3d/oz Sunflower 2d/oz Thyme 4d/oz Vervain 6d/oz Wolfshane 7d/oz Yellow Melilot 7d/oz Rare herbs Black Lotus 500d/oz Black Mushroom 150d/oz Cleric̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãâs Cowl 120d/oz Contrary Vine 150d/oz Deadman 300d/oz Fire Lilly 175d/oz Kargele 60d/oz K̢̢̮ââ¬Å¡Ã¬Ãâ¹ÃâTallah Plant 500d/oz Opiates 100d+/oz Prophet Tree 125d/oz Shrinking Violet 120d/oz Skullcap 150d/oz Snow Lilly 175d/oz Spider Plant 125d/oz Sprite Bane 120d/oz Herbal concoctions (all weight 0.8) Alanal/hallucinogen 6d/ds Arva/strength 120d/ds Belladona 60d/oz Berilik/anesthetic 30d/ds Doshenkana/poison 15d/ds Elprequir/aphrodisiac 12d/ds Fanosel/narcotic 30d/ds Fletharane/hallucinogen 20d/ds Gaethipa/poison 60d/ds Habsulara/Intelligence 6d/ds Hreyochor/fertility 30d/ds Joldraiven/equine stimulant 150d/ds Kargele/healing 150d/ds Lavarictia/soporific 30d/ds Leortevald/poison 8d/ds Metysso/invisible ink 40d/ds Olrui/stimulant 26d/ds Perigwar/aphrodisiac 30d/ds Quessel/antibiotic 30d/ds Rasakile/contraceptive 6d/ds Stiltrassa/emetic 60d/ds Tasparth/ordeal drug 3d/ds Teranya/eye cure 30d/ds Tirageyth/narcotic 15d/ds Wylorafina/poison 30d/ds Yulpris/universal antidote 600d/ds Spices Alum 16d/oz Camphor (camphre) 50d/oz Cinnamon 40d/oz Ginger 30d/oz Ginseng 170d/oz Lashu powder 180d/oz Nutmeg (muscade) 50d/oz Pepper 36d/oz Arcane Lore/ Chantry Chance of having a spell component Base chance 100% Each spell level over 2nd -10% Each level of chantry (1 to 5) +10% Spell from another convocation -30% Level of rarity see table Size of town see table Level of rarity Everyday +30% Common 0% Unconnon -10% Scarce -20% Rare -40% Very Rare -60% Size of city/town Major city (20 000+) +30% Large city (10k-20k) +20% Medium city (5k-10k) +10% Large town (3k-5k) 0% Medium town (2k-3k) -10% Small town (1000-1999) -20% Village (500-999) -30% Hamlet (100-499) -40% Crossroads (less than 100) -50% Material Spell Components Adder stomach S 50d/ea Bat fur S 100d/oz Bat guano S 100d/oz Bat hair S 100d/oz Blood/black dragon VR 5000d/oz Blood/human R 1000d/oz Blood/mammal U 10d/oz Bone/powder or shard C 100d/oz Bone/undead R 500d/ea Bones/dragon, set R 5000d/set Cricket/live 1d/ea Demon Ichor/type I VR 5000d/oz Demon Ichor/type II VR 7500d/oz Demon Ichor/type III VR 10000d/oz Dirt/graveyard C 100d/oz Eye/eagle R 200d/ea Eye/hawk S 150d/ea Eye/roc VR 5000d/ea Eyelash/basilisk VR 1000d/ea Eyelash/ki-rin VR 1000d/ea Eyelash/ogre mage VR 1000d/ea Feather/white owl C 12d/ea Feather/exotique S 100-200d Firefly/live U 4d/ea Firefly/tail U 2d/ea Flesh/human R 500d/bit Grasshopper/hind legs U 2d/ea Iron pyrite U 50d/lb Lodestone R 250d/ea Sanke tongue S 120d/ea Snake scales S 60d/oz Snake skin S 100d/ea Spectre/essence VR 7500d/oz Spider web E 10d/ea Spider/live U 10d/ea Vampire dust VR 10000d/oz Magical items Alchemical Alchemy jug 25000d Beaker of plentiful potions 50000d Bowl command. water elementals 250000d Brazier command. fire elementals 250000d Censer controlling air elementals 250000d Crucible of melting 40000d Decanter of endless water 30000d Dust of appaerance 4000d Dust of disappearance 8000d Dust of dryness 8000d Dust of forgetfulness 4000d Eversmoking bottle 25000d Eyes of charming 240000d Eyes of minute seeing 125000d Eyes of the eagle 180000d Hourglass of fire and ice 125000d Iron flask 10000d Jar of preserving 50000d Keotung̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s ointment 6000d Lens of detection 15000d Lens of speed reading 30000d Lens of ultravision 50000d Murlynd̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s spoon 40000d Oil/aroma of dreams 5000d Oil/curdled death 9000d Oil/Murdock̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s insect ward 4000d Powder of coagulation 5000d Powder of magic detection 8000d Powder of the black veil 8000d Powder of the hero̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s heart 7500d Quaal̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s feather token 50000d Rust dust 5000d Spoon of stirring 50000d Time bomb 15000d Ultimate solution 70000d Zazyg̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s flowing flagon 35000d Zwann̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s watering can 35000d Scrolls Prot. from acid 7500d Prot. from all shapechanger 3000d Prot. from cold 6000d Prot. from demons 7500d Prot. from devils 7500d Prot. from dragons breath weapons 6000d Prot. from electricity 4500d Prot. from elementals/air 4500d Prot. from elementals/earth 4000d Prot. from elementals/fire 4000d Prot. from elementals/water 4000d Prot. from fire 6000d Prot. from gas 6000d Prot. from illusions 4500d Prot. from lycanthropes/werebears 3000d Prot. from lycanthropes/wereboars 3000d Prot. from lycanthropes/wererats 3000d Prot. from lycanthropes/weretigers 3000d Prot. from lycanthropes/werewolves 3000d Prot. from magic 4500d Prot. fr. non-dragons breath weap. 6000d Prot. from paralysation 4500d Prot. from petrification 6000d Prot. from plants 3000d Prot. from poison 3000d Prot. from possession 6000d Prot. from traps/any 6000d Prot. from traps/magical 5000d Prot. from traps/mechanical 5000d Prot. from undead/wights 4500d Prot. from undead/ghasts 4000d Prot. from undead/ghosts 4500d Prot. from undead/ghouls 4500d Prot. from undead/shadows 4500d Prot. from undead/skeletons 3000d Prot. from undead/spectres 4500d Prot. from undead/vampires 4500d Prot. from undead/wraiths 4500d Prot. from undead/zombies 3000d Prot. from water 4500d Prot. from weapons/magical, blunt 3000d Prot. from weapons/magical, edged 3000d Prot. from weapons/magical, missiles 3000d Prot. from weap./non-magical, blunt 3000d Prot. fr. weap./non-magical, edged 3000d Prot. fr. weap./non-magical, missiles 3000d Armor Bronze plate +1 30000d Bronze plate +2 75000d Bronze plate +3 100000d Buckler +1 15000d Buckler +2 35000d Buckler +3 100000d Mail +1 35000d Mail +2 75000d Mail +3 125000d Dragonhelm 250000d Elfin mail +1 75000d Elfin mail +2 125000d Elfin mail +3 200000d Goblin shield 75000d Helm of compreh. languages 125000d Helm of telepathy 350000d Helm of teleportation 300000d Helm of underwater action 100000d Leather +1 20000d Leather +2 75000d Leather +3 125000d Plate +1 50000d Plate +2 105000d Plate +3 155000d Plate +4 205000d Ring +1 25000d Ring +2 60000d Ring +3 90000d Scale +1 30000d Scale +2 67500d Scale +3 125000d Shield +1 30000d Shield +2 50000d Shield +1, +4 vs missiles 40000d Shield +3 80000d Kurbul +1 25000d Kurbul +2 65000d Kurbul +3 100000d Clothing Boots of elvenkind 135000d Boots of levitation 160000d Boots of speed 200000d Boots of striding and springing 200000d Boots of the north 75000d Boots of varied tracks 75000d Boots/winged 200000d Cloak of arachnidia 250000d Cloak of displacement 175000d Cloak of elvenkind 60000d Cloak of manta ray 125000d Cloak of protection +1 100000d Cloak of protection +2 200000d Cloak of protection +3 300000d Cloak of the bat 150000d Cloak of the bear 175000d Cloak of the cheetah 150000d Cloak of the tiger 125000d Cloak of the wolf 150000d Cyclocone 150000d Fur of warmth 250000d Gauntlets of dexterity 100000d Gauntlets of ogre power 100000d Girdle of dwarvenkind 200000d Girdle of giant strength 250000d Girdle of many pouches 100000d Gloves of freedom 175000d Gloves of missile snaring 100000d Gloves of thievery 50000d Hat of difference 80000d Hat of disguise 75000d Healing cap 225000d Mantle of Celestian 150000d Robe of blending 350000d Robe of eyes 500000d Robe of repetition 300000d Robe of scintillating colors 250000d Robe of stars 120000d Robe of useful items 150000d Robe of Veluna 100000d School cap 125000d Shoe of Fharlanghn 200000d Slippers of spider climbing 100000d Turban of Tusmit/black 20000d Turban of Tusmit/brown 20000d Turban of Tusmit/grey 30000d Turban of Tusmit/red 25000d Turban of Tusmit/white 30000d Wings of flying 75000d Jewellry Amulet of extension 50000d Amulet of far reaching 50000d Amulet of leadership 150000d Amulet of life protection 150000d Amulet of magic resistance 150000d Amulet of proof against detection 75000d Amulet of the planes 200000d Amulet of prot. from curses 50000d Amulet of prot. from death magic 50000d Amulet of prot. from diseases 50000d Amulet of prot. from drowning 50000d Amulet of prot. from drunkeness 50000d Amulet of prot. fr. mag. influence 50000d Amulet of prot. from possession 50000d Amulet vs undead: lvl 5 50000d Amulet vs undead: lvl 6 60000d Amulet vs undead: lvl 7 70000d Amulet vs undead: lvl 8 80000d Amulet vs undead: lvl 9 90000d Beads of force 10000d Bracer of archery 100000d Bracer of brachiation 100000d Bracer of defense AC 2 240000d Bracer of defense AC 3 210000d Bracer of defense AC 4 180000d Bracer of defense AC 5 150000d Bracer of defense AC 6 120000d Bracer of defense AC 7 90000d Bracer of defense AC 8 60000d Bracer of defense AC 9 30000d Bracers of deflection 270000d Brooch of shielding 100000d Cube of frost resistance 140000d Cubic gate 175000d Figurine: ebony fly 50000d Figurine: golden lions 50000d Figurine: ivory goats 50000d Figurine: marble elephants 100000d Figurine: obsidian steed 70000d Figurine: onyx dog 20000d Figurine: serpentine owl 40000d Gem of brightness 175000d Gem of insight 300000d Gem of scroll reading 170000d Gem of seeing 250000d Gem of shielding 500000d Ioun stones 50000d Medaillion of ESP/3 ̢̢̮ââ¬Å¡Ã¬Ãâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Rod Absorption 200000d Alertness 300000d Analysis 200000d Animal control 200000d Beguiling 200000d Cancellation 175000d Detection 200000d Distortion 200000d Divine protection 200000d Evil revelations 200000d Exorcism 200000d Flailing 150000d Identification 200000d Lordly might 150000d Melting 120000d Passage 300000d Perception 200000d Plant control 200000d Revelations 200000d Rulership 200000d Scepter of defense 40000d Security 120000d Smiting 150000d Spell storing 200000d Spirit realms 200000d Splendor 200000d Terror 120000d Woodland location 200000d Staff Black magic 300000d Catstaff 130000d Command 125000d Couatl 200000d Curing 150000d Divination 300000d Divine magic 300000d Elemental magic 300000d Enchantment 300000d Gnatmarsh 200000d High magic 300000d Low magic 300000d Mysticism 300000d Necromancy 300000d Serpent 200000d Skull-staff 200000d Slinging 100000d Sorcery 300000d Spell storing 300000d Staff-mace 100000d Staff-spear +1 50000d Staff-spear +2 75000d Staff-spear +3 100000d Striking 100000d Swarming insects 250000d Thunder & lightning 100000d Withering 300000d Woodlands +1 300000d Woodlands +2 300000d Woodlands +3 300000d Zodiac 300000d Transportation Apparatus of Kwalish 250000d Boat/folding 100000d Broom of flying 100000d Carpet of flying 250000d Mouse cart 125000d Portable canoe 100000d Stone horse 120000d Wand Arcane power 200000d Astral energy 200000d Buckler 50000d Conjuration 500000d Defoliation 60000d Divine light 200000d Earth & stone/greater 150000d Earth & stone/lesser 100000d Earth control 200000d Eloritch fire 200000d Enemy detection 75000d Fear 100000d Fire 150000d Fireballs 100000d Flame extenguishing 100000d Fog 200000d Force 300000d Frost 250000d Gravitation 200000d Ice storms 100000d Illumination 100000d Illusion 100000d Lightning 150000d Lightning bolts 100000d Magic darts 200000d Magic detection 50000d Magic missiles 125000d Magnetism 200000d Metal & mineral detection 100000d Metal command 100000d Mystic power 200000d Negation 125000d Paralysation 150000d Polymorphing 175000d Power 200000d Purification 200000d Secret doors & traps location 100000d Size alteration 100000d Sonic disruption 200000d Spell storing 200000d Steam & vapor 150000d Sustenance 200000d Telekinesis 200000d Thunderbolt 200000d Trail erasure 200000d Water control 200000d Wind control 200000d Wonder 50000d Weapon Arrow +1 1200d Arrow +2 3000d Arrow +3 4500d Axe of hurling +1 150000d Axe of hurling +2 300000d Axe of hurling +3 450000d Battle axe +1 25000d Bolt +1 1200d Bolt +2 3000d Bolt +3 4500d Bow +1 35000d Bullet +1 1200d Bullet +2 3000d Bullet +3 4500d Crossbow of accuracy 120000d Crossbow of distance 75000d Crossbow of speed 75000d Dagger +1 5000d Dagger +1/+2 vs small 7500d Dagger +2 15000d Dagger +2/longtooth 25000d Dagger +2/+3 vs larger 20000d Dagger +3 25000d Dagger of throwing +1 25000d Dagger of throwing +2 35000d Dagger of throwing +3 35000d Dagger of venom 30000d Dart +1 5000d Dart +2 12500d Dart +3 30000d Dart of homing 45000d Dart of hornet̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s nest 75000d Flail +1 40000d Flail +2 90000d Garotte +1 of Ekbir 45000d Hammer +1 25000d Hammer +2 60000d Hammer +3 75000d Hammer +3/dwarven thrower 150000d Hand axe +1 17500d Hand axe +2 37500d Hand axe +2/throwing 45000d Hand axe +3 70000d Javelin +1 20000d Javelin +2 50000d Javelin +3 75000d Javelin of lightning 30000d Javelin of piercing 30000d Knife +1 3500d Knife +2 10000d Knife/buckler +1 10000d Knife/buckler +2 20000d Knife/buckler +3 30000d Mace +1 30000d Mace +2 45000d Mace +3 100000d Mace of disruption 175000d Mattock of the Titans 70000d Maul of the Titans 120000d Morning star +1 30000d Morning star +2 70000d Net of entrapment 75000d Net of snaring 60000d Quiver of Ehlonna 10000d Scimitar of speed +1 90000d Scimitar of speed +2 120000d Scimitar of speed +3 150000d Sling of seeking 70000d Spear +1 30000d Spear +2 65000d Spear +3 150000d Staff +1 15000d Staff +2 30000d Staff +3 45000d Sword +1 20000d Sword +1/+2 vs magic-using 30000d Sword +1/+3 vs lycanthropes 35000d Sword +1/flametongues 45000d Sword +1/luck blade 50000d Sword +2 40000d Sword +2/dragon slayer 45000d Sword +2/giant slayer 45000d Sword +2/nine lives stealer 80000d Sword +2/quickness 80000d Sword +3 70000d Sword +3/frost brand 80000d Trident of fish command 40000d Trident of submission 125000d Trident of warning 100000d Whip +3 of Zeif 50000d Arcane Lore/ Shek-Pvar Level 1 Armor 20d/lv Charm person 1000d Comprehend Languages 50d Detect Magic 1ood Detect undead 100d Enlarge 20d/lv Erase 500d Identify 1000d/item or function Light 20d/lv Mending 20d or half cost of item Mount 200d/category Nystul̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Magical Aura 500d Protection from evil 20d/lv Read Magic 200d Wizard Mark 200d Level 2 Continual Light 1000d Deeppockets 300d Detect Evil (items only) 100d Detect invisibility 100d ESP 500d Fools̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ Gold 500d/lv Invisibility 500d Knock (chests, etc.) 300d Know Alignment 300d Leomund̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Trap 300d Locate Object (only from home) 300d Magic Mouth 300d Misdirection 500d Protection From Cantrips 40d/lv Strength 100d/lv Wizard lock 50d/lv Level 3 Clairaudience 50d/lv Clairevoyance 50d/lv Detect scrying 100d Dispel Magic 100d/lv Explosive Runes 1000d Feign Death 500d Fly 100d/lv Illusionary Script 100d/lv Infravision 100d/lv Invisibility 10̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ rd 1000d Item 500d Non-detection 200d/lv Phantom Steed 400d/category Protection From Normal Missiles 100d/lv Secret Page 500d Sepia Snake Sigil 1000d Suggestion 600d Tongues 100d Water Breathing 100d/lv Level 4 Fire Trap 500d Minor Creation 100d/lv Polymorph Other (willing only) 1500d Remove Curse 100d/lv Stoneskin 600d/2 lvs Level 5 Contact Other Plane 5000d+1000d/question Dream (with subject) 1200d Major Creation 100d/lv Seeming 1500d Stone Shape 1000d Teleport 2000d/person Level 6 Control Weather 20000d Enchant An Item 20000d plus other spells Geas 3000d Invisible stalker 5000d Legend Lore 1000d+ Reincarnation variable Stone To Flesh 5000d True Seeing 5000d Level 7 Limited Wish 20000d Level 8 Glassteel 5000d+500d/lb Mass charm 5000d Mind Blank 5000d Permanency 20000d Polymorph Any Object 5000d Serten̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Spell Immunity 300d/lv Symbol 1000d/lv Level 9 Gate Variable Succor Don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t Ask Temporal Stasis 8000d Wish 50000d Chandler Brush 3d Candles/tallow (suif) 1f/ea (each=1 oz, 16 = 1 lb, 5̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ rd./5 hr) 3d/lb Candle/beewax 2d/ea (each=1 oz, 16 = 1 lb, 10̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ rd./9 hr) 24d/lb Chalk/1 circle of prot. 1f/ea Comb 2d Fan 2d Grease 2d/lb Lantern/hooded (30̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ rd./6 hr) 6.0 12d Lantern/bulleye (60̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢x20̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢/6 hr) 6.0 21d Net/fishing 4.0 40d Oil/cooking 3d/gl Oil/lamp (dur. 6hr/pt) 12d/gl 2d/pt Oil/throwing 2.0 5d/pt Paint 20d+/gl Tar (goudron) 9d/gl Thinderbox 0.2 6d Torch 2.5 1f/ea Wax 1d/lb From other sources (% in stock assumes no other source in village) Item % in stock wt.(lb) cost Apothecary Kargele/healing 10% 0.8 188d/ds Pepper 45% T 45d/oz Quessel/antibiotic 10% 0.8 38d/ds Sugar 80% 75d/lb Tea 90% T 44d/oz Yulpris/u.antidote 5% 0.8 750d/ds Clothier Blanket/wool 90% 5.0 60d Cloak/leather 40% 9.9 232d Cloak/serge 60% 4.6 98d Gloves/leather 50% 0.8 18d Hat/leather 60% 0.6 14d Leggings/leather 30% 6.9 162d Leggings/serge 60% 3.2 68d Purse/buckram 75% 0.2 12d Robe/serge 30% 5.5 117d Shirt/leather 35% 6.5 150d Tunic/leather 50% 8.6 200d Tunic/serge 70% 4.0 84d Fletcher Arrows/12 80% 2.4 19d Longbow 45% 3.0 45d Shortbow 25% 2.0 30d Harper Balalaika (guitar) 10% 5.0 213d Fiddle 30% 4.0 213d Flute 50% 1.0 23d Lute 10% 4.0 250d Lyre 5% 4.0 150d Hideworker Belt 80% 0.3 13d Boots 75% 6.0 75d Wineskin (1 gl) 85% 5.0 13d Metalsmith Axe 50% 3.0 15d Bowl/pewter 80% 1.5 8d Chain 40% 2.0 5f/ft Chest/medium 20% 80.0+ 45d Chest/small 30% 15.0+ 15d Crowbar 20% 10.0 12d Cutlery/pewter 80% 0.2 5d/pc Goblet/pewter 85% 0.5 4d Grapple 25% 10.0 13d Hatchet 75% 2.0 8d Knife 95% 1.0 8d Mirror/small 30% 0.5 5d Plate/pewter 80% 0.7 7d Razor 75% 8d Spade 50% 8d [bleep]e 60% 1.0 3d Tankard/pewter 80% 5d Perfumer Incense 60% 15d/lb Perfume/cheap 50% 8d Soap 80% 2d/lb Salter Iron ration/fish 80% 8.0 5d/wk Iron ration/meat 80% 5.0 6d/wk Shipwright Canvas 50% 4d/sy Rope 80% 0.9 5d/fa Tentmaker Bag/canvas 40% 5d Carpet/wool 20% 50d/sy Sack/buckram 30% 5f Tent/2 pers. 25% 34d Thatcher Broom 80% 5f Weaponcrafter Dagger 35% 1.0 30d Leather armor 20% 14.0 220d Shortsword 20% 3.0 113d Sling 35% T 5d Sling bullet/12 35% 2.4 4d Woodcarver Bucket 80% 5d Chest/medium 25% 20.0+ 15d Chest/small 35% 8.0+ 8d Club 65% 3.0 15d Charcoaler Carbon 1f/oz Charcoal 2d/hw Coal 6d/bl Firewood 2d/hw Clothier Clothing w.(lb) price Linen (lin) Cloak 2.6 67d Hood 0.2 6d Leggings 1.8 47d Robe/gown 3.2 47d Shirt 1.7 44d Surcoat 2.2 55d Tunic 2.3 58d Vest 1.1 28d Buckram (toile) Cloak 3.3 99d Hat/cap 0.2 6d Hood 0.3 9d Leggings 2.3 60d Robe/gown 4.0 119d Shirt 2.2 65d Surcoat 2.7 81d Tunic 2.9 86d Vest 1.4 41d Gloves 0.3 8d Serge (laine low grade) Cloak 4.6 78d Hat/cap 0.3 5d Hood 0.4 7d Leggings 3.2 54d Robe/gown 5.5 93d Shirt 3.0 51d Tunic 4.0 67d Vest 1.9 32d Russet (laine medium grade) Cloak 4.6 202d Hat/cap 0.3 12d Hood 0.4 18d Leggings 3.2 141d Robe/gown 5.5 242d Shirt 3.0 132d Tunic 4.0 174d Vest 1.9 83d Gloves 0.3 15d Worsted (laine high grade) Cloak 5.3 312d Hat/cap 0.3 19d Hood 0.5 28d Robe/gown 6.3 373d Shirt 3.4 203d Tunic 4.6 269d Vest 2.2 127d Silk Cloak 4.6 601d Hat/cap 0.3 36d Hood 0.4 55d Leggings 3.2 419d Robe/gown 5.5 719d Shirt 3.0 391d Surcoat 3.8 491d Tunic 4.0 519d Vest 1.9 246d Gloves 0.3 46d Leather Belt 0.3 10d Cloak 9.9 185d Hat/cap 0.6 11d Hood 0.9 17d Leggings 6.9 129d Shirt 6.5 120d Surcoat 8.1 151d Tunic 8.6 160d Vest 4.1 76d Gloves 0.8 14d Ermine Cloak 8.6 657d Hat/cap 0.5 40d Hood 0.8 60d Robe/gown 10.3 786d Shirt 5.6 428d Tunic 7.4 567d Vest 3.5 269d Sealskin Cloak 8.6 330d Hat/cap 0.5 20d Hood 0.8 30d Leggings 6.0 230d Robe/gown 10.3 395d Shirt 5.6 215d Tunic 7.4 285d Vest 3.5 135d Beaver Cloak 11.2 297d Hat/cap 0.7 18d Hood 1.0 27d Leggings 7.8 207d Robe/gown 13.4 356d Shirt 7.3 194d Tunic 9.7 257d Vest 4.6 122d Special Gloves/snakeskin 0.8 25d General Apron (linen) 0.3 5d Buckram (toile) 10d/sy Blanket/wool 5.0 48d Dye/Tazach purple 200d/oz Dye/Dragon̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s blood 170d/oz Dye/Indigo 40d/oz Dye/Saffron (yellow) 160d/oz Lace (dentelle) 50d/yd Linen (Ḫ̢̢ââ¬Å¡Ã¬Ãâðrnic) 4d/sy Linen (Emelrene) 28d/sy Needle and thread 1f Purse/buckram 9d Purse/silk 60d Russet (laine medium grade) 12d/sy Serge (laine low grade) 6d/sy Silk 72d/sy Worsted (laine high grade) 24d/sy Courtesan Courtesan 12d-100d/visit Prostitute 1d/ev Embalmer Embalming 200d-5000d Farm/market Livestock Calf (veau) 60d Chicken 6d Duck 6d Goat (cḫ̢â¬Å¡Ãâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Archer Helm 25S 20 0-0 Normal 2 x 2 Black Helm 51S 49 10-15 Normal 2 x 2 Black Widow Helmet 37S 32 4-9 Unique 2 x 2 Blaster Helm 42S 38 4-10 Normal 2 x 2 Bloody Helm 48S 47 5-77 Rare, Unique 2 x 2 Bloody Helm 53S 53 6-87 Rare, Unique 2 x 2 Bluster Helm 49S 47 5-12 Normal 2 x 2 Bolted Helm 44S 42 5-69 Rare, Unique 2 x 2 Bone Helm 38S 33 0-6 Rare, Unique 2 x 2 Bovine Helm 24S 16 0-5 Rare, Unique 2 x 2 Brimmed Hat 15S 7 1-2 Rare, Unique 2 x 2 Bronze Helm 36S 31 0-8 Normal 2 x 2 Brow Cap 24S 17 2-5 Normal 2 x 2 Brute Helm 48S 45 9-13 Normal 2 x 2 Bull Helm 47S 44 5-11 Normal 2 x 2 Burdened Helm 31S 26 3-43 Rare, Unique 2 x 2 Captain Helm 25S 20 0-0 Normal 2 x 2 Carnage Helm 45S 41 9-12 Rare, Unique 2 x 2 Centaur Helm 43S 39 0-7 Normal 2 x 2 Cerebral Cap 13I 5 1-13 Rare, Unique 2 x 2 Challenger Helm 46S 43 5-11 Rare, Unique 2 x 2 Coiled Cap 14I 4 0-3 Normal 2 x 2 Coiled Cap 15I 5 1-4 Normal 2 x 2 Coiled Cap 15I 6 2-5 Normal 2 x 2 Coiled Cap 16I 7 3-6 Normal 2 x 2 Conqueror Helm 50S 50 6-82 Rare, Unique 2 x 2 Crimson Helm 24S 16 0-4 Normal 2 x 2 Crystal Helm 45S 42 5-11 Rare, Unique 2 x 2 Dashing Helm 30S 24 5-7 Normal 2 x 2 Desert Helm 36S 31 0-6 Normal 2 x 2 Disturbed Helm 45S 44 5-72 Rare, Unique 2 x 2 Dome Cap 14S 5 0-1 Normal 2 x 2 Dragonfly Helm 40S 35 7-10 Rare, Unique 2 x 2 Earthen Helm 18S 10 0-0 Normal 2 x 2 Echo Helm 40S 37 4-61 Rare, Unique 2 x 2 Eye Helm 27S 21 2-6 Rare, Unique 2 x 2 Fabric Cap - 1 2-6 Normal 2 x 2 Face Helm 20S 13 0-2 Normal 2 x 2 Felt Cap - 1 0-1 Normal 2 x 2 Felt Cap - 3 1-2 Normal 2 x 2 Felt Cap - 2 1-2 Normal 2 x 2 Felt Cap 13I 4 2-3 Normal 2 x 2 Fish Helm 36S 31 0-6 Rare, Unique 2 x 2 Flat Cap 20I 11 1-5 Normal 2 x 2 Flat Cap 22I 13 3-9 Normal 2 x 2 Flat Cap 23I 15 5-12 Normal 2 x 2 Flat Cap 25I 16 8-14 Normal 2 x 2 Gem Cap - 1 2-6 Normal 2 x 2 Gore Helm 47S 46 5-76 Rare, Unique 2 x 2 Great Helm 39S 35 0-9 Normal 2 x 2 Guard Helm 25S 20 0-0 Normal 2 x 2 Guardian Helm 45S 41 9-12 Normal 2 x 2 Hawk Helm 41S 37 8-11 Normal 2 x 2 Heavy Helm 43S 40 0-8 Normal 2 x 2 Horned Helm 43S 40 0-10 Normal 2 x 2 Imperial Helm 33S 28 6-8 Rare, Unique 2 x 2 Iron Helm 19S 11 1-3 Normal 2 x 2 Jaw Helm 18S 11 1-18 Rare, Unique 2 x 2 Karlat's Magic Helm 52S 50 12-15 Normal 2 x 2 Knight Helm 30S 24 0-5 Normal 2 x 2 Knight Helm 47S 44 5-13 Normal 2 x 2 Knowledge Cap 16I 8 1-17 Rare, Unique 2 x 2 Knowledge Cap 19I 11 1-26 Rare, Unique 2 x 2 Knowledge Cap - 3 2-6 Rare, Unique 2 x 2 Leather Cap - 2 0-0 Normal 2 x 2 Loom Cap 16I 8 1-13 Rare, Unique 2 x 2 Luna Cap 25S 18 4-5 Rare, Unique 2 x 2 Menacing Helm 45S 44 5-72 Rare, Unique 2 x 2 Olaf's Helmet 14S 5 1-2 Normal 2 x 2 Onyx Helm 27S 20 4-6 Normal 2 x 2 Parade Helm 22S 14 0-4 Normal 2 x 2 Pauper Cap - 4 0-11 Rare, Unique 2 x 2 Peak Cap - 2 0-1 Normal 2 x 2 Peak Cap - 1 0-0 Normal 2 x 2 Peak Cap - 3 1-2 Normal 2 x 2 Peak Cap 13I 4 1-3 Normal 2 x 2 Plate Cap 15S 7 0-0 Normal 2 x 2 Pressed Cap 23I 15 2-24 Rare, Unique 2 x 2 [puncture]ly Helm 42S 39 5-64 Rare, Unique 2 x 2 Raven Helm 56S 55 11-16 Normal 2 x 2 Regal Helm 50S 47 10-14 Normal 2 x 2 Ridge Helm 22S 14 2-4 Normal 2 x 2 Rustic Cap 13I 4 1-12 Rare, Unique 2 x 2 Scratchy Cap - 4 0-9 Rare, Unique 2 x 2 Seething Helm 36S 32 4-53 Rare, Unique 2 x 2 Sentry Helm 18S 10 0-0 Normal 2 x 2 Serpentine Helmet 58S 57 7-15 Unique 2 x 2 Sheen Cap 15S 7 1-12 Rare, Unique 2 x 2 Sightless Helm 58S 57 12-17 Normal 2 x 2 Slotted Helm 39S 35 7-10 Normal 2 x 2 Snug Cap 20S 14 2-23 Rare, Unique 2 x 2 Soaring Helm 26S 19 4-5 Normal 2 x 2 Solar Cap 19S 11 2-3 Normal 2 x 2 Sovereign Helm 29S 22 5-6 Normal 2 x 2 [bleep]ed Helm 41S 37 0-10 Normal 2 x 2 Spirited Helm 26S 21 2-34 Rare, Unique 2 x 2 Stature Helm 20S 13 2-22 Rare, Unique 2 x 2 Steel Cap 20S 12 0-0 Normal 2 x 2 Studded Cap 13S 4 0-0 Normal 2 x 2 Thicket Helm 15I 5 0-3 Normal 2 x 2 Thin Cap - 2 0-1 Normal 2 x 2 Thin Cap - 1 0-0 Normal 2 x 2 Thin Cap - 3 1-2 Normal 2 x 2 Thin Cap 14I 4 2-5 Normal 2 x 2 Traveling Cap 13S 5 1-13 Rare, Unique 2 x 2 Tusk Helm 19S 11 1-2 Normal 2 x 2 Utraean Helm 41S 37 0-0 Normal 2 x 2 Adds 3 Mana per hit, +2 to Dexterity, Adds 1 to Intelligence, +3 to Armor Wanderer Cap 16S 9 1-15 Rare, Unique 2 x 2 War Helm 45S 41 0-8 Normal 2 x 2 Warlock Hat - 8 2-100 Normal 2 x 2 Warmth Cap 13I 4 1-11 Rare, Unique 2 x 2 Warmth Cap 15I 7 1-18 Rare, Unique 2 x 2 Whiplash Helm 22S 16 2-26 Rare, Unique 2 x 2 Winged Helm 32S 27 5-8 Normal 2 x 2 Wooly Cap - 2 0-0 Normal 2 x 2 Wooly Cap - 3 0-1 Normal 2 x 2 Wooly Cap 13I 4 1-3 Normal 2 x 2 Wooly Cap 15I 5 2-5 Normal 2 x 2 Woven Cap 13I 4 0-1 Normal 2 x 2 Woven Cap 15I 6 2-4 Normal 2 x 2 Woven Cap 16I 7 2-35 Normal 2 x 2 Armour of the Forgotten Realms New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Armour Pieces of Kara-Tur (Modified from Oriental Adventures. See p.44 of that book for illustrations) Individual armour pieces are quite common in Kara-Tur, especially in the miltant martial cultures of Kozakura and Wa (although Lun̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢kia is generally found only in Shou Lung and T̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢u Lung). Most pieces are based on laced lamellar armour technology. Note that a corslet is similar to a cuirass, and covers stomach, chest, back and base of shoulders. Also note that the proper term is corslet, ̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãâarmour for the body̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢, and NOT corselet, ̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãâa supporting undergarment worn by women̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢!) Notes: Two armour pieces cannot be worn on the same area of the body; nor can armour pieces be combined with complete suits of armour. Encumbrance category of non-bulky armour pieces changes one place for every two non-bulky pieces worn. I originally included the costs of armour pieces in this table, but because their costs vary depending on which Kara-Turan country they are found in, and the varying rates of exchange between Kara-Tur and the Gajin lands of the Faerun and Zakhara, it was easier to leave cost out (refer to Oriental Adventures or Kara-Tur boxed set for details). Values in brackets are original values I have changed to match those listed in the previous table. Type AC bonus Wght (lbs) Encumbr. Description Do-maru 2.5 (2) 17 (20) light Corslet of laced lamellar armour. Small tassets cover tops of legs. Can overlap haidate. (Equates to metal lamellar torso). Haidate 0.8 (1) 5 (10) light Apron of laced armour protecting thighs & knees. (Equates to ̢̮â¬Å¡Ãâý metal lamellar legs). Hara-ate 2/0 back 14 (10) none Laced armour breastplate and thigh armour. Back is unprotected and so AC10. (Equates to ̢̮â¬Å¡Ãâý lamellar torso, ̢̮â¬Å¡Ãâý lamellar legs). Hara-ate-gawa 1 8 (10) none Simple leather corslet. Often used by common foot soldiers. (Is a form of leather jerkin). Haramaki 1.5 (1) 15 none Lightweight corslet of silk and light mail. Can be concealed under clothing. (Something like ring mail torso) Haramaki-do 2 20 light Similar to Haramaki, but made of small metal plates sewn to silk. Cannot be concealed under clothing. (equates to scale torso) Horo ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ Long strips of cloth sewn together and tied to back of neck and waist. Confers +1 AC bonus to missile fire when moving. Used my mounted warriors, and often decorated with heraldric devices. Kote 1 8 (6) none Pair of armoured sleeves made of chain mail or metal plates, extending from shoulder to hands. (See Special and Unusual Armour section) Lun̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢kia 2 10 none Corslet made of successive layers (usually 15) of lacquered paper & glue, so is susceptible to water damage and not long lasting. Sode (pair) 0.8 (1) 5 (3) none Square or rectangular shoulderguards of metal sewn to leather padding. Must be tied to another piece of armour (so cannot be worn without a corslet). (Equates to ̢̮â¬Å¡Ãâü banded torso) Sune-ate 0.8 (1) 5 none Shin guard protecting from top of ankle to bottom of knee. Made from splints of metal attached to leather padding. (Equates to ̢̮â¬Å¡Ãâý banded legs) Armour Pieces of the Kuong and the far South (Modified from Rhino's Armour, Tiger's Claws, Michael J. Varhola, Dragon 189) Based on the Varman, or body armours of India, these armour pieces are common in the Malatran (southern Kara-Turan) Kuong culture; and to a lesser extent throughout the rest of Malatra, and the civilised areas of the Chultan peninsula (particularly Samarach and Thindol) in the far South of Faerun. Unusually, some of these pieces were often worn over suits of light armour. They otherwise follow the rules of the previous sections. Type AC bonus Wght (lbs) Description Chahar-aina (̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãâfour mirrors̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢) +1 8 4 light metal plates strapped around body (back, chest, one on each side under the arms). Can be worn over other light armours (up to 25lbs). Dastana (bazubands) +1 (pair) 8 (pair) Forearm guards: pair of hinged plates that fully encircle the arm, with mittens of cloth and mail, to protect the hands. Kantha-trana 0 2 Piece of leather or metal protecting neck and throat. Confers +2AC/+2 saves vs strangling or decapitating attacks & makes garrote ineffective. Nagodarika 0 1 Shooting glove worn by archers: leather or hide finger guards sewn onto straps wrapped around the user's hand to keep them in place. Poshteen +1 10 Heavy sheepskin coat with the wool facing the inside. Can be worn over quilted, padded or leather armour. +1 on saves vs. cold attacks. Worn mostly in Tabot and the highlands of T̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢u Lung that border Malatra. Sadiqi +1 7 or 8 Name for armour protecting only the torso. Here refers to a padded/quilted linen or leather hauberk. Often worn with dastana under Chahar-aina or poshteen. Talatra 0 2 Arm guard or bracer worn by an archer to protect his inner arm from the slap of a released bowstring. Traditionally made of iguana skin. Fashion Armour/Armoured Clothing (Modified after Aurora̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Whole Realms Catalogue and Dragon Annual (1998)) Armour is sometimes worn in smaller pieces than described above, as much for appearance and style, as protective value. These armoured garments are sometimes termed ̢̢̮ââ¬Å¡Ã¬Ãâ¦Ã¢â¬Åfestival̢̢̮ââ¬Å¡Ã¬Ãâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Magical Armour and Encumbrance One of the special properties of magical armour is its effect on encumbrance. Although magical armour appears to weigh as much as normal armour, the weight of magical armour applies only toward the weight limit of the character. It does not apply when determining the effects of encumbrance on movement and combat. In effect, the armour appears to weigh as much as normal armour but does not restrict or hamper the character. Note that magic armour still weighs the same, so affects swimming as non-magical armour. (See Players Handbook, Chapter 6: Money and Equipment) Spellcasting in Armour It is generally not possible to cast wizardly spells in armour. The bulk and stiffness of the armour interferes with the somantic components of the spell, and more importantly the presence of so much enclosing material makes the gathering (or focussing) by the spellcaster of weave energies (that power the spell) more difficult. In practical terms no armour is applicable for wizardly spellcasting. The exception is quilted armour, as this type of light protection approximates the encumbrance and fitting of bulky clothing (so only hinders to the same degree as classic wizards robes; winter clothing; cassocks, cloaks, baladrana (weathercloaks), mantles etc.) Note this is a campaign-specific rule, though I do strongly recommend it. Standard rules allow spellcasting in magical elven chain mail by multi-classed elven wizards only (from the Players Handbook: ̢̢̮ââ¬Å¡Ã¬Ãâ¦Ã¢â¬ÅElves wearing elven chain can cast spells in armour, as magic is part of the nature of elves̢̢̮ââ¬Å¡Ã¬Ãâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Garde, Kote, Manica (AC9, enc: none, 8 lbs) This form of armour consists of a pair of armoured sleeves, extending from the shoulders to the back of the hands and tied together to keep them from falling off. They can be partly concealed beneath bulky clothing if necessary. In Kara-Tur kote are normally made of light chain mail, or metal plates sewn between layers of silk (like brigandine or lamellar). A similar style of protection called manica was developed in Roman times for gladiators, and consisted of heavy leather sleeves with rings of metal reinforcing. In Faerun their use is generally limited to the Vilhon Reach, Arnaden and human lands about the periphery of the Shaar. In these areas they are called manica (if similar to the Roman model) or garde (if more like kote). (On the armour piece table, they equate to arms of chain mail, metal lamellar or heavy brigandine.) Quality Leather (AC8, enc: none, 15 lbs) Quality leather armour is made from the most expensive and supple leather (often taken from exotic animals), and carefully worked into armour pieces by a master craftsman. The pieces are often constructed in a