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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¬ÃâÃ

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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¡ÃâÃ

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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

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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¬ÃâÃ

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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¬ÃâÃ

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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 ÃÆÃâÃâÃ

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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.N̮̦̉̉st, 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¬ÃâÃ

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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

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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

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============================ 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

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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

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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

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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:

jfkmk3.jpg

 

New sigzor^^

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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.

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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.

jfkmk3.jpg

 

New sigzor^^

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