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    Canonfire :: View topic - Matan Thunders Magic Item Thread!!!
    Canonfire Forum Index -> Greyhawk- AD&D 2nd Edition
    Matan Thunders Magic Item Thread!!!
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    Joined: Mar 16, 2007
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    Sat Mar 17, 2007 8:09 pm  
    Matan Thunders Magic Item Thread!!!

    Cool Laughing

    I have posted this elsewhere, but I think that I should post it for anyone whom may not have seen some of it yet. There are 15 magic item tables, and a number of added posts that I keep updating. I hope some of you can find a use for one or two of them....Tone them down if you must. Or make them Greyhawks own..... Exclamation

    Wink Cool

    Old Second Edition Material Here!!


    These were all created around 1978-79. If they seem familiar with anything you have found on the net the similarities are purely accidental. If someone wants to claim the rights to an idea feel free to claim it first. My thoughts on the subject are anything that advances AD&D or the game as a whole is a good thing and credit can go to people who want to take time and copyright things. I just want to create and see the game grow.

    I leave most detailed background information to the DM to flesh out to fit their individual campaigns. Feel free to change the name to protect the innnocent 8O

    For those who want to ask a question about an item or even possibly mention an improvement or two feel free by all means.


    My Magic Tables I
    By Matan Thunder

    01-02 Ring of Flight
    03-04 Dragonettes
    05-06 Gold Sovereign of Control
    07-08 Eye of Titanhood
    09-10 Dagger of Pain
    11-12 Chest of Dragonflyer
    13-14 Morningstar of Tim*
    15-16 Armor of Illusion
    17-18 Twig of Giant Strength
    19-20 + 4 Rapier of Speed
    21-22 + 5 Crossbow Bolts of Reverse Dmg
    23-24 Paste of Molding
    25-26 Greaves of the Godlings
    27-28 Scarab of Protection of Psionics
    29-30 Spirit Jug
    31-32 + 1 Bang Arrows ( 4-40 )
    33-34 Rod of Planeshifts
    35-36 Turquoise Stone of Magic Wall
    37-38 + 3 Arrows of Disruption ( 2 to 20 )
    39-40 Figurine of Trojan Hiding
    41-42 Gloves of Acidane
    43-44 Helm of Removal
    45-46 Pipes of Sleepiness
    47-48 Basket of Poisoned Fruits
    49-50 Dust of Spell Reversal
    51-52 +4 Staff of Backblasting Foes
    53-54 Tome of Advancement
    55-56 Dust of Aggression
    57-58 Shadow Saddle
    59-60 Radiating Gem
    61-62 Orb of the Sage
    63-64 Figurine of the Battering Ram
    65-66 Rope of Tripping
    67-68 Basket of Food
    69-70 Diamond of Attraction
    71-72 Amulet of Dooms
    73-74 Amulet of Discharge
    75-76 Girdle of Teleporting
    77-79 Tome of Breathlessness
    80-81 Eyepatch of Detects and True Sight
    82-83 + 2 Warhammer of Crush
    84-85 + 4 Ringmail of Bolts
    86-87 Boots of Sinking
    88-89 + 2 Dagger of Flammability
    90-91 Poem of Boredom
    92-93 Essence of Fervor
    94-95 + 3 Staff of Demon Summoning
    96-97 Thorns of Warding vs Blunt Weapons
    98-99 Figuring of the Sea Horse
    100 + 4 Vorpal Arrows (4-40)


    01-02 Ring of Flight: The ring is composed of a blue crystalline material in great with multiple silver runes, with a large blue sapphire worth 3000 gp. It was created by Dorgo the Wise to allow his followers a reliable way to keep up with the quick flying a mage. The ring may be used up to six hours daily, and may be shot on or off by silent act of will of the wearer. Once this 6 hour usage has been used the device must be recharged under open skies lit by sunlight for six hours in order for it to function again. The flight speed of the ring is 24 " per round with a maneuverability class of B. 25,000 gp

    03-04 Dragonettes: This treasure is at a living creature which is emerging from a small egg at the precise moment which the creature collector passes by. This allows the treasure hunter to telepathically bond with the emerging dragonette (of Pernese nature) for life. The full details of this creature are listed in the ATWM volume III page 59-60 under the Pernese Fire Lizard descriptions. One of the most beneficial effects of these creatures is an innate ability to Teleport Without Error by silent act of will multiple times throughout the day. They also possess a fiery breath weapon, and often serve as a recon force with the ability to teleport out of trouble. 20,000 gp