laminate design: with a soft leather facing layer bonded to the boiled or lacquered leather plates to help muffle sound. These plates are worn over a soft leather tunic and leggings like normal leather armour. The armour is cut away under the arms and no thigh guards are worn, making stealthily movement easier (and which balances out the additional protection for the torso and shoulders provided by the laminated plates). The buckles and fasteners, which tend to rattle and clink, are muffled with leather and cloth strips glued to the metal. The armour is usually dyed a dull colour (often neutral grey or black), and polished with a non-reflective, matt nugget or wax. Quality leather armour acts in all respects like leather armour, but is at least as durable and offers particular advantages for rogues. Due to the quality and attention to detail, quality armour infringes less on thieving activities (allowing the bonuses usually reserved for wearing no armour). In addition it can be worn under bulky clothing without being obvious. The quality of the materials, and attention to detail used in construction, means that quality leather is far more expensive then normal leather armour: costing around 250gp for a suit. Gnomish and elven artisans are known to produce particularly fine suits of quality leather. Gnomish Workman's Leather (AC7, enc: none, 25 lbs) Gnomish workman's leather armour is a variation of high-quality gnomish leather armour (as described in Complete Fighter's Handbook). Gnomish workman's leather is adorned with dozens of tiny tool holders and pouches, typically filled with a bizarre collection of coins, nails, tools, utensils, weapons and small machinery components. For this reason, a suit of gnomish workman's leather provides protection equal to studded leather armour. Campaign Notes: Without modifications and additions, gnomish workman's leather is acts as normal leather armour. However, this is before a gnomish workman has personalised it to ̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãâincrease its functionality̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢. Strange inventions, secret compartments, locked and trapped pockets, and a dizzying array of tool holders and layered item racks are added, modified, moved and camouflaged almost daily. From week to week, a gnomish workman's armour suit may change drastically in appearance and function. The armour has a stowage capacity of 10 lbs, up to half of which can be considered hidden. Enough gadgets are usually added to alter the armour class to 7, but make the armour noisier: clinking and banging into each other, spilling out when the owner bends over, or accidentally dropping off or exploding in the heat of battle. This type of armour is rarely seen by non-gnomes (except perhaps in Lantan). Dwarves, who might squeeze into a suit if offered, find the concept distasteful and the appearance much too garish for their otherwise stoic tastes. Halflings have displayed a weakness for the many secret compartments found in gnomish workman's leather, and halfling thieves in particular might treasure a suit of this armour above all else. In human settlements and cities, gnomes only don workman's armour when working privately, deep in their workshops, being a tempting target for pickpockets out on the streets. In their own communities, however, it is commonly worn everyday. Gnomish rogues may don a set of workmen̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s leather when adventuring. Lamellar shirt/coat (AC7, enc: none, 20 lbs) Lamellar armour consists of small, overlapping plates (scales) of metal sewn together or stitched to a backing of leather or cloth. Full suits of lamellar armour were very rare in the Bronze Age, but lamellar coats with cloth skirts (made of stiff canvas) were somewhat more common. This composite armour represents the best protection available to the common soldier in many ancient settings, such as the Old Empires region and about the Shaar earlier in history. On Earth, Byzantine and Persian cavalrymen used breastplates of steel lamellar, by itself in this form, or as part of heavier armour (which would then correspond to metal lamellar armour). (As per armour piece rule, this armour is considered: lamellar torso, ̢̮â¬Å¡Ãâý lamellar arms, ̢̮â¬Å¡Ãâý cloth legs). Mulhorandi armour (AC7, enc: none, 23 lbs) aka. kalasiris This is the famous and traditional armour worn by priests and warriors for everyday and ceremonial use in Mulhorand and Unther. It consists of a kalasiris (knee-length, tight-fitting layered linen skirt), a pectoral collar (a padded plate protecting the chest, shoulderblades and throat), and armlets and bracers that together protect as a vambrace. This armour is light, cool and relatively comfortable: well-suited to the often stifling climate of the Old Empires region. When expecting battle, soldiers and priests usually don heavier armour (usually metal lamellar or Anhurite armour). (As per armour piece rule, Mulhorandi armour is considered: ̢̮â¬Å¡Ãâý field plate torso, ̢̮â¬Å¡Ãâý field plate arms, ̢̮â¬Å¡Ãâý cloth legs). (Reference: Powers & Pantheons, under Ceremonial Vestments for the church of Anhur.) Web Armour (AC7, enc: none, 20 lbs) aka. spidersilk armour Spider webs are, pound for pound, stronger than the best tempered steel. Web armour is made of spidersilk, thickly woven and treated to create a light, supple armour capable of turning the strongest blade, yet comfortable enough to be worn every day. Thousands of thick strands from rare varieties of wild or domesticated large spiders are woven to form a suit of armour that extends from the shoulders to mid-thigh. The completed armour is then treated with an alchemical mixture to preserve the cohesion and durability of the strands, while removing much of their stickiness. The suit is usually worn over loose pants or a spidersilk bodysuit, and a helm is seldom worn except in battle. Web armour tends to have a light silvery sheen (unless dyed to a less conspicuous colour) and is often mistaken for woven metal armour. The light and flexible nature of the suit means it affects thieving as normal leather armour (no penalties). In some isolated elven enclaves of southern Faerun, spidersilk is gathered from large jungle spiders and used to produce web armour, which is worn by tribal warriors or traded to the southern city-states (especially those of the Tashalar) where it is very popular amongst rogues. In drow enclaves of the Underdark (and occasionally among other Underdark peoples such as jermlaine and derro) spiders are widely domesticated. Spidersilk is used for many purposes, including cloth and rope manufacture, and is woven in complex designs into spidersilk bodysuits and web armour, which is used extensively by drow thieves and assassins. Spidersilk is also harvested among the Khopet-Dag (Spiderhaunt Peaks) north of Semphar by the human yaqubi clans. Web armour made from this spidersilk is finer and quieter than normal (+10% to Move Silently rolls, as quiet as wearing no armour) but is more costly (twice the usual price). Some legends say that superior web armours (with ACs of perhaps 5 or better) can be created from the silk of some breeds of phase spiders (and so is understandably very rare) and which may have other properties besides. (Based loosely on Spidersilk Armour from Strange new armour for your fantasy world, Dragon Annual Vol.1). Bone, Chitin, Horn and Wood Armours (AC7, enc: light, 30 lbs) includes tree bark armour, turtle shell armour In remote or primitive societies, armours made of wood, horn, bone, chitin or other ̢̢̮ââ¬Å¡Ã¬Ãâ¹Ãânatural̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢ materials may be used by peoples with little access to metals or poor leather-working skills. Reinforced plates or lamellas of polished wood, horn or bone are worn over cloth, cord or soft hide backing. The material is often treated with fats/oils, saps/resins or other substances to prolong their useful life. Chitin armour is made from the carapaces of giant insects, usually beetles. This armour is crafted by a number of primitive cultures of the Underdark, by the laertis of Anauroch, by bullywugs of the South and by lizardmen through Toril. Turtle shell armour is functionally the same, and is worn by some less civilised aquatic and semi-aquatic races, such as the koalinth of Seros and lizardmen everywhere. It is made from the hard shells of large Alambern green and Twilight turtles, and worn in whole form (as back and breast plates) or sawn up into smaller pieces and sewn onto soft backing. Iulutiuns of the Great Glacier occasionally produce chitin armour made from tirikich carapace. Ceremonial armour of bone is sometimes worn by clergy of deities associated with death and the undead, such as the infamous armour formed of blackened and polished human bone worn by undead and warriors in the services of the Thraksar (ancient Myrkulite crusading orders of the South). The priesthood of the elven deity Rillifane Rallathil wear a ceremonial armour made from specially hardened (lacquered) tree bark (refer to Demihuman Deities under Rillifane̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s priesthood). Although softer than thick wood, it is more flexible and covers more of the body (a complete suit). This armour protects as normal wood armour, but the wearer suffers a ̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Ãâ1 penalty for all saving throws against fire. Notes: On the world of Athas, these armours are very common, given the scarcity of metals. If a weapon made of hard metal (iron, steel or special metals like mithril) is used against armours made of wood, horn, bone or chitin, the attacker gains a +1 bonus to hit. No penalties result if the weapon is made of a softer metal (like bronze) or other weaker material (like wood) or if the weapon is natural (like the claw or fang of a beast). Armour of this type generally concentrates on protecting the torso (with back, breast and shoulder plates, and skirting) while leaving the arms and legs free for mobility. Lorica Hamata (AC6, enc: light, 32 lbs) This composite armour consists of a chain mail shirt and a skirt of leather reinforced with bronze or iron strips. In the Realms it was developed many centuries ago and used in the Vilhon, Tashalar and about the Lake of Steam and Land of the Lions. It has since been generally replaced by lorica segmenta or more modern mail and plate armours in military circles; but is still worn in some warmer regions today by town militia, bandits and local guardsmen or conscripts. On Earth, lorica hamata was an early Roman armour used from the time of the Punic Wars into the 1st century AD. Lorica hamata is similar to the chain hauberk (above); the difference being that the hauberk has a thigh-length chain mail coat and short sleeves; while hamata has a shorter mail coat with studded leather arms and skirt. Anhurite armour (AC5, enc: light, 35 lbs) aka. Mulhorandi heavy armour Heavy armours in the dwarven or western Faerunian mode (modelled on western European developments) are not usually worn in the Old Empires region, due to the often stifling heat, and because of different cultural traditions. The heaviest battle armour commonly seen is metal lamellar. An outgrowth of the common Mulhorandi armour has recently been developed by the militant church of the war god Anhur, and is gaining popularity amongst that churcḫ̢̢ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s faithful. It consists of a short steelplate cuirass (protecting the chest, shoulders and most of the back), a traditional kalasiris (knee-length, tight-fitting layered linen skirt) for comfort, steel greaves worn over boots (themselves unusual in Mulhorand), and armlets and bracers that together protect as a vambrace. This armour is not as comfortable as lighter armours but is cooler than most heavy battle armours. Due to its general rarity and skill required to produce moulded armour plates (and the cost of steel in the Old Empires region) a full suit of Anhurite armour costs around 500gp. (As per armour piece rule, Anhurite armour is considered: ̢̮â¬Å¡Ãâþ field plate torso, ̢̮â¬Å¡Ãâý field plate arms, ̢̮â¬Å¡Ãâý cloth legs, ̢̮â¬Å¡Ãâý field plate legs). Chain-lamellar (AC5, enc: light, 37 lbs) This composite armour consists of a metal lamellar cuirass, greaves, and shoulder guards worn over more flexible light chain backing (leggings and sleeves). On Earth, this style of augmenting armours was common in near-eastern cultures, and was widely used by Byzantine, Turkish, and Persian cavalry. In the Realms it would be found at times throughout the cooler areas of southern and eastern Faerun. Like standard chain mail, it is worn over a layer of padded fabric or soft leather to prevent chafing. Dragonscale armour (AC5, enc: none, 25 lbs) aka. dragon armour, dragonhide Note: my version of Dragonscale armour is different than that detailed in the Monstrous Manual (see below), and generally follows the article on dragon armour from Best of Dragon 3. This system is easier to manage than that given in the Monstrous Manual (you don̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢t have to record the age of the dragon), and yields more distinctive armours. Also there is more to armour class than purely the skin. In a dragon̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s case their armour class, in addition to thickness of the hide, is due to their cunning, skill in combat, catlike grace, highly magical nature, and of course their enormous size (so most attacks do insignificant damage, even if they hit). Version 1: Simon̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s version This rare but legendary form of armour is made from the specially treated scaled hide of a dragon of at least young adult size (younger skins deteriorate quickly). Only the softest belly hide is flexible enough (and the scales small enough) to be used for suits of dragonscale, unless magically enchanted, and yet it is as hard as quality steel. The armour looks like a fine suit of normal scale that gleams the colour of the dragon the hide comes from. The curing process involves treating the hide with a number of unusual components that vary with the dragon type (only the most learned armourers or alchemists know the correct treatments). Dragon hide armour has a number of distinctive qualities. The armour has the encumbrance of improved leather, and affects thieving in a similar way. In addition the armour is especially resistant to some attack forms, depending the dragon it comes from. Wearing the armour confers +1 on saves, and ÃÆÃâÃâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 Rhianne Tar-Brynn̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Arms & Armour April 1999 BattleDress 1.Bandt̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Field Plate [unique] 1 2.Bandt̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Tournament Plate [unique] 1 3.Chain Mail Of Mist 1 4.Chyon Blood Armour 1 5.Chyon Twilight Armour 1 6.DoomBringer̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Armour 1 7.Dregvant Armour 1 8.Golden Dawn Armour 1 9.Rainbow Dragonscale [unique] 1 10.Raven Chain 2 11.Sapphire Battle Armour 2 12.Skel Armour 2 13.Star Chain 2 14.Virago Acheron Battledress 2 15.Virago Campaign Armour 2 16.Virago Parade Armour 2 17.Warlock Phazed Armour 2 Blades Of Chyon 1.Dragon Blade Of Chyon 3 2.Guardian Blade Of Chyon 3 3.Krys Of Chyon 3 4.Spirit Of Pan-Tang 4 5.Transcendent Blade Of Chyon 4 Blades Of Destiny 1.AmBaCr 4 2.Amur 5 3.Baroda 5 4.Crin 5 5.Drax 5 6.Eldra 6 7.Fiur 6 8.Genor 6 9.Hool 6 10.Iamir 6 11.Ravager 7 12.Reaper 7 13.Retaliator 7 14.Scavenger 7 15.Shredder 8 16.Slayer 8 17.Tempest 8 18.Tornado 8 19.Typhoon 8 Blades 1.Ace 9 2.Ars Moriendi 9 3.Bloodsmear 9 4.Bloodthrall 10 5.Brage 10 6.Braun Brandell̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Attitude Adjusters 10 7.Caretaker 10 8.Cor 11 9.Dagger Of Pain 11 10.Dagger Of Pleasure 11 11.Dagger Of Rutile Fire 11 12.Darkshard 12 13.Dawnbreaker 12 14.Drenvijr 12 15.Eterna 12 16.Exciter 13 17.Glacier 13 18.Goblin̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Dream 13 19.Headhunter 14 20.Heartseeker 14 21.HellsPawn 14 22.Incisors Of Rabon 14 23.Intrepid 15 24.Karnan 15 25.Kerrida 15 26.Koyul 15 27.Malevar 16 28.Malis 16 29.Mandate 16 30.Mezzalur 17 31.Mindraper 17 32.Mindslicer 17 33.Mortis 18 34.Painkiller 18 35.Pathfinder 18 36.Quicksilver 19 37.Rainbow Peace 19 38.Rangefinder 20 39.Rapine 20 40.Rebus 20 41.Rellas 21 42.RuneWeaver 21 43.Saracen 21 44.Screamdream 22 45.Shayol 22 46.Softsinger 22 47.Solarion 23 48.Solo 23 49.SoulCatcher 23 50.SoulGrazer 24 51.Stinger 24 Blades (Continued) 52.Sword Of Dawn 24 53.Teardrop 24 54.Terragor 25 55.Thieftaker 25 56.Veinfynder 25 57.Visionstain 26 58.Widowmaker 26 Other Weapons 1.Bambi 27 2.Croudpleaser 27 3.Dehumanizer 27 4.DoomBringer̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Hammer 28 5.Echo 28 6.Enervation Scourge 28 7.Fire Faerie 28 8.FireKiss 28 9.Gypsy Scourge 29 10.Hanman̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Flails 29 11.Hanman̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Hammer 29 12.Hanman̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Staff 29 13.Harjfell 29 14.Iridal̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Club 29 15.Jasper̢̢̮ââ¬Å¡Ã¬Ã¢ââ¬Å¾Ã¢s Maul 30 16.Light, Axe of Ambidexterity 30 17.Lightspeed 30 18.Marauder 30 19.Mejka, Mace of The Dark Knight 30 20.Morning Star of Misery 31 21.Nose Kisser 31 22.NÃÆÃâÃâöst, Lance of The Dark Knight 31 23.Predator 31 24.Rage 31 25.Ravel 31 26.Reft, Axe of Ambidexterity 32 27.Ribtickler 32 28.Ride The Lightning 32 29.Rod of Torment 32 30.Sandman 32 31.Sceptre of the SunKing 33 32.Shockspear 33 33.Staves of the OverMaster 33 34.Tempest Rod of Storms 33 35.Thumper 33 36.Trollgrater 34 37.Tylenn 34 38.War Claws of Rathok 34 39.Whip of Iblis 34 40.Woe 34 41.Ziol 34 Appendices A.Average Armour 35 B.Average Blades 36 C.Average Weapons 36 D.Notes 37 E.Armour By Type 38 F.Blades By Type 39 G.Weapons By Type 41 Appendix A: Average Armour Medium Sized Suits Armour Type Weight (#) Base AC Banded Mail 35 4 Chain Mail 40 5 Chain Mail, Bronze 35 6 Chain Mail, Gold 75 9 Chain Mail, Silver 40 7 Field Plate 60 2 Field Plate, Bronze 50 3 Field Plate, Gold 120 6 Field Plate, Iron 75 2 Field Plate, Silver 60 4 Full Plate 70 1 Full Plate, Elven Steel 60 1 Full Plate, Gold 140 5 Full Plate, Iron 85 1 Full Plate, Silver 70 3 Plate Mail 50 3 Plate Mail, Bronze 45 4 Plate Mail, Silver 50 5 Ring Mail 30 7 Scale Mail 40 6 Splint Mail 40 4 Appendix B: Average Blades Blade Type SF Damage Length Weight (#) Dagger 2 d4/d3 15̢̢̮ââ¬Å¡Ã¬Ãâà New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 TREASURE Version 3.3.5 RANDOM TREASURE DETERMINATION MAGIC ITEMS Dice Results 01-20 Potions 01-48 Table III.A (UA)(35) 49-75 Table III.A.2 (UA)(19) 76-00 Table III.A.3 (18) 21-35 Scrolls 01-54 Table III.B (UA)(25) 55-96 Table III.B.2 (UA)(19) 97-00 Table III.B.3 (2) 36-43 Rings 01-30 Table III.C (UA)(24) 31-47 Table III.C.2 (UA)(13) 48-00 Table III.C.3 (41) 44-49 Rods, Staves & Wands 01-32 Table III.D (UA)(25) 33-69 Table III.D.2 (UA)(28) 70-00 Table III.D.3 (23) 50-64 Miscellaneous Magic 01-08 Table III.E.1 (UA)(33) 09-15 Table III.E.2 (UA)(30) 16-24 Table III.E.3 (UA)(33) 25-33 Table III.E.4 (UA)(36) 34-42 Table III.E.5 (UA)(36) 43-49 Table III.E.6 (UA)(30) 50-56 Table III.E.7 (UA)(28) 59-82 Table III.E.8 (A-E)(101)* 83-00 Table III.E.9 (F-Z)(70)* 65-81 Armour & Shields 01-44 Table III.F (UA)(26) 45-89 Table III.F.2 (UA)(26) 90-00 Table III.F.3 (6) 82-91 Swords 01-54 Table III.G (UA)(20) 55-89 Table III.G.2 (UA)(13) 90-00 Table III.G.3 (4) 92-00 Miscellaneous Weapons 01-33 Table III.H (UA)(36) 34-70 Table III.H.2 (UA)(40) 71-00 Table III.H.3 (32) TABLE II Version 3.3.5 III.A.3 POTIONS XP gp Alchemical Elixirs 100 200+(1d10*10) Alchemical Potions 300 400+(5d6*10) Inorganic Solvent 800 2,000 Oil of Phosphorescence Nil 100 Organic Solvent 400 1,000 Phase Potion 800 2,000 Potion of Curing Lycanthropy 100 1,250 Potion of Direction 350 800 Potion of Explosions 450/75 900/150 Potion of Frost Resistance 250 400 Potion of Mind Restoration 650 1,300 Potion of Missile Protection 400 800 Potion of Nutrition 150 500 Potion of Pain Supression 0 100 Potion of Restoration 300 2,000 Potion of Toughening 300 600 Psionics-Boosting Potions Green 300 600 Violet 300 650 White 200 300 Gray 200 350 Silver 300 650 Yellow 300 600 Red 350 650 Standard Acid 20 100 III.B.3 SCROLLS Scroll of Domination(M) 1,500 4,500 Scroll of Suggestion Nil 1,000 III.C.3 RINGS ACME Ring of Invisibility 100 1 Jhessail's Silver Ring 3,000 11,000 Ring of Animal Magnatism 1,000 5,000, Nil 1,000 if cursed Ring of Annulment Nil 2,000 Ring of the Bard 3,000 15,000 Ring of Begone and Forgotten Nil 80,000 Ring of Circular Curses Nil 30,000 Ring of Claraudiance 1,000 7,500 Ring of Command 2,000 10,000 Ring of Damage Absorbtion 5,000 60,000 Ring of Distraction 1,000 5,000; Nil 1,000 if cursed Ring of the Drow 1,000 5,000 Drow; Nil 1,000 others Ring of the Eagle 1,000 5,000 Ring of Energy 500 6,000 Ring of Fashion 1,000 3,000 Ring of Flying Type I 2,500 30,500 Ring of Flying Type II 1,000 7,500 Ring of Fighter Power (M) 3,000 70,000 Ring of Fire Starting 1,000 3,500 Ring of the Grasshopper 1,000 5,000 Ring of Health 01-45 15 CON 1,000 5,000 46-90 16 CON 2,000 6,000 91-95 17 CON 3,000 7,000 96-99 18 CON 4,000 8,000 00 19 CON 5,000 9,000 Ring of Infravision 250 1,750 Ring of Languages 1,000 5,000 Ring of Lightning Resistance 1,000 5,000 Ring of Limited Telepathy 2,000 10,000 Ring of Magic Detection 1,000 15,000 Ring of Magic Resistance 01-15 5% 1,000 2,000 16-30 10% 1,500 4,000 31-45 15% 2,000 6,000 46-60 20% 2,500 8,000 61-75 25% 3,000 10,000 76-85 30% 3,500 12,000 86-92 35% 4,000 14,000 93-97 40% 4,500 16,000 98-99 45% 5,000 18,000 00 50% 5,500 20,000 Ring of Neutralization 1,500 7,500 Ring of Permanent X-Ray 2,500 30,000 Ring of Phantom Form 1,500 7,500 Ring of Protection vs. Charming 3,600 18,000 Ring of Quick Action 1,000 5,000 Ring of Range Extension 2,000 10,000 Ring of Rapid Regeneration 5,000 50,000 Ring of Serten's Spell Immunity 8,000 50,000 Ring of Shape Changing 2,500 15,000 Ring of Telepathic Communication3,000 35,000 Ring of Teleportation 2,000 15,000 Ring of Tongues 1,000 5,000 Ring of Truth Type II 1,500 5,000 Ring of Vapors 4,000 35,000 III.D.3 RODS, STAVES & WANDS Baton des Freres Marques 1,750 8,000 Catstaff 6,000 13,000 Demon Staff 8,000 35,000 Nidus' Wand of Endless Repetition3,500 25,000 Rod of Many Things 7,500 25,000 Rod of Melting 3,000 12,000 Spectre Wand (M-N) 2,500 10,500 Staff of Adjustment © 1,500 8,000 Staff of the Couatl 7,500 20,000 Staff of Ethereal Action 7,000 15,000 Staff of Skulls 900 15,000 (25% are 25,000) Staff of Spell Focusing 6,000 25,000 Wand of Armory 600 5,000 Wand of Backfiring @+300 @ (@=wand type norm) Wand of Fog 1,750 8,000 Wand of Homing Fireballs 3,000 19,000 Wand of Magical Mirrors(M,C) 3,000 20,000 Wand of Opening 750 1,550 Wand of Teeth 3,000 15,000 Wand of Temporal Status 3,000 10,000 Wand of the Undead 5,000 40,000 Wand of Viscid Globs 9,000 50,000 Wand of Whips 2,500 12,000 III.E.8 MISCELLANEOUS MAGIC Alchemical Blade Venoms 300 1,500+(1d20*10) Alchemical Compounds 150 300+(1d10*10) Alchemical Dusts 300 500+(5d6*10) Alchemical Gasses 300 600+(5d6*10) Alchemical Powders 125 200+(1d10*10) Alchemical Talismans 500 6,000 Amulet of Charming 5,000 20,000 Amulet of E'Nezbit Nil 10,000 Amulet of Finding 400 950 Amulet of Power Word-Pain 5,000 11,000 Amulet of Protection from Sleep 500 2,000 Amulet of Psionic Reflection 2,500 10,000 Anklet of Growth Nil 350 Anklet of Hobbling Nil 350 Anklet of Levitation 500 1,000 Anklet of Sinking Nil 350 Anklet of Walking 1,000 5,000 Armband of Death Nil 500 Armband of Healing 2,000 6,000 Armband of Music Nil 500 Armband of Salutation Nil 500 Armband of Strength 500 2,000 Armband of Variable Strength 250 1,000 Awl of Hole Punching 500 5,000 Backpack of Convenience 500 5,000 Balance of Conversion 950 2,600 Barding of Deceptive Travel 5,000 25,000 Barding of Easy Travel 3,000 18,000 Base Ball 800 2,500 Bead of Accuracy 700 1,250 Bead of Dew 800 1,400 Beady Eye 1,000 2,750 Bellows of Breath 1,500 6,000 Bellows of Breezes 2,000 8,000 Bellows of Roaring Nil 300 Black Flame Candle 1,000 5,000 Blanket of Sleeping Nil 1,600 Book of Curses 750 3,500 Book of Foresight 700 2,200 Boots of the Coward Nil 5,000 Boots of Safety (F) 900 2,600 Bottle of Containment 1,750 4,000 Bottle of Evaporation 200 1,000 Bottle of Fireflies 2,000 5,000 Bottlejohn's Nest Egg 1,500 7,000 Bowl of Blood 500 1,000 Bracelet of Swimming 500 5,000 Bracers of Deflection 4,500 27,000 Bracers of the Merman 2,000 4,500 Breach-gate 2,500 20,000 Bread of Restoration 900 5,000 Breath Mints 700 7,000 Bridle of Control 500 2,000 Bridle of Listening 500 1,500 Bridle of Soaring 2,500 7,000 Bridle of Speaking 1,000 4,000 Brooch of Alchemy 3,000 17,000 Brooch of Begoing 4,000 16,000 Brother Samuel's Cookoo Figurine5,000 50,000 Carpet of Catastrophe Nil 9,000 Cat Boots 400 1,000 Censer of Thaumaturgy 2,500 12,000 Chains of Subspace 7,000 100,000 Chains of The Rune of the Chain 2,000 55,000 Chimes of the Winds of Time 4,000 20,000 Church Bell 2,000 5,000 Cibola's Powder 1,000 15,000/ 1/4 teaspoon Claws of Raking 600 1,000 Cleats of Gripping 800 1,300 Cloak of Battle 2,000 12,000 Cloak of Comfort 1,500 7,500 Cloak of Delight 3,000 35,000 Cloak of Dry Clear 500 4,000 Cloak of Echoes Nil 3,000 Cloak of Emptiness 3,000 15,000 Cloak of Etherealness 2,600 15,500 Cloak of Fangs 1,500 10,000 Cloak of Guarding 1,500 10,000 Cloak of Many Colors 1,200 8,000 Cloak of Night 2,000 20,000 Cloak of Quick Change 5,000 15,000 Cloak of Reflection 1,500 10,000 Cloak of Stars 1,200 7,500 Cloak of Survival 1,000 6,000 Cloak of Symbiotic Protection 3,000 20,000 Cloak of the Shield 1,500 10,000 Collar of Obedience 2,000 10,000 Cone of Silence 1,000 8,000 Cue Ball 500 1,000 Danleor's Dungeon Chains 1,500 20,000 Degree Belt 3,000 15,000 Dew Tent 20 500 Dimension Egg 10,000 50,000-200,000 Dragon's Eye 3,000 20,000 Dust of Blending 1,250 5,000 Dust of Forgetfulness 1,500 4,000 Elemental Ball 1,000 2,000 Elven Bracelets 300 3,000 Expanding Crystals 200 4,000 Extendible Rope 700 4,000 Eyes of the Undead 3,000 10,000 Faerie Lasso 3,000 13,000 Flagon of Dragons 6,000 40,000 Foldbox 5,000 50,000 Folding Coracle 500 3,000 Foster Grants 500 10,000 Gauntlets of Heat 1,000 10,000 Gauntlets of the Ghoul 1,500 10,000 Gem of Shielding 01-15 Nerve shield 450 7,000 16-35 Mind shield 300 5,000 36-55 Ego shield 300 5,000 56-75 Id shield 300 5,000 76-95 Psyche shield 300 5,000 96-00 Brain shield 500 8,000 Gem of Scroll Reading 3,500 17,000 Girdle of Lions 2,000 8,000 Glass Bead 750 1,000 Glowing Globe 100 200 Goblet of Glory 1,250 12,000 Greenstone Amulet 5,000 30,000 Hand of Remote Action 1,400 16,500 Harrowhelm 1,500 15,000 (plus 500/2500 per discipline) Hasp of Reloading 1,400 5,000 Helm of Darkness 2,500 45,000 Horn of War (F) 1,000 41,000 House of Zebulon 5,000 10,000 Igor's Inner Sanctum Nil Nil Instant Rust 800 2,000 Irons of Imprisonment Nil 4,000 Irons of Transference Nil 4,250 Jewel of Living Shadows 5,500 80,000 Lunar Brooch 400 1,000 Lysenko's Plaster Nil 30,000/gallon Maggorp's Magnetic Metal 500 1,000/grapnel | 250/rung Manual of Coral Golems 600 4,000 Manual of Summoning Familiars 950 6,000 Medallion of Defense 300 800 Mirror of Sending 1,250 2,750 Mirror of Travel Type I 4,000 15,000 Mirror of Travel Type II (M) 8,000 50,000 Mist of Rapture 200 9,000 Mug of Plenty 50 2,000 Multiversal Box 8,000 75,000 Nadar's Everful Safety Lamp 30 250 Necklace of Alteration 1,000 5,000 Necklace of Bad Taste 500 1,000 Oyster Chest 1,500 15,000 Pasqueli's Perfect Polish 1,000 5,000/gallon Pearl Bead 2,200 55,000 Poison Balloon Nil 2,000 Polychromatic Tent 400 2,000 Prayer Bead 300 900 Quill of Scroll Creation 250 600 (500/1,000 with ink) Quill of Transcribing (M) 5,000 25,000 Rhun's Horned Cloak Horns: 2,000 7,000 Visor: 2,200 7,500 Tail: 2,500 10,000 Rust Dust 1,000 5,000 Scepter of Defense 1,000 4,000 Shadow Hat 700 10,000 Soap of Washing 600 5,000 Soles of Valor 1,000 4,000 Spectacles of Sight 3,500 15,000 Staaflia's Wire 4,500 10,000 Stone of Drywells Nil 5,000 Stone of Mysterious Sounds 500 5,000 Stone of the Well 5,000 50,000 String of Warding 800 3,350 Tabard of the Mystics 2,000 15,000 Tanning Ointment Nil 500 Throwing Irons 500 2,000 Trumpet of Doom 900 5,000 Waddington's Dropcloths 1,000 60,000 Wheel of Keening 500 9,000 Yoke of Boar Harnessing 1,000 9,000 Yoke of Flying 3,000 20,000 Yoke of Underwater Action 2,000 15,000 Zimbavich's Rock Paint 1,000 15,000/gallon ARMOR & SHIELDS Animated Armor 4,000 25,000 Armor of Acidic Secretion Nil 2,000 Dragonhelm 2,000 25,000 Tess' Armor 9,000 90,000 Shield of Dragon Protection 1,100 11,000 Vest of Steel 2,000 25,000 SWORDS Guardian Blade 1,600 8,000 Sword of Intercession 1,000 5,000 Sword of Night, +1 700 3,500 Sword of Percival Ironheart 8,000 90,000 MISCELLANEOUS WEAPONS Arrow of Bow Breaking Nil 100 Arrow of the Magi Type I 500 100 + price of scroll spell Arrow of the Magi Type I 0 75 Bolts of Lightning 200 1,200 Bow of Accuracy 2,500 15,000 Bow of Distance 2,000 12,000 Bow of Doubling 1,000 6,000 Bow of Fire Teeth 750 5,000 Bow of Ice Fangs 600 3,500 Bow of Speed 2,000 12,000 Caglistro's Caltrops 5 20 Crossbow of Enchantment 1,500 7,500 Crossbow of Healing 2,000 13,000 Crossbow of Levitation 1,500 7,000 Crossbow of Lir 2,000 10,000 Cursed Bow of Warning Nil 500; 1,500 10,500 if uncursed Dagger of Alignment Detection 100 600 Darts of Branding 200 1,500 Diamond Dagger 4,000 30,000 Electro Whip 1,400 6,000 Elven Bow +3, Last Shot 1,200 8,000 Elven Bow +2, Goblin Bane 1,000 6,000 Elven Dagger 200 1,600 Flame Net 1,000 6,000 Hammer of Penetration 2,000 20,000 Hilt of the Weapons Master 3,000 25,000 Long Bow of Heartseeking 4,000 20,000 Long Bow of Marksmanship 1,500 7,500 Long Bow of Vampire Hunting 2,000 10,000 Phantom Bow 1,500 10,000 Trident +1/+2 vs Water Elementals 800 10,000 Withering Scythe 5,000 20,000 ALL MAGIC ITEMS New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 POTIONS ALCHEMICAL ELIXIRS: [s8] Most any alchemical elixir may be found or bought. See The Compleat Alchemist for details. XP value: 100 gp value: 200+(1d10*10) ALCHEMICAL POTIONS: [s8] All of the alchemical potions can be found or bought. See The Compleat Alchemist. XP value: 300 gp value: 400+(5d6*10) INORGANIC SOLVENT: [s8] (a.k.a., Universal solvent negative.) Only alchemists know the secrets of creating this solvent. Inorganic solvent will dissolve any non-organic materials (such as stone, metals, glass, ceramics, etc.) at the rate of 1 cubic foot per minute, lasting for 1-4 minutes. This substance is ideal for dissolving locking mechanisms, doors, walls, etc. It can only be carried in a container made of some organic substance, such as a wooden vial, or a small wineskin. Inorganic solvent has no effect on any living organisms or organic materials of any kind. XP value: 800 gp value: 2,000 OIL OF PHOSPHORESCENCE: [s1] A slight application of this oil will cause the user to believe that it is some other form of magical oil, generally oil of slipperiness. However, when it is fully applied to a living being's body, the user's skin will suddenly start to glow as if it were aflame. This bioluminescence is permanent, and can only be negated by a limited wish, a wish, or a remove curse cast by a cleric of 9th level or higher. The glow emitted from the body is usually a yellow-green color, and the affected individual is highly visible at night or against dark surroundings. All attempts to hide, short of covering oneself completely in blankets, hiding in another room, or going invisible, are doomed to fail. XP value: Nil gp value: 100 ORGANIC SOLVENT: [s8] (a.k.a., Universal solvent positive.) Only alchemists know the secrets of making this solvent. Organic solvent will do 6-36 damage to any living organism and dissolve any organic material (such as wood, leather, cloth, etc.) at the rate of 1 cubic foot per minute. Duration of effects 1-4 minutes. Organic solvent can be contained in any glass, ceramic, or metal vial. Note that this fluid has no effect upon non-organic materials of any kind. XP value: 400 gp value: 1,000 PHASE POTION: [sG] Phase potion, which is related to oil of etherealness, is more useful for general combat. When imbibed, this potion allows the user to shift in and out of phase with the Prime Material plane at will, much like a phase spider. When out of phase, the user is impervious to all forms of attack except those that reach into Ethereal plane. A phase door spell forces the user to remain in phase for seven rounds. Even when in phase, the user is surrounded by a fiery nimbus of white fire, the trace of the portal to the Ethereal Plane. In addition to being able to shift himself to the Ethereal plane, the user may take up to 60 lbs. of material with him. Inert gear can be taken automatically simply by touching it an willing it to come along, a living creature is entitled to a save vs. spells at -2 if it does not wish to go with the potion user. These effects last for 5d8 rounds. Phase potions are brewed from phase-spider ichor or from the concentrated juices of rare underground fungi. XP value: 800 gp value: 2,000 POTION OF CURING LYCANTHROPY: This potion, as the name implies, when imbibed will cure lycanthropy in the imbiber but contains belladonna and has a 5% chance of poisoning the drinker, this poison will cause death unless cured in one hour's time. XP value: 100 gp value: 1,250 POTION OF DIRECTION: [s1] The effects of this drink last much longer than most potions, continuing for 12-48 (12d4) hours. Consumption of this potion enables a character to retrace his path over and solid terrain, in effect preventing the character form getting lost. If a maze spell is cast at a character under the influence of this potion, he reemerge from the maze after only 2-5 segments. If the reversed form of find the path is cast at such a character, the spell and the potion will cancel each other out; the potion will be neutralized, but the spell will not take effect. This potion does not have the same effect as find the path, in that it will not provide clues to the shortest path to the desired location. Note that the user will only be able to retrace a path he travels from the moment the drink is consumed to the moment the drink wears off. Any distance covered before or after that won't be automatically recalled. Once the potion wears off, the enhanced memory one has for the terrain covered will be forgotten; one must rely on a map of the area to successfully retrace his path. XP value: 350 gp value: 800 POTION OF EXPLOSIONS: [s1] Though this potion appears to be like any other drinkable fluid, it is not meant to be consumed. The liquid is a powerful magical explosive that only requires contact with open air and a physical disturbance of some sort (being dropped or thrown, struck with an object, or shaken vigorously) to set it off. A potion of explosions will be found in a tightly sealed bottle similar to most potion containers. The container is generally fragile, of a ceramic or glass material that would probably break (save vs. crushing blow) if thrown against a hard surface. Most of these containers,of course, will be wrapped in cloth or stored where they aren't likely to be broken or jostled. If the entire bottle of liquid is thrown and breaks, this will generate a blast of 10 feet in radius, doing 6d6 damage to all within this area (save vs. breath weapon for half damage). Sometimes a 'dose' of this liquid comes packed in six small glass or ceramic vials that can be thrown separately. Each exploding vial does 1d6 damage to any character or creatures within a 5-foot radius. The small size and light weight of these vials makes them difficult to throw accurately; attacks intended to hit a creature directly are made at -2 to hit. the vials are especially fragile, taking a -2 penalty on any saving throw to determine breakage. The victim of a direct hit form a vial or an entire bottle of this liquid will take half damage if a save vs. breath weapon succeeds, but must make the saving throw at a -6 penalty. If an intended target is missed, the projectile will continue until it strikes the ground or some other solid object--possibly causing damage to someone else in the the vicinity of the impact point. If the container hits its target but does not break, the liquid inside will not be set off, and the container may be picked up and rethrown. The container must make a saving throw vs. fall if it is dropped from a height of 5 feet or less. In addition, there is a 50% chance that the liquid will explode if the container is shaken or jostled vigorously for longer than one segment. The same 50% chance applies on each consecutive segment; for instance, if a character with a potion of explosions in his backpack moves at a faster than walking speed for three consecutive segments three separate rolls are made to see if the liquid explodes. If someone tries to identify this 'potion' by taking a small taste, several things can happen. Opening the bottle and exposing the contents to the air activates the explosive fluid, and there is a 5% chance that the character doing so will inadvertantly jar the bottle enough in the act of opening it to set off the explosive. No saving throw would be given to the opener against the explosion in this case. If a tiny bit is swallowed to sample the potion, the drinker will feel his heart accelerate as if he's just sampled a potion of speed (assuming he knows what that feels like). This effect will only be felt for one round, and does not actually give the drinker any of the benefits of such a potion. If the entire contents of a bottle or vial are drunk, the character must make a system shock roll. If the roll is failed, the liquid explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another system shock roll to avoid immediate death. If the first system shock roll succeeds, the drinker becomes extremely ill and will be incapacitated for 3-6 hours--unable to walk without assistance, attack, or defend himself. Potions of explosions are extremely rare. Few alchemists will agree to manufacture this liquid because of the great danger involved, even fewer treasure hoards will contain it. XP value: 450/bottle or 75/vial gp value: 900/bottle or 150/vial POTION OF FROST RESISTANCE: [s1] This potion grants immunity to the ill effects of all forms of normal cold down to -100 degrees F. Partial resistance to magical cold is also granted; saving throws vs. cold spells are made at +4 on the die, and damage from cold attacks is reduced by 2 points per die down a minimum of 1 point per die. If only half a dose is consumed, the potion's benefit against magical cold is halved (+2 on saves, -1 on each damage die) but the protection from normal cold is unchanged. A full dose lasts one turn (10 rounds); half dose lasts 5 rounds. Note that the icy breath weapons of creatures such as white dragons, winter wolves, and hoar foxes are included in the category of 'magical cold'. XP value: 250 gp value: 400 POTION OF MIND RESTORATION: [s1] When consumed, this magical liquid will cure any form of normal or magical insanity, and will also restore a feebleminded character to health. If a psionic character who was attacked while defenseless later drinks this potion, it will cure any psychic damage he suffered except for death, idocy, the permanent loss of an attack or defense mode, or a robot state. This potion will also enable a psionic character to recover psionic strength points at twice the normal rate for two hours after the potion is consumed. XP value: 650 gp value: 1,300 POTION OF MISSILE PROTECTION: [s1] The effects of this magical potion last for 3-18 rounds. When consumed, the potion gives partial protection from all magic missile attacks. The drinker gains a saving throw vs. spell each time a single magic missile hits him; if the throw is successful, no damage is take from the missile. If the throw is failed, only one point of damage will be taken from the missile. Note that separate throws are required foe each magic missile, so a target struck by six of them from an 11th-level wizard must save six times. XP value: 400 gp value: 800 POTION OF NUTRITION: [s1] The imbiber of this potion can go one week without needing any food or water, and will suffer no ill effects as a result. Protection is also granted against a chime of hunger; the user of a potion of nutrition receives and initial saving throw vs. spell to negate the effect of the chime upon himself. And even if the throw fails, the drinker receives two (not one) saving throws vs. spell on each succeeding round to end the hunger he feels. XP value: 150 gp value: 500 POTION OF PAIN SUPPRESSION: [s2] This non-magical concoction is presumably a barbarian creation, but, if so, the secrets of its manufacturing are closely guarded. The potion deadens pain for 1-4 hours and tends to deplete the user's energy reserves. Against magical powers that directly cause pain, such as a symbol of pain or venom from eriniyes' daggers, the potion gives +5 on all applicable saving throw and reduces all effects of such pain by half in every respect but duration. Furthermore, the potion restores 2-8 hp to the drinker (not exceeding the drinker's original hp total) and allows the character to exert himself physically as if he were one strength class stronger. (A strength class is considered to be each individual line given in the Strength Table II: Ability Adjustments on p. 9 of the Players Handbook.) Thus, a fighter with a strength of 12 would be able to exert himself as if he had as strength of 14 (the lowest value of a range is considered to be the strength achieved). When the potion's effect ends, the user suffers the loss of strength and hit points bestowed, and loses an additional 1-4 hp of his own as well from exhaustion. Because the potion draws on the user's reserves, taking more than one dose at a time can be risky. If two doses are taken together, they will last for a total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off. However, the strength-class increase is the same for a normal-size dose, and bonuses against magical pain attacks are as described above. If three or more doses are taken at once, the user must make a system shock roll, with a +5% per dose penalty, to avoid retching and ruining the effect. If the roll is successful, the duration of the potions will be 3-12 hours, and 3-12 additional hp will be lost at the end. In no case is strength raised by more than one class, bonuses against magic raised, or more than 2-8 temporary hp bestowed. XP value: 0 gp value: 100 POTION OF RESTORATION: [sL] This magical fluid was first created by Kenither the Gaunt. Each dose negates the effects of the following spells and powers, restoring the affected creatures to its normal state: charm monster, charm person, feign death, forget, friends, haste, hold person, polymorph other, ray of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and Tasha's uncontrollable hideous laughter. A polymorphed creature restored by this potion need not make a system shock roll. The liquid also cures blindness and deafness, and restores a crystalized character (see description of Crystal Spider). The potion can be administered by pouring a dose on the subject or by the creature ingesting it. In either case, it can negate more than one spell. For example, if applied to a creature under Tasha's uncontrollable hideous laughter and haste, both spells would be negated. XP value: 300 gp value: 2,000 POTION OF TOUGHENING: [s1] Quaffing this potion will immediately add 2-18 (d12+d6) hit points to the consumer's current total, even if the final total exceeds the maximum number of hit points are held in reserve. Any damage taken by the character will first be taken off the character's own hit points; only after all of these hit points are gone will hit points be deducted from those bestowes by this potion. The duration of this potion (and the hit points granted by it) is only 7-12 turns. Thus, if someone has received extra hit points from this potion and has lost all of the extra hit points, then when the potion wears off he will not loose any at all, because the extra have already been removed. Potions of toughening should only be taken singly; if a second dose is consumed before the first wears off, the second one has no effect, and the drinker must make a system shock roll or die. XP value: 300 gp value: 600 PSIONICS-BOOSTING POTIONS: [s1] A few potions are known to psionic magic-users and alchemists that are capable of increasing a psionic character's attacks and defense strength for a limited time after being consumed. A potion of this type takes effect 2-8 segments after imbibing it, and the effects can last anywhere from 2-40 turns (2d20). Experience points are gained only buy psionic characters who imbibe the potion and use one of the psionic modes affected buy the potion. Other wise no experience points are given. The potions each are listed with the major ingredient which is taken from a psionic creature from the Prime Material plane. These major ingredients must be taken from a creature which was slain without the use of magic or psionics. A character who drinks a psionics-boosting potion receives extra strength points when he employs one of the attack/defense modes that the potion affects. This boost enables the drinker to attack or defend as if his current psionic strength was increased by the amount of the bonus. However, the user cannot receive these bonus points if he doesn't have enough of his own psionic strength points remaining to use the attack or defense mode normally. For example, someone who drinks the violet potion will not receive bonus points for using a psionic blast unless that character has at least 20 strength points remaining (so that he would be able to use the attack mode even if he had not drunk the potion) and actually employs a psionic blast attack. GREEN This potion adds 50 points onto all psionic blast attacks made by the drinker, and 100 points onto all defense modes used as well. A specimen of tissue from an algoid is required to manufacture this potion. XP value: 300 gp value: 600 VIOLET This potion adds 100 points to all psionic blast attacks made by the drinker, and 50 points to any defense modes used while the potion is in effect. The brain of a mind flayer is required to make this potion. XP value: 300 gp value: 650 WHITE Adds 50 attack points to all mind thrust attacks made by the drinker, but not defensive alterations. This potion requires one brain mole to create. XP value: 200 gp value: 300 GRAY Adds 50 attack points to all psychic crush attacks, but makes not defensive alterations in the imbiber. Parts from a psionic gray ooze are required to manufacture such a potion. XP value: 200 gp value: 350 SILVER This drink will add 50 strength points to any ego whip of id insinuation attacks made by the drinker, and 50 points to any psionic defenses used. An intellect devourer's body is required to make this potion. XP value: 300 gp value: 650 YELLOW This potion adds 50 points to all id insinuation attacks made by the drinker, and also makes a the drinker immune to psionic attack for the duration of the potion's effects. One-half cubic foot of material from a living colony of psionic yellow mold , collected in an appropriate container, is needed to make this potion. XP value: 300 gp value: 600 RED This potion adds 25 points to any psionic blast, psychic crush, or mind thrust attacks made by the drinker, as well as 100 points to any psychic defense mounted. The brain of a su-monster is required to make this drink. XP value: 350 gp value: 650 STANDARD ACID: [s8] This corrosive liquid created by alchemists will do 2-12 points of damage to any living creature and do minor damage (save vs. acid) to any non-organic substance except glass or ceramic items. It may only be contained in glass or ceramic vials. XP value: 20 gp value: 100 SCROLLS, SPELLBOOKS SCROLL OF DOMINATION: [s1] A scroll of domination is a powerful magical document that can cast an advanced charm spell over anyone being normally affected by a charm person spell. The document requires a read magic spell to understand, and may be only be used by magic-users. When the scroll is read to enact its magic, the writing disappears and the scroll is thereafter useless, just as if it were a scroll of spells. The target of this dweomer must be within 60 feet of the scroll reader when the power of the scroll is exercised. The target is allowed a saving throw vs. spell at -2 (with wisdom bonus/penalty applicable); if the throw fails, the being becomes charmed and will obey the caster's verbal commands. And, if both caster and victim share a common language, the victim will also obey mental commands of the magic-user as well. This charm power is the same as that used by vampires. The victim will not obey a self-destructive act, but the charm will not be broken if such a command is issued. The influence of this scroll can only be broken by a dispel magic or remove curse spell from a caster of 12th level or higher, or by a limited wish. The charm power is of relatively short duration, lasting only 4-16 hours. The victim will be freed of the scroll's effect sooner than this if he is taken farther that 60 feet from the scroll reader (the victim will not do so of his own 'free' will), or if a magic circle comes between the magic-user and his victim. XP value: 1,500 gp value: 4,500 SCROLL OF SUGGESTION: [s1] This scroll appears to be an official pronouncement, personal missive, or other such innocuous document, and may be found in treasure hoards like any other scroll. No magical spell is required to read the scroll's contents. A magical curse, however, is worked onto the writing of the scroll such that whoever reads the scroll will immediately become subject to the next normal suggestion heard as if under the influence of the spell suggestion. The victim is allowed a saving throw vs. spell to avoid succumbing to the suggestion, but at the following penalties: -2 for a mildly dangerous act, -4 for a normal request involving little chance of personal danger, and -6 for an extremely reasonable request or suggestion involving no obvious risk. Under no circumstances will the victim perform a life-threatening or suicidal act, as per the provisions for the suggestion spell. Hearing such a suggestion, or making the saving throw allowed for other types of suggestions, will void the curse and negate the effect the effect of the scroll for the character. Because they are reusable, scrolls of suggestion have become popular with many royal courts and governments. Sometimes a messenger bearing one is waylaid by a monster; hence their appearance in treasure hoards. A suggestion to be carried out over a span of time, the scroll's curse will remain in effect after the scroll is read for a number of days equal to the readers intelligence score subtracted from 22. If no suggestion is heard within this time then he will not be affected. If they do hear a suggestion and are trying to fulfill it and then the duration expires, the enchantment is broken. Influence of this scroll upon an affected character may be detected by a detect charm spell, and its effects may be removed by a dispel magic or remove curse spell cast by a spell-caster of the named level or higher (11th level minimum for magic-users, 9th level minimum for clerics, etc.). A wish, limited wish, or alter reality spell will also remove this effect. XP value: Nil gp value: 1,000 New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 ============================ AND HERE IT IS FOLKS! ==================== This is the LOOONG magic Item list, section 2 of 9. RINGS ACME RING OF INVISIBILITY: [s5] This plain bronze ring is inscribed with "Ring of Invisibility" and "ACME Ring Co." When it is worn, the ring becomes invisible--it has no other function. XP value: 1 gp value: 100 JHESSAIL'S SILVER RING: [sO] This ring confers upon the wearer protection from mental attack. No control magic works upon the wearer, and all sucessful charm spells work on the caster, not the wearer. For example: a magic-user attempts to charm the ring wearer, and wearer fails his saving throw. The charm is turned upon the magic-user--who gets no initial saving throw--placing him under the control of the ring wearer. Any being thus charmed gets a saving throw to break the charm every 7 turns, and is instantly freed if the ring is taken off or destroyed. If the ring wearer makes his throw vs. the initial attack, the spell merely fails, and the ring has no effect. This property extends to gaze charm attacks, and is a maagical property rather than a physical "reflection." The ring wearer also gains a +4 saving throw bonus against stunning, confusion, and feeblemind. In addition, the wearer gains +4 on rolls to disbelieve illusions. The ring acts as a tower of iron will (defense strength of 77 points, no attack points) against psionic attacks. XP value: 3,000 gp value: 11,000 RING OF ANIMAL MAGNETISM: Once placed on a character's finger, this ring allows communication with all animals as if the wearer had an 18 charisma. The wearer may speak with animals for as long as the ring is wornn, though the ring does not allow the wearer to charm animals in any manner. Only true animals (mammals, birds, fishes, reptiles, etc.) may be spoken to in this manner; magical 'monsters' are not affected. for the purpose of this ring, assume that any creature capable of using magical spells is a 'monster.' Thus, a pegasus, owlbear, or worg is an animal, but a unicorn, bugbear (because clerical bugbears exist), or a winter wolf is a monster. The wearer may try to convince animals to work or fight for him, and reaction is checked as if the animals were randomly encountered humans. Animals will not attack the wearer of the ring unless attacked first, even if they are hungry. However, 10% of these rings are cursed to draw any and all animals within one mile toward the wearer. The animals then surround the wearer and refuse to move, blocking the wearer's path in all directions. If the wearer of his party attacks any animals, all animals attack the wearer at once. If the ring is removed (requiring a remove curse spell), the animals revert to normal, and either attack (1-2 on d6) or flee (3-6 on d6). XP value: 1,000; Nil if cursed gp value: 5,000; 1,000 if cursed RING OF ANNULMENT: Whil this ring is worn, magic controlled by the character has no effect. This includes magical items, spells, and innate magical powers. Spells cast at the character from an outside source, however, act as normal. Thus heal or fireball affect the wearer normally, but the ring-wearer cannot sure his own wounds using magic. A remove curse must be cast upon the ring in order to allow the wearer to remove it. A dispel magic has a 1% chance per level of the caster of negating the ring's powers for one round, allowing the wearer to remove it. XP value: Nil gp value: 2,000 RING OF THE BARD: This rare magical ring, when worn by a character other than a bard, acts a ring of protection, +2. It can be recognized the the engraved golden vines encircling the band. When placed on the finger of a bard, it retains it protection properties, but with a bonus. The ring then serves as a ring of protection, +2, +4 saving throws. It also raises the bard's charm percentage by 10%. This magic item is usually found in a wildreness or forest area. XP value: 3,000 gp value: 15,000 RING OF BEGONE AND FORGOTTEN: [s5] This small silver ring is always found with other treasure. When it is put on, the wearer must save vs. spell or be transferred somewhere very far away indeed (DMO: may be another planet or plane....or another DM's world). The victim also loses his memory and the other party members forget the victim. (He loses specific memories only--his level, spells, skills, etc. remain.) Only the stark naked victim is transferred: all clothes and equipment stay. This is a good way to add treasure to your world, get rid of annoying player-characters without killing them and give blase` high-level sharacters the challenge of starting over. XP value: Nil gp value: 80,000 RING OF CIRCULAR CURSES: [s5] This ring is only usable by mages. At first glance this ring looks simply ornate and is inscribed with 'Power to Curse'. A closer look shows two gold rings entwined around each other. Closer yet, and the two are shown to be a single band, looped twice. The wearer may cast a curse spell once a day, but the curse will affect him as well as his target. (Ring cannot cast the reverse.) XP value: Nil gp value: 30,000 RING OF CLARAUDIENCE: This ring's gem is a small amethyst with a normal value of 100 gp. The amethyst is easily separated from the ring; it can then placed in a location on which the owner wishes to eavesdrop. A pick pockets roll allows a theif to secretly slip the amethyst into the clothes of another character. Any character can hide the gem in an empty room, barring extraordinary circumstances. Whatever is said with 60' of the amethyst is magically transmitted to the ring itself, and the words are then heard by the ring wearer alone. The ring-gem connection has a range of 1 mile, but only transmits sounds that could be heard by a normal human in the same location of the amethyst. XP value: 1,000 gp value: 7,500 RING OF COMMAND: A ring of command commonly has 3-30 charges when found. The ring has the following abilities, only one of which can be used at any one time: 1. Command: This ability duplicates the first level clerical spell, command. Creatures with an intellegence of 13 or better (highly intellegent and above monsters) or with more than 5 HD or levels are entitled to a saving throw vs. spells. A command uses up one charge for every round the command is in effect. For instance, an orc could be told to 'die' and would stay 'dead' (unconscious) for five rounds is five charges were spent. 2. Charm person: This power is the same as the first-level magic-user spell charm. Two charges must be spent to charm a character, and an additional sharge per day must be expended to continue the spell each day thereafter. The victim is allowed a saving throw vs. sjpells to negate the charm. A character using a ring of command can expend another two charges to try again, of course, in the event of spell failure. 3. Suggestion: This ability is similiar to the third-level mage spell, called suggestion. The target of a suggestion is allowed a saving throw vs. spells, as with the charm person above. A suggestion costs two charges and lasts for one hour. More charges can be spent for additional hours, at the rate of one per hour, as desired. All of these powers only work on the humanoids listed in the Players Handbook under charm person, and their counterparts in the Fiend Folio and Monster Manual II. XP value: 2,000 gp value: 10,000 RING OF DAMAGE ABSORBTION: This ring is usually found as a platinum ring set with a blue diamond, and is most often found near a mutilated body! The ring detects as magic but does not reveal other details. While wearing the ring, the user takes no effect whatsoever from anything (weapons, spells, poisons, etc.). any effect or damage is stored within the ring (no limits). When the ring is removed (or falls off), all damage, spells, etc. are released on the former wearer. The ring can be removed without releasing damage only by casting a dispel magic and a remove curse at the same time that the ring is removed (and even if this is done, all damage, etc. still will remain stored in the ring). In stress situations, the ring has a tendency to slip off the finger of the wearer (will fall off on a 1 on 1d12--how often to roll is DMO). The ring cannot be fixed in place by any means! If a glove is worn over the ring, the glove will fall off also, even if the glove is sewn or tied to a shirt sleeve, etc. Also, the ring will be highly coveted by thieves for its obvious value. Because the ring holds every spell whether good or bad means that damage taken can have a cure light wounds, heal, etc., cast after them (or before) and will be released simultaneously with any and all damage which was stored. This way damage that would put a character below -9 and cause death can be cured with the ring on, and when the ring is removed the healing is subtracted from the damage before the character takes it. XP value: 5,000 gp value: 60,000 RING OF DISTRACTION: This ring appears to be a normal ring of any other sort. In combat, this ring is capable of generating a sudden burst of light and sound that is perceived only by one opponent in melee with the ring-wearer (including those firing or hirling missile weapons within a 60' range). The burst of light and sound is seen/heard by no one else, and the target victim is designated by the ring-wearer's mental commands. This distraction causes the attacker to gain a -4 penalty on all attacks for the current round. If the opponent saves vs. spells, the penalties reduced to a -2 'to hit' result. This attack is made at the start of the melee round, regardless of all other circumstances, as it is a mental command. The ring may be used in this fashion up to five times per day. Once placed on a finger, the ring reveals its powers to the wearer. One out of five (20%) of these rings do not operate on a conscious mental command, however. These rings simply generate their flash and sound burst for the first five melee rounds in which the wearer is involved in combat in a day. As a result, the wearer might not imediately be aware that the ring is having any effect at all, though the ring-wearer's opponents may appear to act strangely. Another 5% of these rings are cursed (and cannot be removed without a remove curse spell) to cause the flash and noise burst to affect the wearer himself and no one else. XP value: 1,000; Nil for cursed gp value: 5,000; 1,000 for cursed RING OF THE DROW: This item is made of eight strands of different unique metals entwined to form a ring. The drow found it troublesome when their magical items deteriorated upon leaving their underground homeland for long periods of time; to combat this, they created this ring. The ring of the drow is only made in the drow homelands by clerics of Lolth. Its purpose it to keep drow-made items the wearer possesses from deteriorating. To do so, the ring radiates an aura of magical energy that duplicates the radiations deep in the drow homelands. This aura only affects the wearer and the wearer's possessions. As a side effect of the ring's magical aura, a detect magic spell reveals the wearer to radiate magic strongly. In addition, a detect evil shows the wearer of one of these rings as evil, and a know alignment indicates that the wearer is chaotic evil, regardless of the wearer's true alignment. If the wearer uses a psionic power of aura alteration to try to change the aura, the wearer must save vs. spells or else change alignment to chaotic evil. If the wearer saves, or if the wearer fails to save but is already chaotic evil, the psionic power functions normally, and the ring's aura is temporarily changed. To posses one of these rings is considered an honor among the drow, because it signifies that the wearer has traveled far from the homeland, and that he or she was aided by a cleric favored by Lolth. Drow will kill any creature other thatn a drow who possesses one of these rings. XP value: 1,000 to drow; Nil to others gp value: 5,000 to drow; 1,000 to others RING OF THE EAGLE: This ring allows the wearer to shapechange at will into a giant eagle for an unlimited period of time. All of the wearer's worn or carried possessions (except live beings) are merged with the giant eagle form and will be unusable while the ring wearer is in that shape. The user may fly for up to 12 hours non-stop, but will suffer exhaustion effects thereafter, losing 1 hit point per turn until he stops and rests for 3-6 hours. XP value: 1,000 gp value: 5,000 RING OF ENERGY: This magical ring always has a gem of some sort in its setting. Upon command, a pencil-thin beam of energy can be made to shoot out from the gem toward a desired target. The beam will automatically hit any desired target located along an unobstructed line of sight fromt he ring wearer and within 60 feet of the wearer. A save vs. spell is allowable to avoid the beam and its damage, and it the intended target makes its saving throw, the beam will continue along its straight-line path and may hit an unintended target that lies within range. The power beam of the ring of energy loses potency as it travels outward. Against a target within 20 feet of the ring wearer, the beam does 4-24 (4d6) points of damage; at 21 to 30 feet it does 3-18 (3d6) points of damage; at 31 to 40, 2-12 (2d6) points; at at 41 to 60 feet, 1-6 points. The beam only affects living things; golems, undead, and creatures of similar sort are not hurt by it, but it will hit such a creature and in doing so expend its energy. The ring of energy cannot be used more than four times in one day. The energy fo the power beam is drawn from the Ethereal Plane; as such, each usage has a 3% chance (non-cumulative) of opening a passageway to that plane and causing a terithran (Fiend Folio) to arrive on the Prome Material Plane. Any such creature 'summoned' in this fashon will appear 30 feet waay from te ring wearer and will immediately move in to attack in an attempt to destroy the ring (and its possessor). XP value: 500 gp value: 6,000 RING OF FASHION: The ring of fashion, when commanded with the proper word, immediately dresses the user in any sort of clothing the character can dream of, short of true armor of any sort (all costumes are AC 10). One out of 10 all such rings allow the wearer to create heavy clothing that can be counted as padded armor (AC 8). Unfortunately, there is also a 1% chance that the ring will create a completely random set of clothing that lasts for 1-6 turns before fading. Such clothing appears in place of any other sort of clothing worn when the ring is activated. No metallic or metal studded armor can be worn by the user when the ring is activated, or else the ring will not function. Magical metallic items of small size, such as rings, bracers, or jewelry, so not affect the function of this device. However, magical and normal suites of leather or cloth armor will vanish once this ring is activated, returning only when the ring's effects are dispelled or negated. all magical girdles, boots, cloaks, and the like will likewise vanish and return later. XP value: 1,000 gp value: 3,000 RING OF FLYING TYPE I: This magical item uses charges. It may have a maximum of 50 charges. This ring will allow the user, or anyone else touched, to fly as the magic-user spell for 12+1d6 spans per charge. The movement rate is 12" horizontally, 24" downward, and 6" upwards. the user of the ring controls the movement, so an opponent touched (who fails a saving throw) will be able to be lifted into the air at the users commands, and be dropped at any time. XP value: 2,500 gp value: 30,500 RING OF FLYING TYPE II: [DUNGEON 14] This magical ring looks exaclty like any other magical ring. When worn, however, it allows the wearer and up to 600 lbs. of weight to fly at will, as per the third-level magic-user spell. The ring may be used for up to two cumulative hours of flight per day. If worn in flight past that limit, the ring ceases to function and the user immediately falls. One feather fall spell (cast at 12th level of experience) may be used from this ring per day, in addition to the powers of flight; however, the wearer should note that the feather fall spell has a duration of 12 segments, slowing the wearer so that he falls only 144' during that time. Thus, this spell should only be called upon when the wearer is about to strike the ground, or else he will fall again when the spell's duration expires. XP value: 1,000 gp value: 7,500 RING OF FIGHTER POWER: The ring of fighter power appears as a small silver ring, that is very battered. Any round when the magic-user chooses to acitvate this ring, he can fight as well as a fighter of the same level, using any weapon. The limit is ten rounds per day, but they need not all be used at once. Even if the user is under haste, etc., he cannot cast spells or use any object not usable by fighters during any round the ring is activated. XP value: 3,000 gp value: 70,000 RING OF FIRE STARTING: The beauty of this ring is obvious under even the most casual inspection. Its band is forged from a bright, silvery metal and has an intricate bas-relief of an ancient fire-tending ceremony carved into its surface. The stone is a 5000 gp diamond and glows with a faint inner light. When it is worn, a slight sensation of warmth can be felt emanating from it. If the wearer touches the stone to any combustable substance and speaks the command word, the material must save vs. magical fire or burst into flame. The material need not be entirely dry or pure, and the conditions do not have to be temperate in order for the ring to function. This ring has an unlimited number of uses. It is in itself immune to all fire- and heat-based effects, magical or otherwise. XP value: 1,000 gp value: 3,500 RING OF THE GRASSHOPPER: While wearing this ring, a character weighing up to 300 lbs can jump (as per the magic-user spell) once per turn for a number of times equal to his/her strength score. (A strength of 18, with or without an exceptional rating will allow for 18 jumps per day.) If the wearer of the ring of the grasshopperattempts to jump more often than allowed by his strength, he must save vs. paralyzation each time he lands. Failure to save indicates that (s)he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled and character has 35 hp then 10 (10.5 rounded down) points of damage are taken)) and reducing the victim's movement rate to 3". A character injured in this manner will find running leaping, and other strenuous activity involving the legs to be impossible for 6-36 hours afterward, unless a heal spell is applied to neutralize the ill effects. XP value: 1,000 gp value: 5,000 RING OF HEALTH: Wearing the ring of health brings many benefits. The wearer is allotted the ring's set constitution, in as far as it pertains to health, recovery of hit points, ability to consume amounts of liquor, and system shock and resurrection percentages; this does not, however, pertain to hit points conferred by a high constitution whenever a level is attained. For example, wearing the ring of health (constitution 16) would allot 96% chance of sucessful revival if the wearer is killed, while a ring of health (constitution 19) would give a +1 on saving throws vs. poison. Neither ring gives the wearer any additional hit points. The ring must be worn for at least a week before the wearer gains its benefits. No benefits are realized by placing such a ring on a dead person in a attampt to revive him. The type of ring is determined by rolling percentile dice and consulting the talbe below: d100 CON XP value gp value 01-45 15 1,000 5,000 46-90 16 2,000 6,000 91-95 17 3,000 7,000 96-99 18 4,000 8,000 00 19 5,000 9,000 RING OF INFRAVISION: This magical ring can appear as any other type of ring magical or otherwise. The ring of infravision gives infravision to anyone wearing the ring. The rang e for this infravision is 60 feet, and can be dispelled by any spell which nullifies infravision, or any light source within sight of the wearer of the ring, because the ring will only work in total (or very close to total) darkness. XP value: 250 gp value: 1,750 RING OF LANGUAGES: This ring is basically a limited version of the ring of tongues. Instead of gaining the abilities of the ring of tongues, the wearer gains a number of languages conferred by the ring while the ring is worn. The wearer not only understands these languages--he is also able to speak, read, and write the languages as if they were his native tongue. Note that once the ring is removed from the finger, the wearer loses the ability to understand the languages the ring possesses. It is possible, however, for a character whose intelligence has increased (thereby allowing the learning of one or more additional language), or for a character with the ability to learn another language, to learn a language possessed by the ring merely by wearing it. This process requires the wearer to wear the ring consecutively for one month, after which time (due to the magically accelerated ability to learn) the character understands the language entirely, without the ring's further assistance. Only one language may be so learned at a time. The number of languages possessed by a ring is determined by rolling 2d4; the languages are picked from the table listed on page 102 of the Dungeon Masters Guide or from a language table of the DM's own devising. A roll of 86-00 on this table indicates either a common tongue, an alignment language, the thieve's cant, or the druidic tongue, as determined by the following table. Duplications on this table are merely rerolled. 01-60 Human (common, foreign, or other) 61-70 Lawful* 71-80 Neutral* 81-90 Chaotic* 91-95 Thieves' cant 96-00 Druidic tongue *Ones digit: 1-3, Good; 4-7, Neutral; 8-0, Evil. XP value: 1,000 gp value: 5,000 RING OF LIGHTNING RESISTANCE: [sM] This ring functions exactly like a ring of fire resistance except that is protects the wearer from electricity. XP value: 1,000 gp value: 5,000 RING OF LIMITED TELEPATHY: These rare magic rings appear only in pairs. This ring combination allows the wearer to communicate telepathically with the wearer of the other ring only, though these are restrictions on this. These rings have a telepathic range of 2,000 miles, but function only when both rings and their wearers are on the same plane of existence. These rings are normally made and enchanted for a specific pair of users--for example, for a husband and wife, a pair of allied adventurers, or a brother and sister. Notice that in each case, one partner must be male and the other female. This function on the enchanting, which enhances sympathetic feelings between such pairs, capitalizing on gender attraction as well. Also, because the rings are enchanted for a specific pair of wearers, the chance of two persons randomly finding such rings and being able to use them is almost nil. A remote chance exists that two persons of the same gender who are very closely allied of related (e.g., twins, friends or lovers who have been together for at least 10 years, a parent and a child, etc.) can make use of these rings, but the effective range is reduced to 500 miles, and there is a 20% chance per day that the rings do not function for that day. Successful use of these rings allows each wearer a +4 saving throw agains any type of psionic attack, psionic discipline, or magical effect which affects the mind and will of the wearer. This includes all charms, dominations, possessions, suggestions, and holds as well as fear, quest, confusion, etc. The use of ESP or telepathy by another person against the wearer of such a ring will immediately reveal the use of such rings to the skrying character. However, if the saving throw against the attacks mentioned above is failed, the ring wearer's partner (who might not be present during the attack) must save vs. spells at +2 or else suffer the same spell or psionic effects. Thus, if a ring-wearer was subjected to a scare spell, the other ring-wearer must save vs. spells at +2 or else be scared as well. Use the Wisdom Spell Immunities table in Legends and Lore to determine which spells are applicable in those cases. In the event of dire need, such as when one ring-wearer is unconscious, dying, or in great pain, a strong feeling of distress is felt by the partner. By complete concentration, the partner can determine the distressed ring-wearer's location. This takes a full turn to complete. If one ring-wearer is slain, the partner must save vs. spells (with will-force bonuses) or else pass into a coma for 2-20 hours. XP value: 2,000 gp value: 10,000 RING OF MAGIC DETECTION: This magical ring, which is always made of gold, has the ability to allow the user to identify magical items as having a magical property. The dweomer detected will not be identified as of type, what the magical properties are, or how to use the item. XP value: 1,000 gp value: 15,000 RING OF MAGIC RESISTANCE: As their name describes, these rings impart magic resistance upon their wearers. These rings do not increase the natural magic resistance a wearer may have-- they do not provide a cumulative figure for magic resistance. For example, a being with a natural magic resistance of 50% wearing a ring of magic resistance, 45% does not gain a magic resistance of 95%; rather the wearer gains the higher magic resistance of the two (in this case, the innate figure of 50%). Consequently, the ring is ineffective in respect to this wearer as a result. The effective magic resistance of the ring is obtained by rolling percentile dice and checking the table below: d100 Magic Resistance 01-15 5% 16-30 10% 31-45 15% 46-60 20% 61-75 25% 76-85 30% 86-92 35% 93-97 40% 98-99 45% 00 50% XP value: 500+500 per 5% gp value: 2,000 per 5% RING OF NEUTRALIZATION: This magical ring can be employed by any character class. Its sole function is to protect the wearer from the effects of a predetermined magic-user spell. Each ring has the ability to totally negate any damage or ill effects from a given specific spell, as noted in an inscription on the ring itself. A ring of fireball neutralization, for example, allows a character to stand in the center of a fireball blast and be totally unharmed. A ring of neutralization uses a charge every time a spell's effects are nullified. A typical ring of this sort, when found, has 4-16 charges. It can only be recharged by a 12th-level magic user or higher, to a maximum of 20 charges, but this requires a prolonged and costly ritual (1 day and 1,000 gold pieces per charge). A charge is lost from the ring for each predesigned attack made on an individual wearing it. A magic missile or Melf's Minute Meteor spell forces rings matched for those spells to use a charge for each missile stopped. For example, if four magic missiles are negated by a ring of magic-missile neutralization, then four charges are used. A ring of neutralization only nullifies one type of spell. For example, if a character is wearing a ring of cone-of-cold neutralization and is the target of an ice storm spell, he takes normal damage from the attack. Spells with similar effects are nonetheless considered different for the purposes of using this spell-dedicated ring; a delayed blast fireball does normal damage if a character is wearing a ring of fireball neutralization. Similarly, a character wishing protection from lightning bolts, ball lightning, and a chain lightning spell would require three different rings. Only the person wearing the ring of neutralization is immune to that spell's effects. Anyone else caught in the area of effect takes normal damage or suffers the effects of that particular spell. XP value: 1,500 gp value: 7,500 RING OF PERMANENT X-RAY: This trapped ring of silver with gold inlay, has 1d10+1 charges. On all but the last charge, it functions as a normal ring of x-ray vision. On the last charge, it makes all the soft tissues of the user's body invisible (i.e., everything except the bones and teeth). The user still functions normally, he just looks like a skeleton. Effect is permanent. XP value: 2,500 gp value: 30,000 RING OF PHANTOM FORM: The user of this ring can disperse his body's molecules at will, so as to become totally intangible. This ring does not allow the user to become invisible, as he will appear to be translucent in form. (Rings of invisibility and phantom form cannot be used together at the same time. The spell invisibility can be successfully cast upon the user of a ring of phantom form, however). An intangible character cannot be hit by normal weapons, but is affected normally by weapons with a +1 or better magical bonus. An intangible character cannot physically attack, but may cast spells. Heat, cold, electrical, and energy attacks (ball lightning, fireball, blizzard blast, magic missile, etc.) affect an intangible character normally. The user of a ring of phantom form can move through screens, pipes, and other narrow apertures at a 12" movement rate. If a character fails a saving throw against any magical attack form which can harm him, all carried items must likewise save vs. that attack form or else be destroyed. XP value: 1,500 gp value: 7,500 RING OF PROTECTION VS. CHARMING: This is a special limited charge ring based on the 8th level spell Serten's spell immunity (+9 vs. beguiling, charm, suggestion; +7 vs. command, domination, fear, hold, scare; +5 vs. geas, quest). It operates automatically to ward its wearer, and the protection from each charge lasts a full 16 turns. It protects only the wearer, and cannot be recharge. It may have a maximum of 12 charges. XP value: 3,600 gp value: 18,000 RING OF QUICK ACTION: A ring of quick action enables a fighter, cavalier, barbarian, ranger, or paladin to gain the initiative at the start of a melee, regardless of any other factors, including the condition of the opposition. The ring can be used 2-20 times in this manner before it runs out of charges and becomes useless. Expending a charge is an automatic action requiring a mental command at the start of a melee round. XP value: 1,000 gp value: 5,000 RING OF RAPID REGENERATION: This ring acts just as does the ring of regeneration for the first two days worn. After the two days have elapsed, the character wearing the ring will regenerate one hit point per round instead of per round as the normal ring. If the ring is taken off for any period of time for any reason, the two day 'waiting' period must start over, thus a character may not discover the difference if (s)he continues to take off the ring to help heal a companion. A side effect of this ring is that the character also ages twice as fast as normal while the ring is worn (including the two day waiting period). This includes the unnatural aging effects of some creatures (such as ghosts, etc.). XP value: 5,000 gp value: 50,000 RING OF RANGE EXTENSION: This item allows any spellcaster (including rangers, paladins, and the like) to voluntarily extend the range of any spell cast, save those spells with ranges of 0" or touch. Each such ring contains 2-40 charges and cannot be recharged. Each charge used increases the range of any spell cast by the amount listed as the normal range. Thus, if one charge is used, the range is doubled; two charges triple the range, three quadruple it, and so on. A ring of range extension may be successfully used on a spell cast from scrolls or other magical devices, but cannot be used to cast a spell into a plane other than that which the user currently occupies. XP value: 2,000 gp value: 10,000 RING OF SERTEN'S SPELL IMMUNITY: [sM] Once per day, this ring can generate one Serten's spell immunity spell, duration 18 turns. The wearer can use the effect on himself, or share it with other characters as explained in the spell description (Player's Handbook 2, page 192). XP value: 8,000 gp value: 50,000 RING OF SHAPE CHANGING: This ring commonly possesses 3-30 charges when found. Each of the charges expended allows the wearer to shape change as per the ninth-level magic user spell shape-change. The wearer of this ring may change back to his original form at will, without expending a ring charge. However, there is a 2% chance per shape assumed that the wearer permanently assumes the form of the thing into which he changes. In this event, the character stuck in an unfamiliar form can only regain his former shape by having dispel magic, alter reality, limited wish or wish cast upon him. XP value: 2,500 gp value: 15,000 RING OF TELEPATHIC COMMUNICATION: These are two finely wrought rings carved from a single gemstone, rarely found near each other. These rings are attuned to each other so that their wearers can hold telepathic conversations--from any plane, any distance, etc. If the wearers share no common language, they may still communicate simple ideas and feelings. If one ring is not being worn, the wearer of the other will receive a general idea of where the empty ring is: direction, distance, etc. XP value: 3,000 gp value: 35,000 RING OF TELEPORTATION: This enchanted ring commonly has 3-30 charges when found. The ring's gem is a deep blue spinel worth 500 gp if sold as an ordinary gem. The gem is easily separated from the ring and placed anywhere to which the ring's user wishes to be transported at a later time. By expending one charge, the wearer of the ring is teleported without error to a safe location within 5' of the spinel. The gem can be retrieved and reused as long as the ring retains at least one charge. If no safe location exists near the location of the gem (say, if it is buried under 10' of earth or is inside a burning building), the ring expends four charges and nothing happens. The gem must be obtained in order for the ring to work again. XP value: 2,000 gp value: 15,000 RING OF TONGUES: The wearer of this magical ring can understand, read, write, and speak any language known by any creature within 30' of the ring, as long as the creature stays within the area of effect. Two rings of this sort within 30' of each other automatically cancel each other out. Additionally, it is possible for a character wearing this ring to learn a language (where this learning is warranted, as by an increase in intelligence or similar circumstance) from another character as expressed in the rules regarding language learning; half the normal time for this is required. (For further info, see page 34 of the Player's Handbook.) XP value: 1,000 gp value: 5,000 RING OF TRUTH TYPE II: Most often found in the form of an unadorned band of copper or silver this ring is a scourge to all forms of deception. The ring allows its wearer to detect lie automatically and also acts as a true seeing spell up to three times per day upon the wearer's mental command. The ring has certain side effects that may manifest themselves upon the wearer. Any character wearing a ring of truth type II cannot knowingly lie or participate in a deception without immediately suffering 1d4 points of damage and having his vocal cords paralyzed for 1-10 rounds, rendering the character mute for that length of time. Also, if the wearer is a spellcaster, any illusion/phantasm spells cast while the ring is worn will automatically fail. XP value: 1,500 gp value: 5,000 RING OF VAPORS: The origin of these ten unique rings is greatly disputed, but most mages agree that a powerful figure among the air elementals had a hand in its creation. The ring appears as a small circlet of misty vapors that continually shift and change; the ring, however, is solid. Any character wearing the ring gains the following abilities: At will Fly (12") Once per day Stinking cloud Once per day Obscurement Thrice per week Wind walk Thrice per week Wind wall Twice per week Aerial servant Once per week Cloudkill Once per month Summon aid from Elemental Plane of Air* *Wearer's alignment good--djinni; wearer's alignment neutral--8HD air elemental; and wearer's alignment evil--mihstu. All spell effects are at 16th level of ability. Summoned monsters will remain with the summoner for only 4-16 rounds, after which they will depart. Summoned monsters will not attack the monster unless attacked first, and they act in a friendly and helpful manner during the time they are present. The wearer also receives a penalty on saving throws verses fire, agains which he saves at -2, and takes +1 damage per die. It is possible that the maker of these few rings is still hunting for them. XP value: 4,000 gp value: 35,000 This is the LOOONG magic Item list, section 3 of 9. RODS, STAVES, WANDS BATON DES FRERES MARQUES: [s5] This wood staff (length varies), is usually found marked with signs of chopping and sawing. The staff will always grow or shrink (in 1d3 rounds) to exactly twice the height of the person holding it. If the ends are cut off or if the staff is broken, the largest portion of the staff will regenerate fully. One end of the staff detects traps by swinging to point at the trap (range 10'). XP value: 1,750 gp value: 8,000 CATSTAFF: [s2] This item is a black, 7-foot-long staff of stout wood topped with a sculpted knob resembling a cat's head. When carried on or strapped to one's person, it imparts abilities related to silent movement and concealment. The holder/bearer of a catstaff is able to climb walls (if both hands are free) and move silently as a 9th level thief, hide in shadows with a 94% chance of success, see with ultravision to a 60' range, and cast shadow six times per day. This shadow is a 1" radius globe of semi-darkness centered on the staff; This gloom does not block infravision or ultravision, and is negated by a light source within its confines. It can be dispelled by magical (but not normal) light which touches its periphery, and unless dispelled or canceled by the desire of the staff holder it remains in effect for 2-4 turns. The shadow does not allow normal vision into or through its area of effect, and as such serves as a defense against visual attacks (gaze weapons, hypnotic and dazzling effects, and the like). The catstaff is a magical weapon and can be used in combat as a normal quarterstaff would be; however, it has no bonuses to hit or damage. It can be employed as a weapon while any or all of its magical properties are being utilized. The staff never makes any noise itself while tapping, scraping, striking, or otherwise contacting any solid object. Many such staves contain secret compartments for the carrying of small items such as thieve's tools, spell components, magical tokens, and the like. If it is broken in two, all of its magical properties are lost. XP value: 6,000 gp value: 13,000 DEMON STAFF: [sH] This is a black leather-like staff, very strong, and carved with disgusting scenes and vile runes. It allows the wielder to cause fear in whomever it touches--no saving throw, inflict 4-24 hit points of damage which can only be healed by the passage on 1 full day of time per hit point upon any creatures it touches. It may also be used to call forth a Type I demon and/or turn the holder into a Type III demon for five rounds. Each of these functions operates but once per day. XP value: 8,000 gp value: 35,000 NIDUS' WAND OF ENDLESS REPETITION: [sO] Named for the legendary mage who by its use gave us the oath "Nidus' Curse!", examples of this device typically have only 4d12 charges when found. The art of its fabrication is lost and has not yer been rediscovered. Upon command, this wand emits a grey cone of light, range 4", diameter at maximum range: 1.5". This cone may be continually maintained at a cost of 1 charge per round. Creatures caught in its light are allowed a saving throw. Anyone affected by the wand is forced to endlessly repeat actions taken during the preceding 2 rounds (or at least mimic them, as in the case of a spellcaster, who woould continuously try to cast a particular spell even after his components and magic are exhausted). This automaton-style cycle of 2 rounds of action, 2 rounds of the same actions in reverse to the starting position once again, and so on continues until a dispel magic, remove curse, or a limited (or full) wish is cast upon the victim. Even if the victim should die from lack of food and water, or of damage inflicted by passing creatures, the corpse endlessly repeats the cycle of action until it falls apart. XP value: 3,500 gp value: 25,000 ROD OF MANY THINGS: [s1] This magical wand of silver may be commanded to turn into any 15 of the items listed on the chart below, and will stay that way until commanded to become a rod again. To change into something the owner must give a mental command naming the object desired, or the mental command 'do something'. If the rod is ordered into something which it cannot become, then the user must make a save vs. spell or suffer 2-12 points of electrical damage. For the rod to go from one shape to another, the object must first be commanded into rod form and then into the other shape. Since the rod is made of silver, any creature vulnerable to silver weapons may be damaged by the rod in weapon form. Although the rod has no + to hit or damage it may also be used to attack creature hit only by +1 weapons or better. Possible objects: Dice roll Item formed Dice roll Item formed 01-04 Axe, hand 51 Jo stick 05-06 Broom 52-53 Lance, light 07 Bo stick 54-57 Mace, footman's 08-09 Cable, 50' 58 Needle 10 Candlestick 59-61 Oar 11 Club 62 Pick, footman's 12-13 Crowbar 63-65 Poker, fireplace 14-16 Dagger 66-67 Pole, 10' 17-19 Dart 68-69 Scimitar 20-21 Flail, footman's 70-71 Spade 22-24 Fork, dinner 72-75 Spear 25-27 Fork, hay 76-78 Staff, quarter 28-30 Fork, military 79-80 Sword, bastard 31-32 Guisarme 81-83 Sword, broad 33-36 Halberd 84-89 Sword, long 37-41 Hammer 90-93 Sword, short 42-46 Hoe 94-95 Sword, 2-handed 47-48 Hoof pick 96-98 Trident 49-50 Javelin 99-00 Toothpick XP value: 7,500 gp value: 25,000 ROD OF MELTING: [s2] This item is usable by a member of any character class, is the bane of all magical swords, particularly those with innate intelligence. It destroys magical swords through heat, which an intelligent sword will perceive as pain. If used to destroy a sword when not in combat, the user simply touches the rod to the sword and gives the command words to activate it. If the sword fails a saving throw vs. disintegration (as hard metal), the sword grows rapidly hotter until it melts into white hot slag within a single round. Anyone touching the hot slag or holding the sword as it melts takes 4-16 hp damage (save vs. wands for half damage). In combat, the wielder of the rod must concentrate on striking the opponents sword, which is considered to have a base AC 0 (with bonuses for magical protective devices applicable, such as from a ring of protection, but not from bracers of defense). Any misses against the sword will not strike the sword's wielder. If a sword is struck while in combat, it gains a +2 bonus to its saving throw due to the circumstances of combat. If the save fails, however, the sword quickly accumulated dangerous thermal energy, and the wielder will take damage noted above and drop the weapon. The sword will often spray the 5' area around it with sparks and lights as it melts, though this display is not dangerous. A sword with speech capability will emit a death shriek that will deafen all within 30' of it for 1-6 turns, if the affected creatures fail to save vs. wands. There is a 5% chance per ego point a sword possesses that it will explode when it fails to save against the rod of melting. Such a blast will cause 1 hp damage per ego point the sword possessed to all beings within 30' of it. If this occurs, the rod must save vs. disintegration (as hard metal), or it, too, will be destroyed by backfiring thermal energy, forcing its wielder to take damage and drop it as well. A rod of melting has at most 50 charges, and cannot be recharged. Each time it forces a sword to save against its melting power, whether the sword is destroyed or not, a charge is used for every point of ego that the sword possesses (or for the total to hit bonus the sword possesses at its greatest effect, if it is not intelligent). The rod will not affect non-magical swords or any other magical or non-magical weapons or items. If used against a living creature, it may be treated as a jo stick for damage. It has no effect at all against iron golems. XP value: 3,000 gp value: 12,000 SPECTRE WAND: [sN] This wand only operates in the hands of a necromancer (or death master). It fires a jet black ray to a range of 180 feet. A hit by the ray is determined as if the intended victim had been attacked by a 6 HD monster vs. the target's frontal armor class (assuming the target is facing the weilder of the wand). If theis roll to hit is not made, there is no effect. If the ray does hit, the target takes 1-8 points of damage (no saving throw), and that many points are drained permanently from the figure's hit-point total. The wand takes 1 segment to fire, and can have from 1 to 50 charged when found, and cannot be recharged. The victim can only regain lost hit points in only one of three ways: limited wish (2-8 points), restoration (2-12 points), wish (3-18 points). Once the victim gains a new level of experience, lost hit points that have not yet been regained are forever lost. XP value: 2,500 gp value: 10,500 STAFF OF ADJUSTMENT: [s5] This staff is of dark polished wood. It will always be just the right size for the cleric holding it. In the hands of a good cleric it heals 1d6 per round or touch which ever is latest to anyone (but the cleric) who touches it. In the hands of an evil cleric it does 1d6 points of damage. In the hands of a neutral (lawful, true, or chaotic) is glows bright green--and so does the cleric, for 1d6 hours. It uses charges, and can be recharged. XP value: 1,500 gp value: 8,000 STAFF OF THE COUATL: [s9] The Staff of the Couatl is a device much appreciated and used by good clerics, particularly those who worship the few good aligned deities of the Central American mythos. The lawful neutral clerics of Quetzalcouatl, however, may use staves of this sort normally. A Staff of the Couatl is about 7' long, with the top 3' of the staff fashioned in the shape of a winged couatl. Such staves are usually made from precious materials such as ivory over a silver core, and are magically strengthend so they can be used in combat (as quarterstaves). This powerful staff has the following abilities: 1. It can be used to summon one couatl per month to serve the needs of the cleric possessing the staff. The couatl will have randomly determined hit points and psionic abilities. It will fight on behalf of the summoning cleric until the opponent is vanquished or escapes, or until the user of the staff commands the attack to cease. If the couatl is summoned to fight against insurmountable odds, or if the combat does not seem to be favoring the side of the couatl and the cleric, the couatl will wrap its tail around the cleric and transport both of them to a place of safety elsewhere on the Prime Material Plane (by traveling through the Ethereal Plane). This destination is not under the control of the cleric. In any event, the couatl will vanish back to the Ethereal Plane 5-8 turns after being summoned, or sooner if the cleric commands it. This power may only be used by lawful good clerics or clerics who worship Quetzalcoatl. 2. So long as the staff is carried, the cleric gains a +2 bonus to his saving throw vs. magical effects in general, and a +4 bonus to his save vs. all poisons. These bonuses are cumulative with those offered by other devices, as per a ring of protection. 3. The staff may be used to effect the casting of certain spells: detect evil and snake charm each three times per day; neutralize poison and sticks to snakes each once per day; and wind walk once per week. All spell effects are at the 8th level of ability. 4. The staff is +1 to hit and damage when used in combat. A non-good, neutral-aligned cleric (lawful neutral, chaotic neutral, or neutral evil) who grasps the staff will not be harmed, but cannot use any of its powers (except for clerics of Quetzalcoatl, as noted for power #1). An evil cleric who picks it up will take 2-5 points of damage each round the staff is held. If a cl New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 ARMBAND OF SALUTATION: [s3] This armband bears the symbol of a fleu-de-lis (a three-petaled flowering plant). When locked on the arm, it causes the wearer to salute his opponent (by bending his arm and raising his hand to the eye-brow) before engaging in hand-to-hand combat. It has no effect on missile fire combat. The victim must hold the salute for one round. The opponent may attack during that round, gaining a +2 bonus on its hit rolls. There is, however, a 50% chance that the opponent is so surprised it will fail to attack that round. The wearer is never forced to salute any one opponent more than once in any given melee. Once the first salute has been given the armband will not unlock unless a remove curse or more powerful magic is used. XP value: Nil gp value: 500 ARMBAND OF STRENGTH: [s3] This band bears the symbol of a lion. When locked on the arm, it may be commanded to raise the wearer's Strength scores to 18/00 for one turn. It functions three times per day. XP value: 500 gp value: 2,000 ARMBAND OF VARIABLE STRENGTH: [s3] This appears identical to an armband of Strength but, when commanded to function, it instead drops the wearer's Strength score to 3. The Strength scores thereafter rises by 1 per turn, until 18 is reached, and drops again to 3 on the following turn. The victim's original Strength returns only when a remove curse spell is applied. XP value: 250 gp value: 1,000 AWL OF HOLE PUNCHING: [s3] This awl can be used to create a hole large enough to see through (1/2 inch across and up to 5 feet deep) in any non-living material, including magic-user wall spells, solid steel, etc. It does not affect creatures of any kind and if used on a magical weapon will not change or destroy the enchantments upon it. The awl of hole punching may be used as often as desired. XP value: 500 gp value: 5,000 BACKPACK OF CONVENIENCE: [s5] This very well-made backpack will adjust its size to fit the wearer. It has been enchanted so that whatever the wearer is thinking about will be readibly available at the top. Each time the wearer reaches in, there is a 10% chance that the wrong item is brought up: 1) clothing, 2) food, 3) weapon, 4) misc. XP value: 500 gp value: 5,000 BALANCE OF CONVERSION: [s3] A weighing device, the balance of conversion will, on command, convert any coins placed on its left-hand tray into a gem of equivalent value, which then appears on its right-hand tray as the coins disappear. It can hold up to 1,000 coins at once, if they are in sacks. If a second command word is used, the balance operates in reverse, converting any gem on its right-hand tray into any named type of coins on the left-hand tray; the coin do not appear in a container and will spill. This item will function as often as desired. XP value: 950 gp value: 2,600 BARDING OF DECEPTIVE TRAVEL: [s3] This item is identical to barding of easy travel, and indeed may be used as such indefinitely. However, if the proper command word is discovered and spoken, the steed turns into a monster. Roll 1d6 to determine the form of the monster: 1 bear, cave 2 lizard, minotaur 3 rust monster 4 basilisk 5 manticore 6 scorpion, giant the monster understands, obeys, and even fights for the user. Note that the gaze of the basalisk form is still dangerous, even to the user, and that the rust monster may require very quick and detailed instructions if accidents are to be avoided. XP value: 5,000 gp value: 25,000 BARDING OF EASY TRAVEL: [s3] This is a 2-inch-long set of barding for horses. When the user places it on the ground or floor and speaks the proper command word, it enlarges to full size and magically creates a warhorse within it; hit points are determined randomly for each use. This can be done once per day at most. The animal disappears on command, when slain, or if the barding is removed. When the animal disappears, the barding returns to its original (empty) miniature state. XP value: 3,000 gp value: 18,000 BASE BALL: [s3] When set upon the ground as a command word is spoken, this ball attunes itself to that 'base.' Thereafter, if the creature carrying the ball speaks a second command word, the ball teleports itself and the user, along with all equipment carried, to the base location. No other creatures can be carried or otherwise transported in this way. Standard chances of error apply, and the base is treated as generally known. The base ball will function once per week at most. XP value: 800 gp value: 2,500 BEAD OF ACCURACY: [s3] This bead may be thrown at, and automatically hits, any victim within 60 feet; the victim must make a saving throw vs. spells. If the saving throw is successful, the bead falls off but does not break and can be recovered unless broken afterward. Otherwise, it sticks to the victim and turns into a small target ring of concentric circles. The effect lasts for one hour and cannot be removed except by soap of washing or wish. If generally aimed at the side on which the target appears, all weapon attacks gain a +2 bonus to hit the targeted victim. For example, a thief's backstab attempt would not gain this bonus unless the bead were thrown at the victim's back (that is if the thief makes the backstab at the back, invisible thieves could attack the side and get the benefit). XP value: 700 gp value: 1,250 BEAD OF DEW: [s3] When placed in any spoiled, poisoned, or stagnant water, this bead purifies it, affecting up to 1,000 cubic feet of liquid. The purified water is clear and cool. The bead disolves when used. XP value: 800 gp value: 1,400 BEADY EYE: [s3] Upon command, this bead becomes a small eyeball. The user may see with the eye as long as it remains within 60 feet. If it is rolled, the user must make a saving throw vs. spells or be dizzy, confused, then completely stunned until the bead is destroyed. If crushed while in use (by someone being spied upon, for example), the user must make a saving throw vs. spells or be blinded (curable in the usual ways). Although the user may have any number of extra eyes through the use of these beads, the eyes cannot be closed, and the user cannot avoid looking through them. If any monster with a gaze attacks looks at the eye in use, the user must make the appropriate saving throw (possibly each round), and may not look away. Upon command, the eye turns into a bead again. XP value: 1,000 gp value: 2,750 BELLOWS OF BREATH: [s3] When pumped while the command word is spoken, the bellows of breath produces a greenish poison gas in a 25 x 20-foot cloud, 10 feet high. The gas inflicts 20 points of damage, but each victim may make a saving throw vs. breath weapon to take one-half damage. This bellows produces its cloud only once per day. XP value: 1,500 gp value: 6,000 BELLOWS OF BREEZES: [s3] This bellows appears and is used the same as a bellows of breath. However, when pumped and commanded, it produces great winds. The winds blow all loose items about, affecting a cone 60 feet long and 10 feet wide at its furthest end. Each victim within the area must make a saving throw vs. spells or be knocked over and unable to attack or cast spells. If used to help propel a boat with sails, the winds add a bonus of 30 feet per round to the movement rate. The bellows may be used once per day for up to a full turn per use. XP value: 2,000 gp value: 7,000 BELLOWS OF ROARING: [s3] This bellows appears and is used as a bellows of breath and will also produce a cloud of green gas. The cloud is harmless; however, if any victims within it are hostile to the user, they all roar in rage for one round. This roaring bestows a +1 bonus to their hit rolls and saving throws for one turn and attracts the attention of all other creatures within 120 feet. Only one cloud can be created per day. XP value: Nil gp value: 300 BLACK FLAME CANDLE: [s4] Like the spell of the same name, a black flame candle burns in reverse. It produces cold, darkness, and oxygen, while growing all the time. The candle may be cut into segments, but only the uppermost one will retain the magic. Note that if the atmosphere of an enclosed space gets too oxygenated, humans can get quite giddy, although it causes no real physical harm. XP value: 1,000 gp value: 5,000 BLANKET OF SLEEPING: [s3] This plain gray blanket is 6 feet square. If used to wrap or cover any living creature, the victim must make a saving throw vs. spells or sleep until the blanket is removed. The blanket is easily removed by anyone but the victim; if the saving throw is successful, the blanket has no effect. The victim needs no food or water while asleep, and may sleep for years. A normal hit roll is required if the blanket is used in hand-to-hand combat. XP value: Nil gp value: 1,600 BOOK OF CURSES: Large white leather book, decorated in gold leaf with pictures of spinning wheels, apples, cradles, fairies, radiates neutral good magic. If a person under a curse opens this book, it will tell him who cursed him, when, why, how and how the curse can be broken. XP value: 750 gp value: 3,500 BOOK OF FORESIGHT: This is a slim volume which feels much heavier than its size would suggest. Bound in a dark maroon leather, the cover always has a chilling, clammy feeling. While the book of foresight appears to have may pages of fine paper, it is impossible to turn to any page except the one where the book opened. When opened, the book will reveal a potential danger, hazardous situation or other warning...always something which might be encountered or might occur later. When first opened, the warning is vague - a hint or suggestion of some possible hazard and, if the book is closed again, nothing immediate will result and the pictured hazard may or may not happen. If used repeatedly, the warnings may change...or the same warning may repeat itself but becoming more and more distinct. If the book remains open or if the warning is studied, the danger becomes increasingly clear and also immediate until, after 1d10+10 rounds spent studying the warning, the pages suddenly become blank...but the reader and party find themselves in the midst of the cautioned situation. XP value: 700 gp value: 2,200 BOOTS OF THE COWARD: [s5] These boots resemble boots of elvenkind. They will appear and function as boots of elvenkind... until the wearer runs from a monster or combat. At this time the boots will clamp to the user's legs and will not release until a remove curse is cast upon them. When the victim runs from a monster or combat, the boot will leave glowing, greenish-yellow footprints with a strong odor. The prints will last for 1d6+6 turns before they fade, allowing the victim to be followed by even the most incompetent trackers. XP value: Nil gp value: 5,000 BOOTS OF SAFETY: [s5] These are well padded boots that will, if a melee brings the wearer below 2 hp per his level, will immediately be teleported without error to the safest place within 20' per his level. It has 2d10 charges and cannot be made to not function. XP value: 900 gp value: 2,600 BOTTLE OF CONTAINMENT: This small bottle can hold up to 20 units of any kind of fluid. A magic potion counts as one unit, as does one gallon of any non-magical fluid. The bottle keeps all its contents separate, and each may be recalled by name. However, any fluid stored must be poured from the bottle to be used. The bottle appears empty if examined. If the bottle is broken, all its liquid contents disappear. XP value: 1,750 gp value: 4,500 BOTTLE OF EVAPORATION: [s3] This bottle appears identical to a bottle of containment and usually functions in the same manner. However, its entire contents may disappear without warning. There is a 5% chance of disappearance any time the user attempts to remove a liquid from the bottle. XP value: 200 gp value: 1,000 BOTTLE OF FIREFLIES: [s3] This bottle appears and functions as a bottle of containment. However, when one wineskin of wine is poured into it, the bottle glows with many tiny lights and the wine is immediately consumed. The lights can be commanded to glow with any brightness desired and can light an area as small as 1 foot across or up to 120 feet in diameter. However, the bottle cannot be completely darkened except magically. The firefly light lasts 1 hour per wineskin of wine used and functions as often as desired. XP value: 2,000 gp value: 5,000 BOTTLEJOHN'S NEST EGG: [s5] This item is a large crystal globe--powerful neutral magic may be detected. This is commonly found in the nest of a Harpy or other large, dangerous birds. It has been enchanted for the sole purposes of attracting such a bird to nest where its eggs may be gathered for market. Anyone carrying the globe has 25% or DMO to be attacked by such birds each day in the dungeon or wild, or each week in town. This is a rare imported item. And can only be identified by someone with experience with this item, or by the party carrying it getting attacked by the birds attracted to it (which gives them a 7% chance per encounter--let them wonder). XP value: 1,500 gp value: 7,000 BOWL OF BLOOD: [sO] This bowl resembles other magical bowls (cf. bowl of commanding earth elementals) saves that it fills with blood either once per day (24 hours), upon command, or of its own volition once every 4 rounds after being activated. While in the bowl, blood will not congeal, and can be used as a material component, writing ink, medical supply (it will be compatible with all whom it is given), stirge lure, or hurled at opponents and blind them temporarily in a fight, etc. Eighty percent of these bowls contain human blood. Others contain elvish, gnome, and even (most rare) dragon blood. Such bowls fill from 9-90 times, and then vanish. XP value: 500 gp value: 1,000 BRACELET OF SWIMMING: This bracelet is made of gold and is set with small pieces of jade. Its apparent value is 250 gp. It is actually a semi-powerful magic item which gives the wearer the same swimming abilities as those given by gauntlets of swimming and climbing. Note that no climbing abilities are given and that any character may use this item. XP value: 500 gp value: 5,000 =========================================================== This is the LOOONG magic Item list, section 5 of 9. BRACERS OF DEFLECTION: [s2] These magical bracers function like bracers of defense of the most powerful sort, affording the wearer an effective armor class of 2. In addition, if the wearer chooses to attempt to parry an opponent's attack (as detailed on page 104 of the Players Handbook), the bracers cause the opponents to take a -4 penalty 'to hit', making a successful parrying attempt more likely. The wearer may only parry in this fashion against one opponent in any round, and cannot attempt to parry unless he does not take any offensive action during that round. XP value: 4,500 gp value: 27,000 BRACERS OF THE MERMAN: [s1] These devices will allow the wearer to swim at a constant speed of 18" for up to 6 hours once per day, and at the speed of 12" indefinitely. The bracers also confer water breathing upon the wearer for an indefinite period. They do not, however, allow one to use fire or wield weapons underwater as one could on the surface. The bracers appear to be ordinary wrist guards or arm guards; they contain no engraving or other elaborate decoration. As with all magical bracers, both must be worn by the same character for their magic to work. XP value: 2,000 gp value: 4,500 BREACH-GATE: [s5] A steel ring, two feet in diameter, this artifact is devoid of ornamentation or detail of any kind. Anyone who passes his head through it, though will receive the command word directly into his mind. When the ring is held against any surface and the word is uttered, there will appear a hole, beginning at the ring and continuing straight ahead until it again reaches open air. Speaking the word again causes the hole to be refilled, while speaking it backward causes the ring to appear at opposite end of the hole before closing it. In actuality, the device is temporarily phasing out the intervening material. If something happens to be occupying that space on the plane that the gate uses (take your pick), it will appear, probably to the user's detriment. XP value: 2,500 gp value: 20,000 BREAD OF RESTORATION: [s5] This item is a small loaf of very dark bread that radiates magic. Eating one loaf of this bread is the equivalent of a full night's sleep and a full meal as far as renewing spells, mana, once-a-day powers, etc., are concerned. It keeps 8+1d12 days, if dry--if it gets wet it spoils in 2 hours, when it is broken or its sealed package is opened. XP value: 900 gp value: 5,000 BREATH MINTS: [s5] Breath mints are found as small colored mint-candies. These candies come in the same colors that dragons do, and the person who eats the mint can use the same breath weapon as the corresponding dragon. Damage is 2-12, range 10", weapon may be used 1-2 times only. User is immune to the effects of that sort of breath weapon during duration. These mints do not keep well. If spoiled, water-damaged, etc., they make the users mouth feel as though a dragon has been nesting in it for the last decade or so--and have only 75% or less to work at all. XP value: 700 gp value: 7,000 BRIDLE OF CONTROL: [s3] This bridle automatically calms the mount, preventing all non-magical fear. Flying dragons, nearby snakes, and other occurrences which could cause unprotected animals to falter or flee do not effect the mount. The bridle of control has continuous effect while worn. XP value: 500 gp value: 2,000 BRIDLE OF LISTENING: [s3] This bridle given the mount the ability to understand any language heard. It does not enhance the animal's ability to speak, however; a speak with animals spell is needed for the mount to act as an interpreter. The bridle functions as long as it is worn. XP value: 500 gp value: 1,500 BRIDLE OF SOARING: [s3] This bridle gives the mount the ability to fly (as the M-U spell) at any rate up to 360 feet per turn. The speed is not affected by encumberence, but the duration is 6 hours per day if the animal is lightly encumbered or 3 hours if fully laden. The total time is not limited to a single journey and may be used in any number of parts; however, each flight uses one turn of flying time even if only a few round's duration. XP value: 2,500 gp value: 7,000 BRIDLE OF SPEAKING: [s3] This bridle gives the mount the ability to understand and speak in the common tongue. As most riding animals are not highly intelligent, the words and concepts are limited. XP value: 1,000 gp value: 4,000 BROOCH OF ALCHEMY: [s5] This brooch is made of amethyst, that is carved with an alembic pattern. This brooch gives the wearer a percentage (his wisdom + 15) of indentifying any potion correctly, by placing the brooch into the potion, or adding the percentage to any other adjustments the identifier has when tasting the potion or just allowing the identifier more obvious clues when tasting. XP value: 3,000 gp value: 17,000 BROOCH OF BEGOING: [DUNGEON 11] This item appears to be a decorative pin set with rubies, worth about 2,500 gp. However, it has distinct magical properties and can be used by a PC of any race and class. Each brooch has 1-50 charges. Once per week, the brooch allows the wearer to teleport himself plus an additional 750 lbs. to any part of the Prime Material Plane familiar to the person. This power drains two charges. Up to three times per week ( but never more than once per day), the wearer can blink (as per the 3rd level mage spell), except that the distance of displacement is of the wearer's choosing. This power drains one charge. Once per day, the wearer can become invisible (as per the spell). This power uses no charges. Furthermore, the brooch acts as ring of protection +1 so long as the wearer has it on his person and wears no other form of magical protection or armor. The brooch may be worn with bracers of defense, however. No charges are drained by this ability. XP value: 4,000 gp value: 16,000 BROTHER SAMUEL'S COOKOO FIGURINE: [s5] This object is a well-carved figurine of a cookoo on a nest and inscribed "Spell Storing". It appears to function as a normal item of spell storing with indefinite capacity. In fact it stores the spells in other people's magic items. Range is 100' and spells are stored last in first out. When asked to release the spell it will do so normally if the other item is still in range -- otherwise it will release a different spell or none (DMO). If necessary it will delete spells already in the other magic items tomake room for the new ones. XP value: 5,000 gp value: 50,000 CARPET OF CATASTROPHE: [s6] This large beautiful carpet files on command, smoothly and well, and can carry up to six passengers. However, it will always fly directly to the greatest possible danger on that level of the dungeon and then land. It will not fly again until the danger in this location is abbrogated. At that time, if commanded to fly, it will again fly directly to the location of greatest possible danger. (The carpet can pass thru stone walls as if ethereal.) XP value: Nil gp value: 9,000 CATBOOTS: [s5] These boots are decorated with pictures of mice, milk, cushions, hearths, etc. Anyone wearing these boots will always land on his feet, whether jumping, falling, turning sumersaults, etc. But they in no way negate impact damage. Some varieties of these boots have all the benefits of boots of elvinkind too, and are worth the values of both boots added together. Each day the boots are worn the wearer has 1% (not cumulative) to be geased to go and look at the nearest queen. XP value: 400 gp value: 1,000 CENSER OF THAUMATURGY: [sO] This perferated metal vessel is typically (75%) made of electrum, but may be forms of any prescious metal. If it is filled with incense and the contents are lit, the vapors from theincense will permeate a 1" radius after 1 round and increase by 1" per round thereafter until reaching a 7" redius limit after the seventh round. The effect of the vapors depends on what sort of character or creature ignited the inscence (which may be someone other than the owner of the censer). If the lighting was done by a member of a spellcasting class of creature with spell-like ailities, all magic-user spells cast by someone who is within the vapors are treated as if cast by a magic-user of 18th level. If the lighting is done by a character or creature with no spellcasting or innate spell-like abilities, then all magic-user spells cast by someone within the vapors are treated as if cast by a character of 5th level. A ranger or palidin who has obtained spell abilities because of high level is considered a spell-caster for pupopese of this determination. All forms of magic that are equivalent to any magic-user spell (such as a monster's innate spell-like abilities or druid, illusionist, or cleric spells that directly duplicate magic-user spells) are affected by the magic of the censer of thaumaturgy. Psionic powers, magic items, and other magical or magic-like effects are not altered. The 'high-level' effect of the censer's magic will give any spell cast the range, duration, and effectiveness that would be afforded to a magic-user of the 18th level, but does not allow the casting of any spell that the caster did not already possess. The 'low-level' version of the magic will limit the spells usuable within the vapors to magic available to a 5th-level casterl in other words, nothing higher than a 3rd-level spell can be successfully cast. Any attempt to use a spell of 4th level or higher will simply fail, and the spell will be wasted. As with the 'high-level' version, no caster can use a spell to which he would not normally be entitled. The censer will burn for 3-12 turns unless deliberately extimguished. A gust of wind spell, the approach of a wind stalker, or the presence of similar air currents which markedly affect the vapors will disperse them and end the effect. When the censer goes out or it is extinguished, the vapors persist for 1-4 rounds thereafter before losing thier power. XP value: 2,500 gp value: 12,000 CHAIN OF SUBSPACE: [s5] This is a chain of mithril/laen links with a clasp on each end--size varies. This may either be as a large chain (20 feet long, each link 3 inches diameter) or as a bracelet. The large chain will always be unclapsed, the bracelet will always be clasped. When the large chain is laid in a circle and clasped it will change to the bracelet size, and any objects or people inside the circle (and up to 40 feet above) will be teleported to subspace and place in partial time stasis. For them no obective time will pass in relation to aging, spell duration, bleeding to death, etc. When the bracelet is unclasped the full size chain and its contents will reappear. XP value: 7,000 gp value: 100,000 CHAINS OF THE RUNE OF THE CHAIN: These dull black chains and braclets were constructed to allow the imprisonment of any magic using classes. They are 100% magic resistant and drain all magic spells from any spell using class. Spell users are drained of any and all spells and mana points, and must recuperate and study or pray before being able to perform magic again after being released. The chains can be removed only by the use of a mundane key. XP value: 2,000 gp value: 55,000 CHIMES OF THE WINDS OF TIME: [s4] A fine and delicate-appearing set of wind chimes, these seven resonant bars are possessed of a terrible power. When struck, each sounds a clear, perfect note, and a certain amount of time passes, within a to foot circle. There is one bar for each of the following time periods: minute, hour, day, month, year, century, and millenium. If strung and/or hit carefully, precise time increments can be obtained. If not, who knows how much time might pass? Perhaps enough for the stoutest steel to crumble into dust, or just a respite for an exhausted fighter, while his enemy freezes in place. Three footnotes will be of special interest--First, the apparatus used to hang the chimes is not immune to the effect of them, so often the only thing to stop a runaway chime will be the disintegration of whatever is holding them up. Second, since chime ring in real (outside the 10' area) time, they can be heard by approaching beings. It is possible, however that they might not realize what is happening, even though they will not hear the chimes within the area. The agin affects only those things stay within the area (beings can walk out, unaffected, and their movements will seem exceedingly quick to those outside). Third, there is a legend stating that the song of these creatures will be the final sound at the end of time. XP value: 4,000 gp value: 20,000 CHURCH BELL: [s3] This bell has no clapper and must be struck by a cleric using a holy symbol to create its magical effect. When striking the bell properly, the cleric temporarly gains one level of experience; this effect last only one hour at most. Hit points and spells which would be gained are obtained immediately and require no training or meditation; damage taken thereafter is subtracted first from the magically gained hit points. The effect can also absorb one energy level drain; the cleric then merely drops back to origional level. The bell may be used only three times per week and only once in any 24 hour period. A wish merely extends the effect to eight hour's duration; the gain in level cannot be made permanent. XP value: 2,000 gp value: 5,000 CIBOLA'S POWDER: [s5] This item is usually found as a soft gold powder. A dose of 1/4 teaspoon per 100 lbs. body-weight will cause the user to rejuvenate 10 years (effects permanent). Those contemplating usage should be cautioned against overdoseage--extreme juvenation is possible. XP value: 1,000 gp value: 15,000 per 1/4 teaspoon CLAWS OF RAKING: [s3] This pair of apparently ordinary gloves will grow claws on command. The wearer may use them as edged weapons, striking twice per round for 1-4 points of damage per hit plus strength bonus. The gloves can affect creatures immune to normal weapons. When used with cleats of gripping, the wearer may climb sheer surfaces as if a 4th level thief (but with penalties for armor appling). XP value: 600 gp value: 1,000 CLEATS OF GRIPPING: [s3] The wearer of these useful items can walk on otherwise impassably slippery surfaces, even if magical. Sheer surfaces cannot be climbed, but any slope of 45 degrees or less can be easily scaled. When they are used with claws of reking, the wearer may climb sheer surfaces as well as a 4th-level thief. The cleats make clicking noises when used on rock or stone, so the wearer cannot suprise others. XP value: 800 gp value: 1,300 CLOAK OF BATTLE: [sA,SO] This cloak will entangle any weapon parried by it (treat any unsuccessful to hit roll of an opponent upon the cloak wearer or wielder as a parry). Magical weapons must then make a saving throw of 20, with a bonus equal to their magical bonuses; those magical weapons without combat bonuses save on a 20, and all artifacts save at +5 on the die or at their own plus, whichever is greater. Failure to make the save binds the weapon fast to the cloak for 1-3 rounds. This entanglement prevents further attacks using that weapon, and a bend bard/lift gates strength roll is needed to pull the weapon free prematurely. If the attacking creature leaves or moves away to engage another olpponent before the 1-3 rounds are up, it must part company with its weapon, which remains in the possession of the cloak-bearer. The cloak has one other function; upon the speaking of a command word while the cloak is held (but not worn), the cloak will be transformed into a stout bar or cudgel for 5-8rounds. The cudgel is largely composed of magical force, will no be damaged by normal use (i.e., all except contact with magical weapons or spells), counts as magical for to hit purposes but has no bonuses, does 1-6/1-3 hp of damage, and cannot be used to entangle other weapons as above. The cloak can be destroyed by parrying (in the above manner) eight blows from magical weapons while in this form, and it can be weilded by characters of any class without proficiency penalties. XP value: 2,000 gp value: 12,000 CLOAK OF COMFORT: [sA,SO] This cloak imparts (to the wearer only) equable temperatures for comfortable studying, physical activity, sleep, and so on. It does this by alternatively exuding heat or cold that it has magically absorbed (including the heat of the sun, the chill of night breezes, and extremes of temperature common to deserts, glacers, and other inhospitable regions). The cloak's outlines are always clearly visible to creatures having infravision. Notably, cold- and heat-based magical atacks are absorbed by the cloak harmlessly; thus, the wearer is immune to cone of cold, heat metal, and similar spells. Note that most fire-based spells and magics such as ice storm do damage for other reasons than merely the temperature of their effects. The wearer of a cloak of comfort suffers -2 hp per die of damage from ice storm and fire-based magics of all sorts, although the cloak itself is immune to the effects of flame and freezing. Electrical and other energy attacks are unaffected by such a cloak. The capacity for absorbtion of such a cloak is not known--none is known to have ever 'overloaded' nor, when destroyed, to have exploded or emmitted any bursts of heat or cold. The wearer of such a cloak never suffers the effects of exposure to the wilderness, such as reduced constitution, dexterity, etc. Sunstroke (due to ultraviolet radiaion) and water damage to accoutrements, ets., are still possible. Hypothermia and fataal effects of frigid waters are not possible. XP value: 1,500 gp value: 7,500 CLOAK OF DELIGHT: [sO] These strange, most rare garments cause all who view the wearer to feel calm and at peace in the latter's presence, and feel friendly towards the wearer. At first sight of a wearer of a cloak of delight, regardless of the latter's natural charisma, all who fail to save vs. spell will feel loyalty and love for the wearer, and will tend to carry out the latter's most bizzare commands with enthusiasm and alacrity. All who wish to attack the wearer of such a cloak must save vs. spell at every attack or strike at -2 due to reluctance and remorse. Once per day the cloak wearer may entrance creatures who fail to save vs. spell by causing the cloak to display the ultimate pleasure and goal of each (creatures of low or animal intelligence save at -3, non-intelligent creatures are unaffected). Entranced creatures will remain in a motionless trance for 1-8 rounds, oblivious to their surroundings, but will attack manically any creature or thing obstructing their view of the cloak. Use of darkness, pyrotechnics, or similiar obscuring spells ends the trance. Entranced creatures cannot employ psionics or cast spells. A side effect of the cloak's powers is that everyone who views the garment will see it differently, and give widely different descriptions of it later. XP value: 3,000 gp value: 35,000 CLOAK OF DRY CLEAR: [s5] This is a cloak of very fine watered silk and is waterproof. It makes the wearer completely invisible, even to truesight--but only in the rain, in fog, or underwater. "...took a sprinkling can and kept wetting himself down with it. He was invisible all right, but you should have seen those orcs chasing that dancing water can..." XP value: 500 gp value: 4,000 CLOAK OF ECHOES: [sO] This cursed item is identical to a cloak of elvenkind (q.v., DMG), and functions properly as such an item at all times. When a wearer is attempting to be quiet and stealthy--and only at such times--all noises made by the wearer are greatly magnified, and echo loudly. Thus, the sound of a footfall or that of a weapon being drawn would alert other beings to the presence--if not the precise location--of the cloak-wearer. Whenever such an echo-activated cloak is taken off, it will emit a weird, echoing falling cry as it parted from the being who has just worn it. XP value: Nil gp value: 3,000 CLOAK OF EMPTINESS: [s5] This cloak is a dark blue embroidered robe. The embroidery is so intricate that close studying of it will cause severe headaches. To use, the wearer wraps himself tighly in the robe, thinks or where he wants to be, and he is there. However, the robe falls to the ground where he used to be. Accuracy depends upon the condition of the cloak. XP value: 3,000 gp value: 15,000 CLOAK OF ETHERALNESS: This apparently ordinary cloak will allow the user to fade briefly into the Ethereal Plane up to three times a week. It is activated by one segment of concentration. No verbal command is necessary--the character just begins to fade. The process takes five full segments, during which time the user cannot move but may defend against attacks. While fading into theether the character can be struck buy any weapon or spell. At the end of the five segments the character is wholly in the ether and thus invisible on the prime material and immune to most attacks. While ethereal, the user can move at the rate of 15 feet per segment in any direction, even up or down, and can bypass walls, ceilings, magical traps, doors, ect. At the end of three segments, the user will fade back in to the prime material plane. The cloak cannot be activated again for one full turn, and may be activated only three times in any one week. While in the ether there is a 1% chance of an ehtereal encounter which may follow the user at the DM's discretion. A user who would rematerialize inside a material object is trapped on the ethereal plane! The cloack can be used but 36 times, after which the item becomes non-magical. XP value: 2,600 gp value: 15,500 CLOAK OF FANGS: [sA,SO] This cloak can be worn as a normal, heavy-wear, all-weather cloak for an unlimited time, but when magically activated will serve only once. The word of activation for all such cloaks is 'Feerond,' then name of their maker. When this is spoken, the cloak is dangerous to the wearer's friends and foes alike; it fires darts of pure force up to 3" distant in all directions, this spray of invisible missiles lasting for seven rounds regardless of the cloak wearer's intentions. The cloak wearer wil never be struck by any of these missiles, nor do any such missiles ricohet, but all creatures within 3" of the cloak-wearer (who may, of course, move and fight normally) suffer 6-36 hp damage per round; a save vs. spell means half (3-18) damage, and spells such as shield, wall of force, anti-magic shell and the like will offer complete protection against the missiles. The missiles also cannot penetrate other planes (i.e., the etheral) or extra-dimensional spaces (e.g., those created by a portable hole or rope trick spell), although if the cloak wearer enters such a space or plane by some means, the flurry of missiles will accompany him or her. The missiles do not hamper the movement rater of affectred creatures, but do prevnt spellcasting that involves somatic and material componnts. At the end of the seven-round flurry of missiles, the cloak vanishes forever. XP value: 1,500 gp value: 10,000 CLOAK OF GUARDING: [s1,SO] This garment is identical in weight, texture, and appearence to a normal woolen cloak, and is typically gray in color. When it is worn and the user is struck by a physical blow, the cloak will instantly become rigid at the point of impact, deflecting all non-magical missles and absorbing some of the force from any other physical attack (-2 on each die of damage, down to a minimum of 1 point of damage per die). After the attack had landed and withdrawn, the cloak cannot be torn of otherwise damaged by any physical attack, except under the circumstances described immediately below. If a cloak of guarding is subjected to constriction or sustained pressure (as in a dead fall trap, or caught between two walls that are closing together), the garment will protect the wearer in the manner of a rigid suit of armor until it has 'rested' for as many rounds as the number of points of damage it absorbed, or until it is taken off and not worn for at least one round. The constriction of a cloak of guarding (which invloves metal spun into fine threads) is such that the wearer will take maximum damage--no saving throw permitted--from heat, cold, or electrical attacks of all sorts. The cloak itself will not burn. XP value: 1,500 gp value: 10,000 CLOAK OF MANY COLORS: [sA,SO] This rare garment can so shift its pigmentation that its wearer is immune to the effects of color spray, prismatic spray, and the like, and can pass through a prismatic sphere or prismatic wall (together with all items carried or worn within the cloak) as though the barrier did not exist. The wearer only (not companions) is so protected, and he is likewise solely protected from blindness due to blur, pyrotechnics, hypnotic pattern, darkness, blinding light of all sorts, and magical effect. The cloak itself does not seem to an observer to alter its own colors, but will always seem to have a swirling and indistinct surface (aiding the success of a wearer hiding in shadows by +10%); more so when it is acting to shield its wearer's gaze from color effects cast at the wearer. The cloak cannot, however, deliberatey be used to camouflage te wearer by blending with surroundings, nor does it have any powers to affect creatures other than te wearer, either by attack or by conferring protection. Once every 12 turns, the wearer, by effort of will, can cause the cloak to glow (equivalent to a light spell, but not blinding) white, such glowing lasting for nine rounds, without any concentration required, or ceasing sooner if the wearer wills. Obviously the wearer cannot hide in shadows while the cloak is thus used. XP value: 1,200 gp value: 8,000 CLOAK OF NIGHT: [sN] This magical cloak will operate only on a non-good figure. If a good figure wears it, he will automatically be attacked by any undead encountered, even if those undead must push past other party members to get at the wearer. The cloak, when worn by a non-good figure, confers the following powers at night only: polymorph with all possessions into a bat. stirge, crow, or owl at will in 1 segment (the figure must return to normal shape before changing into a different form); gain 90-foot infravision (whether underground or not); and act as a cloak of elvenkind. XP value: 2,000 gp value: 20,000 =============================================================== This is the LOOONG magic Item list, section 6 of 9. CLOAK OF QUICK CHANGE: [s5] This cloak usually red and black and very popular with thieves and assassins, is reversible and any two colors desired. When the cloak is worn with one color out, a set of clothing is visible, when the cloak is reversed, a second form of dress appears. when the cloak is donned over a set of clothing and the clasp is turned, the inner side of the cloak is attuned to that set of clothes. When the cloak is removed, the clothes vanish with it. A second choice of costume may then be selected and the process repeated with the cloak reversed. After this, when the cloak is reversed, the appropriate set of clothing appears. XP value: 5,000 gp value: 15,000 CLOAK OF REFLECTION: [sA,SO] This cloak (many were made) confers a limited spell immunity upon any one, living creature wearing or covered by it. The following spells and spell-like magic-iten functions--and only the following spells--are directed back at the caster/wielder as follows: Magic missile- Reflected back at the caster with full effect (no saving throw). Shocking grasp- Discharge directed back instantly into caster and nullified; caster takes no damage, but spell is lost. Forget- Spell distorted and throw back at caster, who is confused (as per the 4th-level magic-user spell, confusion) for the following round (no saving throw); the forget spell is lost, and neither caster nor cloak wearer forgets anything. Irritation- Reflected back at caster, who is affected normally unless save is made (negates effect). Ray of enfeeblement- Reflected back at caster, who is affected normally unless save is made (negates effect). Hold person/animal/monster (if cast at cloak wearer) - Distorted by the cloak and reflected back at the caster, who must save vs. spells (at par) or be slowed for two rounds. Tasha's uncontrollable hideous laughter- Reflected back at the caster, who is affected normally unless save is made (but the caster's saving throw is always at par, never a minus due to intellegence). Polymorph other- Reflected back at the caster, who must save +2 or be affected normally (system shock roll must be made, form recieved as the caster intended). Feeblemind- Reflected back at the caster who must save vs. spells at +2 or be affected normally. Color spray- Reflected back at caster, who must save vs. spells or be struck unconscious for 1-2 rounds. Entangle- Cloak wearer is unaffected by entangle, but the spell has normal effect on other creatures within area of effect; magic not reflected back on the caster. These cloaks were made to protect rangers and other traveling messengers in the service of the High Lady of Silverymoon. The precise magical defenses against each spell are now unknown, the knowledge having died with the maker of the cloaks, the mage Irentalar. The caster or wielder can escape into another plane (or extra-dimensional space). Momentary dislocations such as blink, dimension door, and teleport are not sufficient to escape, and instance is not a factor. XP value: 1,500 gp value: 10,000 CLOAK OF STARS: [sA,SO] The inside of this cloak comtains four stars aound the neck and front hems, sixpointed shapes of silver cloth. These are enspelled and radiate magic. If a star is touched and the name of its maker spoken (Thalanta the Fair made most of these cloaks), the star will vanish and the spell stored within the star will be activated. The knowledge of the making of such stars is lost, and thus they cannot be replaced. Only one star may be activated per round; it will cause the a spell to be cast as though by the cloak wearer or bearer (regardless of that being's class or level), and the spell will take effect as though cast by a magic-user of 20th level, for that is what Thalanto was. The usual spells stored in a cloak of stars vary according to which of the three types of cloak is found: 1. Teleport, enchant an item, spirit-wrack, limited wish 2. Anti-magic shell, repulsion, reverse gravity, imprisionment 3. Death spell, legend lore, statue, shape change 4. Wish, blizzard blast, ball lightning, anti-lightning ball Such cloaks are very rare, versions 3 & 4 espically so. The pattern in which the stars were placed inside the cloaks vary as well. The four known varations are: a three-star triangle inside the right front throat hem, one star in the center of the triangle; four stars in a square on the left front hem; two stars down the right front hem and two stars down the left front hem; and, four stars in a diagonal row by the right front throat hem. The stars can, of course, be activated without knowing what spell will occur; knowledge of the spell power will fill the star-activator's mind in time for the spell to be directed at an area or specific target (but not negated or saved for later). XP value: 1,200 gp value: 7,500 CLOAK OF SURVIVAL: [sA,SO] While wearing this cloak, any being gains a +2 bonus on all saving throws vs. poison and has a -03% penalty to the chances of contracting any disease or parasitic infesation. In adition, the cloak maintains a supply of pure, breathable air, enough for the wearer only to breathe for one turn, within itself, replenishing this supply constantly whenever the surrounding air is pure, and automatically envelopes the cloak-wearer's head in it whenever breathable air is not present (i.e., if the cloak wearer is enveloped in choking smoke or plunged into water, he or she can see, breathe, and act normally for up to one turn). Incidentally, the wearer of this cloak is immune to nausea and its effects, and to the person-affecting cantrips belch, cough, sneeze, and yawn. Note that poisonous vapors are protected against for one full turn, and only thereafter must the cloak wearer save (at +2) to aviod any effects. XP value: 1,000 gp value: 6,000 CLOAK OF SYMBOITIC PROTECTION: [sA,SO] This type of cloak is very rare. It is impregnated with an immobile, nonintelligent living substance of unknown identity and origins which cannot be isolated by alchemists and naturalists for study. The symbolite drains one hit point of vitality from the wearer every other time it is put on (or, if worn continuously, once every two days) and makes the wearer color blind while worn. In return, the cloak confers immunity to the effects of green slime, olive slime, obliviax, violet fungi, yellow musk creeper, yellow mold, and russet mold (but not brown mold). In addition, spore attacks of all other sorts (including those of the mythconid, ascomoid, basidirond, and similar creatures) are saved against at +4. The symbiotic life form in the cloak seems to feed upon and neutralize spores and microscopic airborne life of all sorts; in many cases, this power will confer upon the cloak wearer a -06% penalty to the chances of contracting diseases. XP value: 3,000 gp value: 20,000 CLOAK OF THE SHIELD: [sA,SO] The wearer of this cloak can project a shieldlike fiedld of invisible force once every two turns, maintaining and moving this force field by conscoius mental control. The field lasts up to three rounds, in the form of a square 10' x 10' across and four inches thick. The wearer can employ this shield, protecting himself or another single being, so that it acts as a wall of force (as per the magic-user spell), a weapon (striking as an invisible ramming force, doing 1-10 points of damage per blow, one blow per round, no saving throw), as a bridge or barrier (like a door), or as a 'floating disc' (like Tenser's spell). The wearer can shift the force field to fulfill any or all of these functio New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 GOBLET OF GLORY: [sO] This magical container appears as a heavy goblet of worked gold, and is similar in some respects to a beaker of plentiful potions. Although it always appears to be empty, the goblet will dispense a clear, glowing liquid when its rim is brought up to the holder's lips and the container is tilted. Draining the goblet takes 1 round; all of the liquid in a dose must be comsumed for it to take effect. During the following round, the liquid affects the drinker as follows: 1d4 hit points of damage that the drinker may have suffered are restored. If the drinker is 12th level or lower, he immediately grows larger (as per a potion of growth, but enlargement is only 6' in height) and temporarialy gains energy levels in the manner of a potion of super-heroism. A member of any character class may recieve this last benefit, but the increase in level applies only to physical combat; thieves do not gain improved thieving skills, spellcasters do not gain spell knowledge or comprehension, and clerics do not receive the level benefit when attempting to turn undead. A character of 13th level or higher who drinks from the goblet will have 1d4 hit points restored, but will not recieve the other benefits--and will be drained of one level of experience. The growth and level gains bestowed by the goblet of glory will last for 4-16 rounds. The goblet will dispense only 1 dose of the liquid per day, and each such item typically contains only 3-36 draughts. When the last of these doses is drunk, the goblet will crumble into dust. The liquid cannot be spilled or removed from the goblet except by drinking. If a drinker is hit by a physical or magical attack, or other-wise interrupted, during the round in which he is consuming the liquid, then that dose is wasted and the goblet cannot be used again until the following day. XP value: 1,250 gp value: 12,000 GREENSTONE AMULET: [sO] These are rare, highly-prized devices, made by some forgotten magical means. They are fist-sized green stones that glow when operating. They are very brittle. These amulets are prized highly throughout the Forgotten Realms and are generally found in the possession of high-level adventureres and experienced diplomats. When worn next to the skin they confer upon the wearer the protection of a mind blank spell, as well as immunity to: chaos, forget, geas, hold person, hypnotism (but not hypnotic pattern or fire charm), mass charm, quest, scare, and sleep. The wearer also gains a +4 saving throw against fumble, ray of emfeeblement, and trip, and is allowed a saving throw against both Otto's irresistible dance and maze spells (if made, the durations are halved, rounding up). These amulets may be worn by any class of character. The protection they give is involuntary (i.e. the wearer cannot communicate telepathically even if she or he desires). Protection only extends to 11-44 (1d4 x 11) spell levels before the amulet is exhausted. (For this purpose, protection against psionic attack drains the levels of the equivalent spell.) The amulet onlly counters the spells (and equivalent psionic powers) listed, and is in no way affected by other spells such as lightning bolt. Pending exhaustion of the amulet is mentally evident to the wearer, and visually evident to others; the amulet blazes fiercy for 4 segments before slowly fading to darkness. The amulet recharges on its own at a rate of 1 spell per turn, but will not counter spells which it lacks sufficient power to negate--it protection is all or nothing. XP value: 5,000 gp value: 30,000 HAND OF REMOTE ACTION: This unusual creation is actually two devices: a gauntlet of steel which will change size to fit the hand of any wearer (halfling through human), and a 'hand' of solid steel which is identical to the gauntlet in size and appearence. The two items are magically linked, so that the hand will mimic all actions of the gauntlet from a distance of 1" per point of wisdom possessed by the wearer. Thus, the wearer of the gauntlet may grasp at empty air and the hand, some distance away, will grasp at an enemy. The positioning and movement of the hand are under the complete control of the gauntlet wearer as long as the hand is within the maximum allowable distance and within sight of the wearer. All attacks made by the hand are at -1 to hit due to the difficulty of accurately judging distances from afar. The hand may transport weapons, but cannot be used to wield them or hurl them; its chief use in in the manipulation of dangerous items and the disarming of traps and locks from a distance. As such, it is particularly suited for use by thieves, although members of all classes may employ the item. The hand, unless its speed is markedly increased (by telekinesis or similar means), does 1-8 points of damage per blow. For purposes of bending bars, opening doors, ect., it has the same effective strenght as the gauntlet wearer. It cannot be destroyed by physical attacks, but will become inert; if it takes blows amounting to 20 points of damage. It can be 'recharged', negating all damage it may have suffered, by bringing it into contact with the gauntlet before the 20 point limit is reached. If it falls inert, either from damage or by must be 'replenished' by keeping it within the maximum distance for a period of one day for each day (or fraction thereof) that it was inert; thus, even a momentary loss of control over the hand will cause it to be useless one day thereafter. The gauntlet and hand cannot be employed in conjunction with any other form of magical gauntlets. The hand cannot be controlled when the wearer is being attacked psionically, or is the target of some form of mind-control magic; however, it will remain functional, and can be used again as soon as the wearer is no longer under mental attack. The hand cannot be damaged by fire, heat, cold, or electricity, but if it is hit by a magical force of one of these sorts, the spell effect will be transmitted at half-strength to the gauntlet wearer. For instance, if the hand is hit by a fireball of 8d6 strength, the gauntlet wearer will take 4d6 of damage, or 2d6 if a saving throw is made. The gauntlet and the hand are not subject to any form of rust or corrosion, including such forces as the attack of a rust monster. XP value: 1,400 gp value: 16,500 HARROWHELM: When first found, this helm appears to be any other sort of normal steel helmet; it radiates magic, however, and faint runes may be seen on the inside of the helm. The consecutive casting of read magic and comprehend languages spells will inform the reader of the general nature of the helm, but not its disadvantages. A bard's legend lore ability or a spell such as identifly, wish, or the like will also work in this fashion. Any non-psionic character who is allowed to wear metallic armor can use this device. The wearer gains the ability to generate a psionic blast (attack strength 101 points) up to three times per day, but only once in any single round. The wearer will also find that the helm grants the use of certain psionic disciplines for as long as it is worn. The disciplines granted vary from one harrowhelm to another: 01-50: One devotion, usuable with 15 strength points per day. 51-85: Two devotions, usuable with 30 strength points per day. 86-98: Three devotions, usuable with 45 strength points per day. 99-00: Two devotions and one science, usuable with 45 strength points per day. The specific psionic disiplines for a helm may be randomly determined or assigned by the DM. The level of mastery at which these powers operate equals one-half the current wearer's level (or one-half the highest level, if multiclassed), rounding down. Thus a 1st-level character cannot make any use of this helm beyond psionic blast generation until he reaches 2nd level. The wearer of the harrowhelm is also immune to all psionic attacks except for psionic blast, but the helm grants +6 bonus to saving throws against this attack form. The harrowhelm has two disadvantages. First, it attracks the attention of all psionic creatures within a half-mile radius as soon as it is put on (whether or not any of its powers are immediately used). Though it does not neccessarialy anger such creatures, it will be easy for these beings to locate and track the helm wearer as long as they stay within this range; they need only concentrate mentally to do this. The second disadvantage manifests itself when a psionic character puts on the helm. The unfortunate wearer will immediately be attacked by a 100-point strength mind thrust. The helm's magic will also neutralize any psionic disability may result from this attack (see the DMG, p. 77, Psionic Attack Upon Defenseless Psionic). This attack will repeated at the start of every subsequent round, though the wearer may remove the helm at any time to prevent more than one attack. XP value: 1,500 (+500/disipline) gp value: 15,000 (+2500/disipline) HASP OF RELOADING: When placed on a bow or crossbow, the hasp attaches itself on command; a second command releases it. If a missle is shot from the device while the hasp is attached, the hasp causes another arrow or quarrel to disappear from the user's quiver and appear in the weapon, nocked and ready to fire. When used on a crossbow, the hasp [roosters] it so the user need only pull the triger to fire. The hasp does not load magical missiles and can load missiles carried only by the user of the bow or crossbow. XP value: 1,400 gp value: 5,000 HELM OF DARKNESS: [sO] A helm of darkness, or nighthelm, appears as an ancient, battered iron helm (even when newly enchanted), with a great black sapphire of no less than 500,000 gp value set in the brow, and twelve black opals set around the lower edge of the helm. The helm radiates a strong dweomer. Donning the helm will instantly inform the wearer of its powers (it may be worn by all classes and alignments). These are as follows: darkness 15' radius may be called forth 99 times from the great gem (such darkness lasting 9 turns and not banishable by the will of the helm-wearer), and each of the opals will, whenever the wearer fails a saving throw, automatically protect him or her once against the following attack forms, being consumed in the process: death spells (including rays such as those of the beholder and catoblepas), disintegrate, magic jar, and all energy-drain, petrification and polymorph attacks. Removal from the helm destroys the opals. The great helm cannot be recharged, and will explode if any attempt is made to remove or destroy it, disintegrating (as in the spell, save at +1) everything in a 4" radius. The helm will crumble into dust when all of its gems are gone, but until that time the wearer commands the following powers: the ability to see in darkness (including the magical sort) as though normal daylight prevails; immunity to fear and related spells, the aging of ghosts and the "awe" power of dragon auras; the ability to pass without trace during the night (from twilight to twilight)--not usable underground; the ability to erect a curtain of blackness, which can veil the sight against vision-related enchantment/charm attacks such as the gaze of a vampire, dire charm, and similiar spells; speak with dead, usable by the helm-wearer once per day, as a 9th level cleric (if different beings don the helm within a 24-hour period, this power can be used only once--not once for each wearer); chill metal, thrice per day, lasting 7 rounds, and affecting up to 900 gp weight of metal and 4 separate targets; lower temperature in a 15' radius, lasting 4 turns, from 10-40 Fahrenheight degrees; protection causing all cold-based attacks to do half or (if save made) no damage, even including magical cold such as unusual forms as the chilling touch of the lich. XP value: 2,500 gp value: 45,000 HORN OF WAR: [sP] A horn of war is over 5' long, made of roughly carved, gold-colored stone, weighing 120 lbs., and covered with thousands of magical symbols and glyphs related to the art of summoning. Only a non-elven fighter of the 9th level or higher (or ranger of the 11th, or barbarian of the 8th) with constitution and charisma of 14 or higher may properly sound a horn of war; a fighter-type of substandard level or with less than 14 constitution passes out from the strain of attempting to sound it, and an elf or fighter-type with substandard charima is unable to command the creatures the horn summons. The great call of a horn of war carries for 5-20 miles in any weather conditions. It magically summons an army of 10-200 quaggoths, with 10 hp each, in 1-6 turns. The frenzied, battle-crazed mob may be commanded only to attack, which the monsters do until destroyed. If not slain in battle, the quaggoths serve for one hour per level of their summoner before disappearing. Quaggoths summuned but not controlled run amok for 2-12 turns, attacking everyone, before leaving. Three years must pass between each sounding of a horn of war. Regardless of whether the quaggoths are commanded or not, they will slay all elves they see while carrying out their other tasks. XP value: 1,000 gp value: 41,000 HOUSE OF ZEBULON: This magic item is a small stone cube, painted with a door and windows. When the owner desires, he may cause a doorway to appear. Stepping through this doorway carries the person and anyone or anything with him inside the cube to a small apartment of six rooms. Here the person may stay for as long as he wants. He may leave the house at any time by stepping out through the same door. Once a week, he may project the doorway to any location he is familiar with as in the spell teleport. XP value: 5,000 gp value: 10,000 IGOR'S INNER SANCTUM: [s6] This small box (6 x 6 x 6") is sealed with blobs of wax with symbols impressed. (No magic can be detected.) If the seals are broken, the box vanishes forever and a little man appears. He is 4' tall and has thinning hair, a paunch, a round grinning face with a subservient expression, and a voice like Peter Lorre. The little man will grin at the party, then look in another direction and say, "Oh! How nice! Thank you, master!" He will follow the party around, periodically looking into space and asking plaintively, "Now master?" or "Can I, Master?" or "Please master?". On a roll of 1 on 1d6, he will kick a party member in the shins, trip someone, jog their elbow, etc. (On each attack, there is a 50% chance that he will prevent the party from being caught in a trap, attacked by a monster, etc. this will always look accidental.) If 4 turns pass without a favorable die roll, he will begin to whine "Master, you promised!" or he will do something anyway and then cringe and whine "but you didn't say not to, master". He will dodge all attacks successfully, and is 100% magic resistant. Detect spells and true sight, etc. reveal nothing. Nor can his 'master' ever be detected. Igor will follow the party for 10+1d10 days unless he finds something or someone that he would prefer to pester. There is a 10% chance per encounter (cumulative) that he will follow the person or monster encountered. (I.e., on the first encounter he has a 10% chance to switch, on the second, a 20% chance, etc.) Adjustments for party members' charisma are left to the DMO. XP value: Nil gp value: Nil INSTANT RUST: This is a thick reddish-brown paste or polish. One teaspoon of this is sufficient to rust 5 pounds of metal to the crumbling point. Dilute as necessary. When applied with batsticks the dilution is usually such that each hit rusts 1d4 pounds. XP value: 800 gp value: 2,000 IRONS OF IMPRISONMENT: Once locked, these irons do not open unless the proper command word is spoken within 30 feet. They are immune to normal force, all spells except a wish, and all weapon attacks except from a weapon of +4 or better enchantment. XP value: Nil gp value: 4,000 IRONS OF TRANSFERENCE: These irons appear and function as irons of imprisonment in all respects. However, any victim held by the irons for one week or more gains a special power. If the victim concentrates on a creature seen and within 60 feet, that creature must then make a saving throw vs. spells to avoid the magic. If the throw failed, the imprisoned victim and the creature exchange places and clothes (including all equipment carried)! This effect requires no command word any may be attempted once per round until the victim is frees of the irons. XP value: Nil gp value: 4,250 JEWEL OF LIVING SHADOWS: This is a large jewel radiating very bright light. This is likely to be found on an altar with a cloth over it. When uncovered, the light cast will animate the shadows formed, giving each the exact same abilities, weapons, armor and magical items as the people casting the shadow. Otherwise, they are normal hostile shadows and will try to destoy all within the area. When the shadow is killed, all its equipment vanishes. A person who succeeds in killing his shadow will never cast a shadow in any light except the jewel's. Covering the jewel (and blocking the light) will return all shadows to normal...5-8 (4 + 1d4) rounds after the light is covered--during which time the shadows will be fighting very hard to uncover it again. The surviving characters do get experience for the shadows when (if) defeated. XP value: 5,500 gp value: 80,000 LUNAR BROOCH: This piece of jewelery bears the likeness of a crescent moon. If worn by a spell caster, it bestows additional power to any light or continual light spell cast. The light from either spell causes any and all lycanthropes in the area of effect to assume animal form (no saving throw). They remain as animals until they leave the lighted area. The lunar brooch has no command word and operates continously while worn. XP value: 400 gp value: 1,000 LYSENKO'S PLASTER: [s5] This is a magical wall plaster with tiny colored specks in it. The colored specks are magically-shrunken tiles, each inscribed with a symbol of power (death, insanity,etc.) much like the magic-user spell symbol. Anyone looking for secret doors or otherwise examining the wall closely has 10% cumulative per 10 square feet of wall examined to be affected by the symbol, whether they are examining by sight or by touch. Normal saves apply. Normally actively searching for secret doors requires close examination of only 1 square foot of wall (at eye level) per each running foot of wall searched. Thus each 10 feet length searched gives 10% cumulative to be affected. Lysenko recommends color-coding the symbols and using only a single type of symbol per room, so that the chance starts over at 10% in each room: "After all, the owners of the house need to be able to find their own secret doors safely. Knowing where to look, they can find them with only a slight danger of being affected.... Of course they should keep antidotes about too, so to speak...." "I'll never forget the time a band of thieves broke into Lysenk's house and tried a dispell magic on the walls. Because of course it was the shrink spell that was dispelled...." XP value: Nil gp value: 30,000/gallon MAGGORP'S MAGNETIC METAL: This metal created by the Alchemist Maggorp, will stick to any non-living solid substance. Examples are any rocks, any metal, glass, ceramics, dead wood, etc. The metal is affixed by mental thought of a user as to what it is to be stuck to, touching the metal or something attached to it (i.e., rope), and getting the metal within 5' of the target object. Therefore if a wooden door is set in a cliff face, the user may use a MMM grapnel, hooked to a rope, to grab the door and only the door, when getting the grapnel within 5' of the door, and the hok will never stick to the cliff face unless ordered to. The grapnel will only release its hold upon mental command of he person who set it there. Charmed and possesed persons may not set or loosen MMM. The MMM may be shaped into any form by an alchemist who creates it. Some of the most common are the grapnel, the ladder rung, etc. The grapnel, shaped like a flat plate of metal with a loop to tie ropes to, is used as an anchor for ropes, climbing gear, and some for rope bridges. The ladder rung, which is shaped like a |______| with short arms and long base, is to make a almost permanent ladder on anything, or a door handle, etc. MMM is indestructable except by wish, ultimate solution, inorganic solution, spheres of anniliation, etc. It may pull loose if not commanded to only by the material it is attached to giving way, which still leaves clumps of the material stuck to the metal, or the rope, etc. breaking, for its bond may support any weight. XP value: 500 gp value: 1,000/grapnel gp value: 250/ladder rung ======================================================================== The REAL part 8. MANUAL OF CORAL GOLEMS: This tome when read tells how to construct a coral golem. After completion of reading the manual, the reader must start construction of the golem. The construction time is two months. Materials cost 1,000/hit points. The manual may only be used once. XP value: 600 gp value: 4,000 MANUAL OF SUMMONING FAMILIARS: This magical writ appears as any other manual. An inscription inside the cover clearly states that if the contents of the book are read out loud before the casting of a find familiar spell, the spell will summon three potential familiars (each determined at random). The magic user must choose one at once and the others will depart. The manual may only be used once since the words vanish as they are read. The book may not be copied. XP value: 950 gp value: 6,000 MEDALLION OF DEFENSE: This item has two command words: to grow, and to shrink. Upon command, it turns into a normal-sized shield +1. The second command returns it to medallion form. XP value: 300 gp value: 800 MIRROR OF SENDING: This magical mirror will show any scene known to the user. Objects, but not living creatures, can pass through it, spells, however, cannot pass through it. Each turn in which the mirror operates expends one charge. The mirror can have a total of 100 charges. It is also rechargeble. XP value: 1,250 gp value: 2,750 MIRROR OF TRAVEL TYPE I: [sP] A mirrors of travel are large, obviously valuable, highly reflective silver mirrors bordered in gem-encrusted gold. These magical items each function only when set into a sturdy wall. Any character knowing the proper sommand word need only place his hand upon such a mirror, speak the word, and envision any place he has previously "seen casually" (as per the spell teleport in the Player's Handbook). An image of that place appears in the mirror, and the character is teleported there, arriving as if the place had been "studied carefully" (again, as per the teleport spell). The image stays in the mirror for three rounds after the character departs, and during this time anyone touching the mirror similarly teleports to the area it presents. This device ia quite fragile and will break (and become useless) if it fails a saving throw against any attack form. A mirror of traveling type I can reveal and send its viewer to places only within its own plane of existence. XP value: 4,000 gp value: 15,000 MIRROR OF TRAVEL TYPE II: [sP] Although indistinguishable from a mirror of travel type I, a mirror of travel type II is a vastly superior magical item that requires an intelligence score of at least 18 to operate. Teleportation through this device is without error, and the mirror's activator may take any number of characters with him, as long as their hands are linked at the time of departure. The destination's image in the mirror disappears instantly after teleportation. This mirror is just as fragile as its lesser cousin and is activated in the same way. Additionally, a mirror of travel type II can function as a crystal ball with twice the usual viewing time and frequency, and it accrues on penalty when viewing into planes that are one removed from that which are one removed from that which contains the mirror. It allows travel to once-removed planes as well, provided the mirror's activator has previously "seen casually" the place to which he whishes to teleport. This item must be set into a sturdy wall, or it will not function. It may only be used by magic-users. XP value: 8,000 gp value: 50,000 MIST OF RAPTURE: [sO] The art of making this rose-colored gas is lost in antiquity. Usually found in fragile glass globes or small metal vials, the mist wafts out when released to form a spherical cloud. The diameter of the cloud varies from 15 to 45 feet depending upon the amount of gas. The vapors are heavy, and remain in this volume for 1-4 days in dead air; they drift very slowly with any air currents (typically 1/2" a round). The vapors are damp and cling to clothing and skin. Any human breathing the mist writhes in pleasure from 1d6 rounds (1-3 rounds if saving throw verses breath weapon is made), oblivious to all his surroundings. Affected persons blissfully ignore danger, and even physical attack does not arouse them. The mist closes minds to all other stimuli, and thus confers a temporary immunity to magical attacks involving will forse (such as charm, magic jar, suggestion, etc.). Unless restrained, those affected drop everything they carry and sink to the floor, twisting and shuddering. Anyone in telepathic contact (or even psionic combat) with a person breathing the mist is also affected, for the same duration. However, non-humans are immune to the vapors (though alchemists who discover the formula should be able to make it affect any single race). During the round after rapture has ended, movement is slow (half speed) and clumsy (no dexterity bonuses apply); such characters never win initiative over more alert creatures, and are easily (1-5 on 1d6) surprised. XP value: 200 gp value: 9,000 MUG OF PLENTY: [sQ] This device is a large clay beer mug. When a sommand word is spoken, it immediately fills with light or dark ale or thick mead, as the user wishes. When drained, the command word will cause it to fill again. While not particularly useful on adventures (although you never know...), this is perhaps the most popular magical item among the isles. XP value: 50 gp value: 2,000 MULTIVERSAL BOX: [s5] A cardboard box bearing the logo of the Multiversal Trading Corporation. This is a 'knock-down' type corrugated box--usually found folded flat. When it is refolded into the shape of a box, three small printed circles may be noticed on the inside bottom--just the right size for coins. If a coin is placed on one of the circles, it will vanish and a voice will say "Hello, Multiversal Trading Company--Catalog Order Department. May we help you?" Thereafter, when the correct number of coins (gold, silver, etc) are placed on the circles, they will vanish and the ordered item will appear in the box. Exactly which Multiversal Services and Products are available via the box is, of course, the Dungeon Master's Option and may change hourly (since Import-Export rules are always subject to change). Tariffs require 25% surcharge for delivery, a policy of cash sales only and no appraisals, anayses, message services or sales of magic items. These boxes are not available on the open market. They are supplied by Multiversal to preferred customers only. Each box will normally (95%) function properly and deliver the correct item in good condition. However, if the box has been damaged, the chanced for funbles will rise (i.e., once the box got wet and Pietro used it when it was only 85% dry. This gave 20% for a fumble, and it did--Pietro's new blanket arrived soaking wet. This made the box 50% wet again...). XP value: 8,000 gp value: 75,000 NADAR'S EVERFUL SAFETY LAMP: [s5] This item looks like a normal oil lamp, and is always full. Engraved on it is the words 'Nadar Mfg'. This lamp never runs out of oil, may be adjusted to illuminate any radius from 5' to 60', or to send a beam as narrow as desired (minimum 1' diameter at end for every 10' length of beam). It has the following safety features: shatterproof (saves as stone), cannot spill in any position, cannot explode, cannot ignite any other object (flame produces no heat). XP value: 30 gp value: 250 NECKLACE OF ALTERATION: [s9] This mystical item appears to be a cheap necklace, like any other sort of magical necklace, until put on. It then turns into a chain of silver with twelve small globes of undentifiable material suspended from it. Each globe appears identical to the others, but if a globe is pulled free of the necklace (which may be done in one round), the globe turns into a particular type of material and the wearer's body takes on the appearance and armor class of that substance. Though an identify spell, wish, or similar magic effect will reveal something about the nature of the necklace, no magic will be able to divine which globe of the necklace will have which effect. Each of the twelve globes has a different effect. Once removed, a globe cannot be replaced on the necklace; its effects last for 2-8 turns and cannot be dispelled. Only after one globe's effect is ended can another globe be removed from the necklace. The necklace cannt be removed while its wearer is under the effect of one of the globes, except by the casting of remove curse or wish, in which case the entire necklace will vanish--but the effect currently taking place will still run its course. The necklace can be taken off, exchanged, and put on at will as long as one of the globes is not activated at the time. Anything being worn or carried by the user of the necklace that normally affects his armor class will be overridden by the effect of a globe for as long as that effect lasts. When a globe is pulled from the necklace, the DM should roll d12 and consult the following table to determine the composition of the globe and the armor class bestowed on the wearer of the necklace, as well as the wearer's temporary skin and hair color. Re-roll to prevent duplicate results, perhaps using smaller die (d10, d8, etc.) when several of the globes become used up. Die roll Material & color Armor class 1 Sanstone; light brown 8 2 Mithral; blue-silver 0 3 Gold; gold 6 4 Iron; dull grey 1 5 Platinum; silver 4 6 Granite; dull grey & red 3 7 Coal; dull black 9 8 Salt; dull white 10 9 Bronze; bronze 2 10 Admantite; green-silver -1 11 Lead; dark grey 5 12 Wood; brown 7 The necklace of alteration can be worn and used by any member of any character class or any humanoid of S or M size. Once used, the globes are generally worthless except as curios. The globes of glod, platinum, mithral, and adamantite have values of 1, 5, 20, and 50 gp respectively. XP value: 1,000 gp value: 5,000 NECKLACE OF BAD TASTE: Though sages argue that this item is more correctly called a necklace of tasting bad, the common name has stuck. This appears to be a magical necklace of unspecified nature until fastened around someone's neck. Immediately, the necklace causes the wearer to emit a terrible odor from his skin. All characters and most monsters within a 10' radius of the wearer will become so uncomfortable with the smell that they must save vs. poison at +2 or become nauseated and unable to attack or defend themselves for 1-4 rounds. Even if the save is made, those within the 10' radius will suffer a -2 penalty on all to hit rolls for as long as they remain in that area. The real value in owning such a necklace becomes apparent when one is attacked by a monster that bites at prey. The necklace affectes any living creatures that is native to the Prime Material Plane. If a monster meeting that description bites the wearer of a necklace of bad taste, the monster will immediately suffer an attack of nausea (no saving throw) and will be unable to attack again for 2-5 rounds (though the creature can flee at half normal speed). That monster will not again bite the person wearing the necklace, but claw, tail, or missle attacks may be used if such are possible for the attacker. One of every four of these necklaces are cursed so that they cannot be unlocked from the wearer's neck once fastened in place. Only a wish will remove a cursed necklace of bad taste. XP value: 500 gp value: 1,000 OYSTER CHEST: This item appears to be a small, square, wooden chest, 2' in length along any side. The inside of the chest is lined with red velvet, which has numerous soft, cushiony folds. Hidden between the folds is a command word, inscribed on the velvet itself. If from 1-5 grains of sand are placed within the folds inside the box and the command word is spoken, the chest will magically lock itself and will not open again until the command word is spoken again. During the time that the chest is locked, it will begin turnign the grains of sand into perfectly formed, non-magical pearls. For each consecutive day that the box is left undisturbed, each pearl will increase in value by about 3 gp. Thus, after a week (of 10 days) each pearl would be worth about 30 gp; after a month (of 30 days), each would be worth about 90 gp. If the box is left unopenend for longer than a year, there is a 1% cumulative chance per day thereafter that the growing pearls will become misshapen and worthless. Casting a dispel magic spell on the chest will not open it, but successfully casting a knock spell against 14th-level magic will do so. However, the growing pearls inside will immediately disintegrate and be worthless. If the chest is ever broken, it will lose all of its magical properties forever. XP value: 1,500 gp value: 15,000 PASQUALI'S PERFECT POLISH: Pasquali's Polish is normally used in some area where unwary movement can have disasterous results: near another trap, a dangerous drop... used on a moderately smooth surface, such as stone or metal, it produces a mirror-like finnish that is absolutely slick and frictionless. Even spider climbing, webs, etc. cannot get purchace on it. A character who steps or falls on it will slide for at least 50'. He cannot stop or change directions unless throwing something or shooting a bow, etc. If the polish is on a slope, damage at the bottom will be 1d6 for every 10 feet vertical distance. Feather fall will work. It is usually found in cans or containers in repair centers of dungeons, or bought on the open market, for many uses. It apears as a liquid that is silver and twice as fast a mercury. A gallon of it is enough to cover 3,000 sq. ft., or 10 square yards. XP value: 1,000 gp value: 5,000/gallon PEARL BEAD: Upon command, this bead turns into a perfect pearl of 10,000 gp value. It remains magical, however, and may or may not fool a jeweler. It disintegrates three hours after becoming a pearl. XP value: 2,200 gp value: 55,000 POISON BALLOON: When burst, this balloon releases a colorless, poisonous gas in a sphere of 10-foot radius. Each victim within range must make a saving throw vs, poison or die. Its potency can be increases so that it causes a saving throw penalty of up to -8. XP value: Nil gp value: 2,000 POLYCHROMATIC TENT: This white tent can be commanded to change its color. Any single color can be named, or the tent can be commanded to blend. If so, it assumes the appearence of its surroundings--grainy and sand-colored in the desert, green and brown in the woods, etc. Thepoly chromatic tent is always white when not pitched. XP value: 400 gp value: 2,000 PRAYER BEAD: This valuable item allows a cleric to exchange one known spell (not yet cast) for another if both are of the same level spell. For example, if the cleric knows detect magic but needs cure light wounds, the cleric amy use the bead to forget detect magic and gain knowledge of cure light wounds. The new spell maybe cast as soon as desired. The cleric need not be fully rested to use the bed. After changing one spell the bead disintegrates. XP value: 300 gp value: 900 QUILL OF SCROLL CREATION: This enchanted writing implement is of great use to a magic-user or illusionist attemptinf to enscribe a magical spell scroll. It gives its user a 10% bonus to the chance of successfully writing a spell onto a scroll. The quill is only good for six uses (six spells), and loses its magical properties when the sixth spell is finished. Each usage counts against the quill's capacity, whether or not the spell in question was sucessfully transfered to the scroll. If the quill is used along with a special ink that is attuned to the item, the chance of success in the preparation of a scroll spell is increased by an additional 10%. The manufacture of this ink is a costly and time-consuming process, taking at least a week and requiring ingredients of at least 1,000 gp in value to make enough ink to last for six usages. This special ink must be mixed with the ink that particular scroll normally requires. A bottle of this ink will never be discovered by itself. XP value: 250 (500 with ink) gp value: 600 (1,000 with ink) QUILL OF TRANSCRIBING: This magical quill can only be used by magic users. Upon utterance of a suitable command word (DMO), a magic quill will write everything the user says, until he utters the command word again. The quill creates its own ink, but otherwise it acts as a normal quill. It will transcribe spoken spells onto spell books or scrolls using the corret magical ink. Its range is 20' but will write any and every word spoken even if the caster does not desire the words which are spoken (like a henchmen shouting for his master, or voices from another room) within the range. XP value: 5,000 gp value: 25,000 RHUN'S HORNED CLOAK: [sO] This garment acts as a +2 cloak of protection, and is dark brown or russet in color. The wearer of this cloak can pass without trace at will. The cloak is hooded, and upon the hood are mounted two long horns resembling those of a bull. The cloak allows the wearer to take the form of a bull (shape change) up to 6 times a day (24-hour period) and change back again at will. However, every round spent in bull form, there is a 1% (not cumulative) chance that the cloak will vanish forever, trapping the wearer in bull form. This condition may be rectified by dispel magic, shape change (which leaves the cloak wearer in his or her original form when it expires), or wish-related spells. Only M-sized creatures may wear these cloaks so as to employ their powers. Some cloaks have a visor-like face mask allowing the wearer infravision (corresponding to his or her normal range of sight), and 20% of these cloaks have a prehensile tail mounted in the cloak's back, between the wearer's shoulders. This tail is under the mental control of the wearer, and can wield a weapon, item, or shield simultaneously with normal two-handed combat at no dexterity penalty. Actions requiring fingers (such as picking locks, drawing bows, etc.) are not possible with the tail. XP value gp value Horns: 2,000 7,000 Visor: 2,200 7,500 Tail: 2,500 10,000 RUST DUST: [s9] Rust dust looks like a fine metallic powder similar to dust of appearance or other magical dusts. It is usually contained in small silk pouches for dispersal by hand, or in hollow bone tubes for spreading by blowing through the tube. If it is shaken out by hand, one pouch will cover a 10' radius area; dust blown from a tube will create a 20' long core, 1' wide at te start and 15' wide at the end. From 1-10 containers of either sort may be found at one time. Any non-precious metallic materials within the area of effect of rust dust will rust (or otherwise deteriorate) and fall into useless scraps one round after being contacted by the dust. Precious metals (gold, platinum, and silver for instance) are not affected. Objects of iron, copper, bronze, tin, and similar metals or alloys thereof--including mithral and adamantite--will be affected automatically if the of which the metal is made is non-magical. Magic items (swords, armor, shields, rings of protection, etc.) must save as if struck by a rust monster, gaining 10% chance to withstand the dust for every 'plus' of enchantment; thus, 1 +4 sword has a 40% chance of not corroding. Magical items without a 'plus' ratig, such as an iron flask, iron golem, or ring of spell storing, have a 10% chance to save against the dust. All such saving throws must be re-rolled every time a new dose of rust dust is encountered. XP value: 1,000 gp value: 5,000 SCEPTER OF DEFENSE: [s9] The Scepter of Defense is a rod like instrument about 3' long, with a handgrip on one end. It may be use by all fighter classes, clerics, druids, thieves, assassins, and monks as a parrying device. When it is used in combat against a human, demi-human, or humaniod opponent, the scepter may be wielded to cause all attakcs against the user to be made at a -4 penalty to hit. The scepter can parry two attacks in one melee rouund, regardless of the user's level, so long as the attacks come from the user's front and sides. Attacks made from the rear cannot be parried. The scepter is useless as a parrying implement against non-humanoid creatures like dragons or black puddings, against blows from humanoid creatures larger than an ogre, and agianst attacks from creatures using weaponless combat (such as ogrillions, trolls, or wrestlers). The user's strength bonus to hit (if any) may be subtracted from the opponent's chance to hit the scepter's wielder. No sort of attack can be made in the same ound that the scepter is used as a parying device. The scepter will function as a +1 club if used offensively. And, so long as it is carried, it confires a +1 bonus to the holder's saving throw vs. all magical effects. This bonus is cumulative with other saving throw bonuses, as per a ring of protection. XP value: 1,000 gp value: 4,000 New sigzor^^ Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 28, 2005 Author Share Posted November 28, 2005 SHADOW HAT: [s6] This slouch hat has a wide brim. No one can quite name its color--maybe gray, maybe tan...? It will fit anyone. The wearer will realize that he now has the power to cloud men's minds (and monsters')--i.e., a 50% chance to hide in shadows or to approach unseen. (This is in addition to whatever percentage he had already.) He will also feel an irrestible urge at various times to say in a deep hollow voice, "Who knows what evil lurks in the hearts of men? The shadow knows!" and follow this with a deep, drawn out cackling laugh, (save on wisdom once per 3 turns or once per 5 melee rounds if under stress,) what the percentages are of this attracting monsters, enemies, etc. are left to the judgement of the DM. XP value: 700 gp value: 10,000 SOAP OF WASHING: This small browinsh cake of soap will, when placed in a bucket or tub of water, dissolve completely. The water then becomes magical; any item or creature placed within or doused by the water becomes completely clean. The soap removes all normal and magicl dyes and can even remove curses. However, it affects only curses removable by a remove curse spell from a caster of the 15th level or less. The soap washes any number of normal items, its effect lasting one hour; it washes away up to three magical stains or dyes or one curse. Magical water removed from the container immediately becomes nonmagical. XP value: 600 gp value: 5,000 SOLES OF VALOR: These sturdy well polished boots give the wearer a +1 to hit, damage, saves, morale, etc., but the wearer can never run from a fight. XP value: 1,000 gp value: 4,000 SPECTACLES OF SIGHT: [DUNGEON 11] These delicate crystal lenses are fitted into a gold wire frame worth 550 gp. The crystals themselves are worth 100 gp each. Looking through the lenses allows the wearer to see all objects and creatures masked my invisibility spells and common illusions. The wearer is immune to phantasmal forces and similar visual illusions, and the effects of color spray, continual light, and eyebite spells. The wearer is not susceptible to the effects of mirror image or blur spells, though cause blindness and power word blind spells havenormal effect. The wearer of the spectacles of sight can read magic (as the spell). Spells that affect the mind (hold, charm, and feeblemind, to name a few) have normal effect on the wearer. A shatter spell cast upon the spectacles while worn destroys the lenses and inflicts 2-12 hp damage on the wearer, with an 85% chance of becomming permanently blind (until removed by a cure blindness, heal, or wish spell). XP value: 3,500 gp value: 15,000 STAAFLIA'S WIRE: This trap appears as a tangled bundle of gold wire, radiates CN magic. Any magic item in 10' radius of this automatically fumbles on anything but a natural 20. The wire may easily be cut or torn apart, but any piece will have the same effect as the whole. Untangling any size bundle of wire takes 10-110 minutes, after which it has no effect until tangled again (will retangle itself in 2-6 hours). XP value: 4,500 gp value: 10,000 STONE OF DRYWELLS: [sP] Appearing exactly like a stone of the well, a stone of drywells causes any well into which it is placed to dry up immediately; likewise, all wells within a one-mile radius of a stone of drywells also dry up imediately. This item counters a stone of the well, and no new well dug in the area of effect of a stone of drywells will yeild water, even if the ground is saturated. Once activated, an exorcism is required to be rid of this maleific stone's influence. XP value: Nil gp value: 5,000 STONE OF MYSTERIOUS SOUNDS: This stone apears to be similar to any other magical stone, though it is malleable and can be easily grasped and reshaped by a human hand. The stone cannot be pulled apart into similar stones, and it has only limited elasticity. Each such stone weighs 50 gp. A character may hurl this stone up to 30'. If the character's strength is 15 or greater, the stone will stick to whatever non-living surface it strikes (roll to hit agains AC 6). The stone will remain stuck to that surface until it is pulled off (which doesn't require any special strength roll). Three segments after it sticks to a surface, the stone will emit one of a number of sounds. The stone will broadcast this sound until it is pulled free of the surface to which it is stuck. A character may also fit the stone onto a solid surface (requireing a strength of 15 or better, but no to hit roll), then strike the stone with a heavy blunt object to start the sound production (again, not requiring a to hit roll). The stone of mysterious sounds is useful for distracting and deterring opponents from persuit, to allow the characters to escape or gain time for other actions. Each time the stone is activated, a roll must be made on the following table to determine what sund it produces. Dice Noise produced Dice Noise produced 01-04 creaking 53-56 screaming* 05-08 buzzing bees 57-60 animal growling 09-12 groaning* 61-64 birds chirping 13-16 footsteps 65-68 horns (musical) 17-20 ocean waves on beach 69-72 steady rain 21-24 stones grinding 73-76 wind chimes 25-28 laughter* 77-80 fighting (swords clashing, shouts, etc.)* 29-32 coughing* 81-84 speech** 33-36 sneezing* 85-88 whistling* 37-40 muffled whispering* 89-92 chains rattling 41-44 whip cracks 93-96 crying* 45-48 fingers snapping 97-00 wind blowing 49-52 mumbled chanting* *--The race of the person(s) making the sound cannot be determined, and no intellegible speech will be discerned. **--The race of the person(s) speaking can be determined using the random languages table in the DMG, p. 102. The content of the speech may be determined by the DM as desired. XP value: 500 gp value: 5,000 STONE OF THE WELL: [sP] A stone of the well is highly prized in villages and castles located on dry plains and deserts. In spite of the facts that these items command prizes as high as 50,000 gp in dry regions, and wars are sometimes fought for their possession, stones of the well are worthless over much of the world. Such an item appears as a perfectly spherical black granite rock with a smooth surface. If functions when placed within a well at least 30' deep, as long as the stone is covered by at least 2' of standing water. The stone immediately fills its well to a depth halfway between its bottom and upper rim, and similarly fills and maintains all wells within a one-mile radius. The water produced by a stone of the well is pure and refreshing. No well within one mile of the stone will run dry. A stone of the well placed in a totally dry well will not function until covered with water. XP value: 5,000 gp value: 50,000 STRING OF WARDING: On command, this small piece of string may be stretched as long as 50 feet. If tied to two upright objects (such as trees), it prevents certain objects and creatures from passing between it and the ground; a maximum of 1,000 square feet of space can be affected (20 feet high, 50 feet wide). The string of warding cannot block spells but prevents the passage of all nonliving items (including missiles) and all creatures of 3 hit dice or less. Other creatures may make a saving throw vs. spells to break through the effect (but not the string). If the string is tied and looped in an attempt to ward a space more then once, it has no effect and can be easily broken, which destroys the magical permanenlty. It can, however, be tied so as to enclose a horizontal area (for example, around an outdoor encampment). If any creature is between the string and the ground when it is tied in place, the string wards against items only. XP value: 625 gp value: 3,350 TABARD OF THE MYSTICS: [sO] This garment is typically green with golden trim, having a stiff stand-up flared collar, and may be worn over armor. Its construction is expensive (powered gold and serpentine, for example, must be worked into the fibers of the cloth), difficult, and known only to a few. Tabards may be worn by any class, and have the following properties: they will not burn, and all fire damage suffered by the wearer is reduced by 1 point per die. Wearers are immune to the effects of a scabbard of insanity, and gain saving throw bonuses of +1 vs. a magic jar attack, and +4 vs. all enchantment/charm spells. A symbol may be cast upon the tabard (typically upon the breast), and rendered invisible (inoperative) until it is touched and a command word is spoken, or until the garment is removed from the wearer without a command word being spoken. In any case, the wearer or owner is immune to the effects of the symbol. Magic-users wearing a tabard may open a wizard-locked or held door or portal as though they are a level higher in experience. XP value: 2,000 gp value: 15,000 TANNING OINTMENT: This salve causes the recipient's skin to turn a bright color determined randomly (1d10) from red, yellow, orange, blue, green, brown, purple, silver, gold, or white. The efffect cannot be removed but gradually wears off in 1-4 years. XP value: Nil gp value: 500 THROWING IRONS: These irons may be throw as far as 60 feet. The user can throw one pair at a time (either manacles or shackels, each pair chained together). The victim of the throwing irons must make a saving throw vs. spells or be entrapped. Any creature of giant strength can easily break the chain by force in one round. Each manacle and shackle has anormal lock, which may be picked if that skill is successfully used. The throwing irons can be used as often as desired. XP value: 500 gp value: 2,000 TRUMPET OF DOOM: [sO] This item is a magical horn, similar in appearance to a horn of valhalla. Some specimens of this item appear to be battered, a few semingly about to fall apart. It the trumpet of doom is winded, all human, demi-human, and humaniod skeletons and corpses within a 60' radius about the horn will be brought into unlife, as per the spell animate dead. All of the dead will obey the bearer of the horn without question, to the utmost of their ability. The greater the number of undead animated, however, the shorter the time that they will remain active. If only one skeleton or zombie is animated, it will remain active for 60 hours under the hornbearer's control. If two are animated, they will be active for 30 hours, three will be active for 20 hours, and if 4 or more skeletons and/or zombies are activated, they will be animated for only 10 hours before they collapse again. The undead created by the trumpet of doom may be commanded to 'go down!' (at which they will disintegrate into dust) if the user of the horn wishes it; otherwise, the undead will serve until destroyed, dispelled, or their time runs out. Use of a trumpet of doom is not considered to be a good act, though sounding it to test its properties is not evil. The trumpet of doom may only be sounded once per month. Using it more often will produce no results. XP value: 900 gp value: 5,000 WADDINGTON'S DROP CLOTHS: [s5] These paint-stained drop-cloths, with many stains that look like drops of wet cemet had dried on the cloth (resistant to Zimbavich's Rock Paint). These drop cloths are used to protect things from Rock Paint while work is being done. They are especially interesting in their effects on organic matter. This is best illustrated by example: A party entered a room and found five chairs covered with drop-cloths and a large table not covered. Also in the room were cans of Rock Paint, brushes and a ladder. On the floor was a sixth drop-cloth in a crumpled heap. The covered chairs appeared to be empty. When the party decided to pull a drop-cloth off of one of the chairs, they found an orc oficer sitting in the chair and were immediately attacked by him. (The painter had interrupted a conference and covered the conferees with the cloths--which put them in subspace stasis until the clothes were lifted. The painter was under a drop cloth at the end of the table--he'd slipped!) To date, no-one has tried to keep one of the drop cloths. XP value: 1,000 gp value: 60,000 WHEEL OF KEENING: [sM] This enchanted sharpening wheel makes a pleasant, almost musical sound when used. Any blade sharpened by this device gains a +1 bonus to attack rolls and damage for one round when next used in battle. The magic lasts one day or until the blade is used for normal cutting or carving. The blade itself does not radiate magic even while the bonus is in effect. XP value: 500 gp value: 9,000 YOKE OF BOAR HARNESSING: [sQ] These rare devices are of druidic design and can be used to harness a pair of boars or giant boars to the will of the bearer. Such boars can be harnessed to a chariot, cart, plow, or other towed object. Alternatively, the harness can be separated into two pieces, mastering two boars for riding purposes. Creatures larger than dwarves or elves can ride only giant boars. The harnessed boar responds to all of the commands of the bearer, but it does not receive any magical increase in intelligence. Thus tasks that could normally be learned by the creature can automatically be performed while under the harness, but the boar cannot perform unusually complicated tasks. XP value: 1,000 gp value: 9,000 YOKE OF FLIGHT: [sQ] This large yoke can be used to harness a pair of horses. When in use, the horses have the power of flight and can pull a chariot through the air at a speed of 36". To take off, the chariot must race in a straight line at a speed of at least 12" per round. When the command word is spoken, the vehicle lifts off the ground and soars into the air. It must travel at least 12" per turn to remain airborne; at a slower speed it automatically crashes. The chariot flies with Maneuverability Class E. Landing requires a straight path at least 18" long. It takes two rounds to slow down enough to maneuver freely of the ground. XP value: 3,000 gp value: 20,000 YOKE OF UNDERWATER FAMILIAR: [sQ] This yoke, like the yoke of flight enables a pair of horses to carry a chariot through a medium it could not normally enter. In this case, the environment is water. The horses can pull the chariot at their normal movement rate. The horses have no difficulty breathing, nor do any riders who remain upon the chariot. XP value: 2,000 gp value: 15,000 ZIMBAVICH'S ROCK PAINT: [s5] This item is almost always found in paint cans, ususally labeled rock paint. These cans of paints are often found where repair work is being done. The paint is the same color as the natural rock in the dungeon. When the cans are opened, the paint will turn to stone in 10-30 minutes. Any object painted with this will turn to stone in 2 rounds. (Save vs. stoning applies--but must be repeated each round until the paint is washed off.) This paint is used extensively in dungeons to repair damaged sontework and rock walls. There is a 25% chance that brushes, ladders and other equipment will be found in the vicinity. XP value: 1,000 gp value: 15,000/gallon ========================================================================= This is the LOOONG magic Item list, section 9 of 9. (AT LAST!!!!) ARMOR & SHIELDS ANIMATED ARMOR: [s4] Although it looks like and provides the protection of normal plate armor, this suit is enchanted with two functions. Once per day, upon the exertion of extreme effort, it automatically adds to the wearer's strength. The extent of augmentation is 10 points, with each remaining point adding 10% after 18 is reached, 1% after 18(90). The second function is automatically in force when the suit is unworn. A rudimentary intelligence comes to awareness, and will follow instructions, provided they are not too complex. Note that anyone may program the suit, so if the owner removes it without giving it orders, he may be asking for trouble. the suit's mind understands combat well, and will battle as a 10th level fighter if ordered to (after which it must rest for a full day before using any of its powers). Once, and only once, the owner may call upon the suit to perform extraordinarily. It will do so, but will then fall to pieces, which can be reassembled by a armorer into servicable, but mundane, suit of plate armor. XP value: 4,000 gp value: 25,000 ARMOR OF ACIDIC SECRETION: [s2] This cursed armor appears to be normal magical armor, but it gives no benefit to the wearer in combat (though this will not be known to the wearer). This armor is found either as a suit of banded mail (25%), splint mail (25%), or plate mail (50%). From the moment that the wearer first suffers damage while using this suit, the armor and any padding used with it secrete a corrosive acid for 1-20 rounds, doing 1-4 hp damage to the wearer each round (no saving throw). it takes a full turn (10 rounds) to remove this suit of armor, and it will continue doing acidic damage during that entire time (if the secreation duration is still in effect). Due to the nature of the acid, the burns, blisters, etc., left by such wounds cannot be removed except by a wish, alter reality, or tempus fugit spell, although normal rest and healing will recover lost hit points. The damage can only be stopped otherwise if the armor is destroyed by a magical attack (e.g., by a blue dragon's breath or by a rust monster). XP value: Nil gp value: 2,000 DRAGONHELM: [s9] Dragonhelms were created for warriors who wished to have some of the special aura and powers of dragonkind. All such helms appear to be normal metallic helmets until worn; then they take on their true form of steel, with inlays of precious metals and gemstones. Some of these helms have dragonlike features or engravings on them. All fighter types, clerics (but not druids), and bards are able to wear these helmets. When worn, a dragonhelm confers infravision on the wearer to a range of 60', and the wearer's senses are so heightened by the helm's powers that invisible, ethereal, astral, out-of-phase, and hidden objects become detectable at a range of 10' per user's level (if multiclassed or dual classes, the user's highest level as a fighter or cleric is considered). The wearer may also radiate fear once per day at will. The aura will cause all beings (even allies) within 120' (12" indoors or 4" outdoors) to save vs. spell, with wisdom bonus applicable, or flee from the wearer in terror for 3-12 rounds. This fear aura has no effect on beings with six or more hit dice/levels. The helm counts as +3 armor (or +3 to the AC1 aforded by a great helm for armor pieces) against all head-directed attacks (such as those made by vorpal weapons), and saves as hard metal with a +3 bonus to the die roll. It does, however, have certain disadvantages. Because certain items like dragon scales and bone are incorporated into the helm's making and he helm draws power from them, certain elements of a dragon's personality will begin showing up in the wearer. After keeping it in continuous use for one month (putting it on every day, even if for only a moment), the wearer will begin to hoard money and valuables, refusing to part with the smallest bronze piece unless absolutely necessary. The wearer will spend less and less on equipment, food, and clothing. Instead, the wearer will try to get other people to purchase such items, or may turn to theft and robbery if the character is neutral or evil. The wearer will also be less likely to respect or even listen to the opinions of others, will grow increasingly egotistical, and will tend to want to lead rather than follow. After the wearer uses this item continuously for two months or longer, he must make a saving throw vs. spells each time the dragonhelm is donned or become permanently afflicted with megalomania. Another disadvantage is this: If the wearer comes within 120 yards of a true dragon, the wearer will find such a creature irresistible and will obey the commands as if charmed. This effect usually ends immediately if the helm is removed, but if the wearer has used the helm continuously for more than one month, the charm effect will last for 1-4 days even after the helm is removed. If the wearer has megalomania, the charm is permanent. Dragons generally know all about dragonhelms, and sometimes leave them lying about in their treasure hoards for unwary adventures to find and use. XP value: 2,000 gp value: 25,000 TESS' ARMOR: [s5] This is a set of bright red plate mail, field plate, full plate, or bronze plate, decorated with yellow flames. Functions as +3 armor, no emcumbrance, any heat or fire attack does half usual damage. Whenever the wearer has cause for anger he must save on wisdom -7 or the suit will burst into flame for 1d4 rounds. During this time any person touching it will take 1d6 damage and any weapon must save vs. magic or melt. The wearer and his own weapons etc. are not affected, and the wearer will not see the flames or be aware that anything unusual is happening. XP value: 9,000 gp value: 90,000 SHIELD OF DRAGON PROTECTION: [s2] This shield had magical runes across its front and back rim which spell out the word dragon. The runes are magical, so that anyone who reads them will see the word written in his native tounge. Whenever a dragon comes within 30" of the shield, the word "dragon" will glow softly for one segment, then fade. The shield of dragon protection is normally an item of +3 in protective power, but it confers +5 protection from all non-magical dragon attacks (including claws and bite). If the word dragon is spoken aloud by the shield's bearer, in the language in which the word appears to be written on the shield, the whole shield begins to glow with the effect of a light spell and an additional bonus is conferred. If the bearer makes his saving throw vs. the dragon's breath weapon, he will take no damage from it, and only half damage will be taken if the saving throw is failed. Finally, the shield gives a +3 bonus to the bearer's saving throw against any magical spells cast by dragons against him, as per a ring of protection. XP value: 1,100 gp value: 11,000 VEST OF STEEL: The vest of steel is a magical piece of armor that is counted as armor (magic-users can't wear them), it gives the wearer an AC of 1, and may be worn over normal non-magical, ring, studded, padded, or leather. For Armor pieces, the shoulders, chest, and abdomen are AC -1, and the rest of the body is 5 if no armor is worn, or -3 to the regular AC of the other areas. XP value: 2,000 gp value: 25,000 SWORDS GUARDIAN BLADE: This blade does not normally glow. Its chief function is to lie upon or beside the sleeping character and warn of approaching danger. It can detect enemies like a wand of enemy detection within a 2" sphere. Upon detecting an enemy, the guardian will flash a single burst of light, telepathically alert its owner, and go out. This power can be used but once per day, and will operate continuously for a period of up to six hours. It may be used while the character is awake and moving but once-used it will not function again for twenty-four hours. XP value: 1,600 gp value: 8,000 SWORD OF INTERCESSION: [s1] This magical weapon is a holy (or unholy) sword that always has an alignment and a patron deity. A character of any alignment may wield a sword of intercession, but it will function as a normal, non-magical weapon. A character of the same alignment as the sword may wield it as a +2 weapon. A character who worships the sword's patron deity may wield it as a +4 sword, and in addition gains a 5% magic resistance and a +2 bonus on all saving throws so long as the sword is held or carried. Such a character will also be able to commune with his deity once per week, asking one yes-or-no question at that time. The sword will not work for those who have only converted to their new alignment or religion within the last year. XP value: 1,000 gp value: 5,000 SWORD OF THE NIGHT, +1: [s1] Though most magical swords shed light, a sword of night, also known as a black sword, sheds darkness. The sword's wielder determines the radius of the sphere of darkness given off by the sword; it can be from 5' to 25', in 5-foot increments. Within this radius, all creatures but the sword's wielder will be unable to see and will suffer a -4 penalty to hit on their attacks, as well as losing any armor class bonus for dexterity. Infravision and ultravision are similarly useless within this radius. The sword's user may see normally in all respects, however, and can use the sword as a +1 weapon to hit and on damage. The sword can also cause fear in all creatures within the darkness who fail a saving throw vs. spell (with wisdom bonuses applicable). This fear power is generated at the wielder's unspoken command, and may be produced up to three times per day. Creatures affected by the fear will move away from the darkness at full speed for 2-7 rounds. A light spell cast at the sword will negate all of its powers (except for its +1 combat bonus) for one round per level of the caster, if the sword fails to save vs. lightning (as hard metal). A continual light spell negates the darkness powers for twice as long, and the save is made at a -3 penalty. XP value: 700 gp value: 3,500 SWORD OF PERCIVAL IRONHEART: [s5] This sword radiates Lawful Good magic and is +2 vs. evil opponents. It can speak Common and LG and can detect gold within 60'. In a pitched battle when its owner's life is seriously threatened by an evil opponent, on a natural 20 to hit this sword turns the opponent to solid gold (save vs. petrification). Any attempt to exploit the sword for the sake of producing gold has a 15% cumulative for a fumble turning the user or exploiter to gold. The sword may not mention the gold making ability so as not to encourage greed. XP value: 8,000 gp value: 90,000 MISCELLANEOUS WEAPONS ARROW OF BOW BREAKING: This arrow appears as a normal +3 arrow. When nocked on any bow and pulled back as if to fire, will cause the bow to break, no saving throw is allowed for normal bows. Magic bows get a saving throw of 10% per '+' of the bow, and additional 15% per major special ability of the bow, and 5% per minor special ability of the bow. If a bow has a normal '+' and also a different '+' against special creature then the highest '+' is used. XP value: Nil gp value: 100 ARROW OF THE MAGI TYPE I: [s5] These arrows have tips made of folded parchment. Each arrow has a spell sealed in its parchment. When an arrow hits, the spell is released on the target. They do no damage other than the spell. Effects are immediate as per 7th level of casting. If anyone tampers with the scroll spell the effects are released upon him. XP value: 500 gp value: 100 + price of scroll spell ARROW OF THE MAGI TYPE II: [s5] This common arrow is usable only by the magic-user class. The arrows are normal except that they have hollow metal heads. Spell components may be placed in the cavities in the head and the spell cast on the arrow. When the arrow strikes, the spell is released on the target (save vs. magic as per spell). Impact damage is 1d2 for S,M and 1 point for L creatures. If the magic-user fires the arrow himself it is as if against AC 9 (modifications at DM's disgression). XP value: 0 gp value: 75 BOLTS OF LIGHTNING: [sD] Also called thunder bolts, these bolst appear to be normal bolts until fires from a crossbow. After being shot, a bolt of lightning becomes a 7'-long bolt of lightning with a range equal to the maximum range of the crossbow which fired it (e.g., a bolt fired from a heavy crossbow has a range of 240 yards, and a bolt fired from a light crossbow has a range of 180 yards). These bolts are +2 to hit and do 4-16 hp damage if they strike a target. A save vs. spells is applicable; if the save is sucessful, only half damage accrues to the creature struck. Furthermore, all creatures within a 15' raduis of where this magical bolt hits have to save vs. petrification of be stunned for one round due to the earpiercing clash of thunder which accompanies the strike. Bolts of lightning are usually found in numbers ranging from 2-8. They are also often found mixed with normal bolts or with magical bolts of other types. XP value: 200 gp value: 1,200 BOW OF ACCURACY: [sD] The bow of accuracy is a simple yet effective missile weapon. The magic properties of this bow are a +3 bonus to hit and damage; likewise, all ranges within normal bow range are figured as short range in regard to this weapon. XP value: 2,500 gp value: 15,000 BOW OF DISTANCE: [sD] Like the bow of accuracy, this bow gives a bonus to hit and damage--a bonus of +2 in this instance. The difference between the two is that the distance for the bow of accuracy are double that of a normal bow of a similar type. XP value: 2,000 gp value: 12,000 BOW OF DOUBLING: [s2] This magical bow offers no bonuses to hit or damage, but it does have the unique property of firing two arrows at a time. Whenever a non-magical arrow is fired from this bow, the bow automatically creates and fires a second arrow. If the first arrow hits its target, so will the second; if the first shot misses, the second arrow has normal probabilities to hit it. All arrows shot from this bow, whether they hit or not, will be destroyed upon impact (or as soon as it is determined that they did not hit) and cannot be recovered. About 75% of all such bows are short bows, because of their usefulness to horse archers. XP value: 1,000 gp value: 6,000 BOW OF FIRE TEETH: [sD] When fired, this bow ignites any arrow it shoots. In addition to regular damage, the arrow does 1-6 hp fire damage. Magical arrows must save vs. magical fire if shot from this bow; if they fail the save, they catch fire and lose all magical enchantments. If they save, magical arrows perform normally. These arrows set combustables aflame if the combustable material struck fail a save vs. normal fire. Bows of fire teeth can set fire to a maximum of 10 arrows per day. The bow of fire teeth gives no "to hit" or damage bonuses other than the added damage from the arrow's flames. Such bows are generally red or yellow in color and have fire runes incorporated into their ornate designs. XP value: 750 gp value: 5,000 BOW OF ICE FANGS: [sD] This long bow, made of ivory and mithral steel, is believed to have been first created by the Elder Craftsmen of Niflheim (the area of Hades known to worshipers of the Norse gods as the land of the dead). Duplicates of the ice fang bow have since been crafted by human and elven mages. The main feature of the ice fang bow is that it creates ice arrows from the water vapor in the air. The user need only pull on the bowstring and release it; the arrows are created instantly, but may only be fired at a rate of two per round, to allow the bow's magic time to recharge. These magical arrows are +1 to hit and do double damage (2-12 hp damage) vs. fire-using and fire-dwelling creatures. If used against any other sort of being, these arrows are merely +1 to hit and damage. Each ice fang bow can generate a total of 101-200 ice arows before its magic fades. A nonmagical ice fang bow is still finely crafted and is worth 1,000 gp. Unfortunately, in hot climates (120 degrees F and up), the effective range of these arrows is halved. In environments where the temperature is over 300 degrees F, the ice arrows cannot form. If normal or magical arrows are fired from this bow, they do not gain the bonuses againt fiery creatures, and the bow performs in all ways as a normal long bow. XP value: 600 gp value: 3,500 BOW OF SPEED: [sD] This weapon is +1 to hit and damage. If there are undamaged and nonmagical arrows within 10' of the bow, those arrows are teleported, nocked and ready to fire, as soon as the bowman pulls back the string. This allows the normal rate of fire for the archer to be doubled. Some 10% of these bows are able to teleport any arrow within 10', magical or not, to the bow for firing. The archer can only distinguish one arrow from another if the arrows used are distinctive; all arrows to be fired are chosen at random. XP value: 2,000 gp value: 12,000 CAGLISTRO'S CALTROPS: [s5] These appear to be normal caltrops but there are two forms: The explosive caltrops do 1d6 damage each when stepped on, the flash types do 1d8 burn damage on the first round, 1d6 the second, and 1d4 on the third, plus igniting clothing. XP value: 5 gp value: 20 CROSSBOW OF ENCHANTMENT: [sD] This weapon casts a spell upon any nonmagical bolt placed in it, enabling it to strike any creature that can only be hit by a magical weapon. Note that there are no bonuses to hit or to damage; the crossbow merely enables one to have a chance against unnatural monsters with nonmagical bolts. No additional benefit is bestowed upon a magical bolt. XP value: 1,500 gp value: 7,500 CROSSBOW OF HEALING: [s5] This red crossbow radiates CG magic. A hit by this bow (usable by clerics) heals 1-6 points of damage. (On a natural 1 to hit it hits the target of 1-6 points of damage.) Only against undead does it function normally as a +1 bow. XP value: 2,000 gp value: 13,000 CROSSBOW OF LEVITATION: [sD] This is a magical crossbow that gives its user the ability to levitate as per the spell. While using the crossbow of levitation, the owner's feet are not in contact with the ground; at the least, the bow owner remains 1' above any "ground" surface. Furthermore, the only other weapon the bow owner may hold in hand is a dagger or knife. If a levitate spell is used on the possessor, the bow loses all of its power for 2-12 rounds. This crossbow has a +1 bonus to hit targets, but offers no bonuses to damage done by bolts. The user of this crossbow gains forward movement at a rate 1" while levitated, but he can be towed by flying creatures. XP value: 1,500 gp value: 7,000 CROSSBOW OF LIR: [sD] This crossbow, which has a "to hit" bonus of +3, may be fired normally underwater at the same ranges as a normal crossbow has on land, thereby giving underwater adventurers a badly needed missile capability. In the air the bolts shot by this crossbow will travel slowly and for little distance just as if it had been a bolt shot under water by a normal crossbow, and will be able to travel freely if it is shot at water as soon as it enters the water. These bows are named after Manannan Mac Lir, Celtic god of the sea (Legends & Lore, page 28). XP value: 2,000 gp value: 10,000 CURSED BOW OF WARNING: [sD] At first, this bow appears to be a bow +3, but when an arrow is fired from this bow, it always misses any living target which is of evil nature. furthermore, the arrow's flight always alerts an evil victim and instantly directs his attention to the location of the user of the bow, negating all further surprise advantages. If the nature of this bow is discovered, the curse can be removed by magical means, such as through the employment of a dispel magic, wish, or limited wish, or by clerical means, such as through the employment of a remove curse. The curse is considered to be 12th-level magic. Once the curse is removed, the bow becomes a bow +3. XP value: Nil(1,500 without curse) gp value: 500 (10,500 without curse) DAGGER OF ALIGNMENT DETECTION: [s1] This weapon appears to be a well-made dagger with five small gems set in the hilt. It radiates magic. When a command word is spoken and the dagger is pointed casually in the direction of a person or object within 30', one or more of the jewels will glow to indicate the alignment of the creature or thing (such as a magic sword) pointed at. The usual code of such daggers use is as follows: emerald = good, diamond = neutral, ruby = evil, topaz = chaotic, and sapphire = lawful. Thus, the emerald and sapphire set in an alignment dagger will glow if it is pointed at a lawful good character. The target to be identified must be visible to the holder of the dagger. The weapon's aim is not especially accurate; if is pointed in the general direction of more than one creature or object of different alignments, the gems will glow alternately in rapid succession, making their message difficult to interpret. The alignment dagger is a normal weapon in all other respects, giving the holder no combat bonuses. XP value: 100 gp value: 600 DARTS OF BRANDING: [sO] When thrown, darts of branding burst into blinding flame unquencable by water or cold, and this conflagration leaves a branded mark where such a dart strikes. These marks may be shaped by careful construction of the dart into runes or devices (and usually are). The dartfire consumes the weapon and does 5-9 points more damage than normal darts. Non-fire-resistant creatures get no save vs. this fiery damage, but the dartfire is relatively feeble and will do no damage if the target is protected by a resist fire, dispel magic or more powerful protective spell. Darts of branding can pass undamaged through a wall of fire, however, and will derive additional heat from the wall, doing 1 point of additional damage for every 1" (and remaining fractions) of flames they pass through. Flame strike and flame arrow spells have no effect on darts of branding. XP value: 200 gp value: 1,500 DIAMOND DAGGER: The diamond dagger is a dagger who's blade is made of magically reinforced diamond. The blade will cut any non-magical material (flesh of 'magical' monsters is non-magical) easily. It will act as a reduce any armor class to 9 if the armor worn, animal hide, etc., is non-magical, although any bonuses for dexterity, etc., is still applicable. The dagger still acts as a +3 dagger and will do so against magical armor too. It will also cut most any material, stone like butter, metals like sand, and wood like flesh. The damage done by the dagger is as a short sword. The dagger has no bonuses at all against materials that are made or alloys of mithral or adamantite. It can be used to cut open chests, doors, carve stone, shape metal, etc. The dagger is balanced for throwing, and will always hit blade first and always (not mithral and adamantite) sink in to the hilt, which is made of steel and adamantite. This dagger need never make saving throws, unless it is being hit with (not hitting) a weapon or object of mithral or adamantite, whereupon it will shatter if failed. XP value: 4,000 gp value: 30,000 ELECTRO WHIP: [s5] This magical item looks like a normal whip with a gem set into the handle. Each time this whip hits as a whip, it builds a 1d6 cumulative electrical charge. When the gem is punched, this charge is thrown from the tip of the whip as a lightning bolt (roll to hit, range 18'+10'/level of user). If the user is in contact with grounded liquid when the whip is discharged, the charge will go through him instead, doing double damage. XP value: 1,400 gp value: 6,000 ELVEN BOW +3, LAST SHOT: [sD] This bow appears to be a normal magic bow of +1 enchantment; however, in the hands of an elf, the full powers of this weapon are evoked. Whenever an elf uses this weapon it becomes a +3 magical weapon with ranges 50% greater than normal. The rate of fire is also increased by one arrow per round; this last arrow is fired after all other attacks have been completed for that round. XP value: 1,200 gp value: 8,000 ELVEN BOW +2, GOBLIN BANE: [sD] This bow appears to be a standard long bow +1; in the hands of an elven fighter, however, its full potential is realized. The +2 bonus is gained, as well as the following characteristics: Arrows fired have double-normal ranges and strike for double damage (2d6+2 hp damage) against any giant-class humaniod successfully hit. This class of monsters includes those which may be struck for extra damage by rangers (as per Unearthed Arcana). XP value: 1,000 gp value: 6,000 ELVEN DAGGER: [sE] This weapon, created for elven warrior commanders, is fashioned of a mithral-silver and steel alloy. It possesses the ability to detect giant-class creatures at a range of 200' outdoors, 100' indoors or underground (for a list of giant-class creatures, see Unearthed Arcana page 22). The blade of this dagger glows a faint white-blue color when such a creature is at the extreme range of its detection ability. The glow intensifies as the giant-class creature gets closer, until the blade is shining with the equivalent of a light spell. This dagger is +3 to hit and to damage giant-class creatures only. When attacking other creatures, it is considered to be a +1 magical weapon, but it strikes and wounds as a normal dagger. If desired, the dagger can be commanded to dim its light or to withhold its radiance when stealth and concealment are important. The blade glows only when giant-class creatures are near, not by any command. Any giant-class creature that holds or touches the weapon receives 1-4 hp damage per round of contact. XP value: 200 gp value: 1,600 FLAME NET: [s5] This is a fine-spun golden orange net. To entangle an opponent in this net the user must roll to hit. On command, the net will burst into flame--it is not consumed and will burn until commanded to stop, giving anyone in contact with it 2d6 fire damage per round. XP value: 1,000 gp value: 6,000 HAMMER OF PENETRATION: [s2] This hammer is sometimes described as a smaller version of a maul of the titans. It is a large-headed hammer with a 2' long handle. The hammer's head slopes down to a point on one side, and the hammer is not balanced for throwing. The hammer of penetration may be used one-handed in combat, and it does double normal hammer damage (4-10/2-8),plus a +3 bonus to hit and damage. When used two-handed on walls up to 2' thick, the hammer will have a chance of smashing through a hole in the wall equal to double the wielder's chances to bend bars or lift gates. The hole will be large enough to allow a man-sized or smaller being to crawl through it without trouble. The pointed end of the hammer must be used to smash through wooden barriers. XP value: 2,000 gp value: 20,000 HILT OF THE WEAPONS MASTER: [s5] This item is a plain dull black hilt with no blade. Close inspection reveals that his hilt has never had a sword attached. On the base are several different jewels (1d6). When a jewel is pressed, a different weapon appears on the hilt. When all are pressed together, the hilt is empty again. The weapons themselves are normal: 1) dagger, 2) sword, 3) mace, 4) crossbow, 5) staff, 6) javelin. XP value: 3,000 gp value: 25,000 LONG BOW OF HEARTSEEKING: [sD] This type of long bow (self or composite) always has a +3 bonus to hit targets. It acts as a normal magical bow, except when a suffiently high number to hit is rolled. Then, the arrow it fires strikes directly at the target creature's heart (if it has such), slaying the victim instantly (if it has but one heart). "To hit" numbers required for this attack are as follows: Opponent "To hit" roll Up to man-size 21 and up Larger than man-size 22 and up Metal or stone * 23 and up * If the foe is using a spell or device that has transformed him into this material. Certain creatures (such as elementals, golems, and undead) do not have hearts and so would not be affected by this weapon. Shape-shifting creatures (such as dopplegangers) are not affected by this killing power, either. XP value: 4,000 gp value: 20,000 LONG BOW OF MARKSMANSHIP: [sD] This magical long bow (either composite or self) also gives a +2 bonus to the "to hit" rolls of the user in combat. However, a long bow of marksmanship also gives the user a +5 bonus to hit against any nonliving target (including golems, undead, etc.). This bonus is also gained when attempting a trick shot, as long as that shot is not intended to directly harm another character or creature. In other words, the +5 bonus applies to an attempt to shoot an apple off another character's head, hitting an opponent's weapon, or any similiar shot. XP value: 1,500 gp value: 7,500 LONG BOW OF VAMPIRE HUNTING: [sD] These bows are much like the long bow of heartseeking except that they are only useful against vampires, such that the bow can fire a wooden arrow into a vampire's heart and slay it on the spot. Any score of 20 or better, including all bonuses, means that the long bow of vampire hunting has killed the vampiric target. No other being are so affected by this bow. XP value: 2,000 gp value: 10,000 PHAMTOM BOW: [sD] This appears to be a transparent bow with a sparkling string. When the string is drawn back, a shimmering arrow appears. Two such arrows can be fired per round as with the normal bow. The glowing arrows are +2 to hit and damage; the arrows vanish with no effect if they miss their intended target. The phantom bow fires 1d20+40 of these arrows, after which point the bow vanishes. The bow makes saving throws as per hard metal with a +2 modifier. Normal and magical arrows can also be fired from this weapon, but magical arrows gain no additional attack bonus. Each normal arrow fired from the bow gains a +1 bonus to hit and damage in addition to all other bonuses. Furthermore, these arrows can be fired without detracting from the bow's longevity (i.e., the bow's magic is not decreased by firing normal arrows). XP value: 1,500 gp value: 10,000 TRIDENT +1/+2 VS. WATER ELEMENTALS: [s1] A item manufactured by the most powerful sahugin clerics, this weapon gives its wielder combat bonuses against creatures like tritons, water wierds, and water elementals. The trident has a lawful evil alignment and will function as a -1 weapons in the hands of anyone of another alignment. Only the most powerful sahuagin warriors carry these tridents. XP value: 800 gp value: 10,000 WITHERING SCYTHE: [sN] This weapon is +2 to hit and does normal damage with no bonus. However, the victim must save vs. poison or also suffer the loss of 1 hit point per round thereafter from a slow but powerful poison effect. The only antidotes for this poison are cure disease cast by a cleric or druid of at least 9th level, heal, regenerate, restoration, limited wish, or wish. A good-aligned figure who simply picks up the scythe is subject to the same poison effect. XP value: 5,000 gp value: 20,000 ------------------- THE END ----------------------------------- well that took a freaking long time!! jeeze! man wow my comps lagging just getting on this post.... and thats only the like smallest ones! jeeze :lol: New sigzor^^ Link to comment Share on other sites More sharing options...
Zonorhc Posted November 28, 2005 Share Posted November 28, 2005 I STRONGLY suggest that you remove all that material and instead post the URL. You are breaching the OGL by quoting directly from the FRCS book and a number of modules the rights to which are owned by Wizards of the Coast. Also, give credit where credit is due and cite the name of the author and the original source of the material. Varrock Library: Shattered Sky | Silent Thunder | The Emperor's FinestAstri @ MythWeavers Link to comment Share on other sites More sharing options...
Nazgul740 Posted November 29, 2005 Author Share Posted November 29, 2005 I STRONGLY suggest that you remove all that material and instead post the URL. You are breaching the OGL by quoting directly from the FRCS book and a number of modules the rights to which are owned by Wizards of the Coast. Also, give credit where credit is due and cite the name of the author and the original source of the material. yeah ill just ask for this post to be locked and then find all the url's i was wondering if something was wrong with posting directly out of those.... i really just wanted to help some people who maybe needed some insperation. Its always nice to read about other items when trying to make up your own. New sigzor^^ Link to comment Share on other sites More sharing options...
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