    05-06 Gold Sovereign of Control: This device is concealed as a well worn golden coin, which appears to be minted by the local monetary coin minting authorities. The device was created by a deranged greedy money lender/mage named Felix the Penny-pincher. It does possess one unique feature which is fine particles of diamond dust imbedded along its edge. This device bestows its magical powers to its user when it is rubbed. The power this device contains can affect 1-4 creatures, within a range of 10 in., with a mentally controlling magic similar to a rod of rulership. The control is much stronger though, as it will allow the coin owner to cause creatures which it controls to undertake foolhardy violent tasks of self destruction without interference. The creatures to be affected are allowed a - 2 saving throw verses wand in order to avoid this magical affects . Each coin is rechargeable, and when found they will possess 21-100 charges. The item is limited to usage 3 times daily. The device is able to conceal its magical nature from normal magic detection spells. 40,000 gp the

    07-08 Eye of Titanhood: This device appears to be a 2 in. diameter Black Diamond with a slit pupiled titan eye encased within it. It stares outward unblinkingly from the gems center. The gem was created by Mallick the Dreaded from the cult of the dragon’s ranks, from a titan slain by the dragonlich he was responsible for. This device was created to replace the eye that the dracolich lost in the combat with the Titan. Any creature finding this device can place it into or within the socket from a lost or ruined eyeball, whereupon, it grafts itself into it . This process is very hazardous to the recipient, which causes 3 saving throws to be undertaken. The first saving throw is verses magic spell or the eye will fallout of its own accord. A second saving throw verses magic spell is required, which if successful allows the eye to graft itself within the socket. The third saving throw verses magic spell must be made, or the recipient of the eye will have a randomly chosen ability score permanently reduced to 3 .
    The power of this item is for instantaneous growth of 1 ft.-3 ft.. It also grants the eye wearer permanent true sight, with normal vision ranges tripled , and the ability to see through all illusions within range of vision. 35,000 gp

    09-10 +2 Dagger of Pain: This 12 in. dagger is made of a purple crystal material, inset with mithril runes along the length of the blade. The device was created by a sadistic cleric mage named Moroz Hurts Alot as a tool of torture. If this dagger is picked up by the hilt it instantaneously activates a gravitational flux so intense that the creature touching it is unable to release the daggers hilt. The hilt then ejects (12) 10" long needles to pop out violently in 1 melee segment, much like a jellyfish's sting. The needles possess a very virulent purple poison, forcing the dagger victim to make a - 4 saving throw verses poison or instantly die. Those who make their saving throws are still afflicted with 5-30 points of damage each round that the dagger is stuck to the hand of the victim. 10,000 gp

    11-12 Chest of the Dragonflyers: This device is the magical chest/footlocker of medium-size made of white marble richly engraved with runes and embossed with golden dragons in various lifelike poses. The locking mechanism is made of a golden alloy which may be opened with the specific designated command word. The chest is 4 ft. wide x 6 ft. long x and 3 ft. high. The lid separates 1 ft. from the top of the chest and increases the width to 8 ft. With the use of a proper command word, the chest can be mentally commanded to take flight that 36 in. per round with a maneuverability class of C. The chest is armor class ( - 8 ) and possesses 60 hit points, which may be healed with a properly worded limited wish or wish. The chest is capable of carrying four M sized persons simultaneously during these flights. This device also possesses 2 extra dimensional storage bins running along the outer length edges, which are capable also storing up to 40,000 gp weight of items, similar to a bag of holding but without a depth/size limitation. 60,000 gp value

    13-14 + 4 Morningstar's of Tim*: This device appears to be a rusty and much battered plane iron Morningstar, which is etched with some much distorted mithril runes about the head of the weapon. The haft is decorated with a 500 gp opal at the bottom which glows faintly with a black light like affect. The rune etching seems to indicate that its owner was an individual named Tim*, but the runes at the head are almost obliterated. The device was created by Moliz the Mad at the end of his magely career, after his mind had lapsed into dementia. Aside from being a + 4 Weapon on any to hit roll which exceeds the minimum by 3, the curse of this device activates a 30 ft. diameter Time Stop field which affects all within its area, including the wielder. This time stop field will persist forever with unless a dispel magic is applied by a caster of at least 20th lvl, a properly worded limited wish is implemented, or a properly worded wish is used to shatter Time stopped the field. Of course this must be initiated by a being outside the time stopped A/E. 20,000 gp value

    15-16 Armor of illusions: This item is a suit of non-descript padded armor which will appear as follows. This item appears to be a finely crafted suit of magic armor of a type most desired by the discovering individual, through the use of a basic ESP. The armor was created by Massina the Humorous at the height of his illusionist career as a practical joke on a fellow party member who was always whining about his share of the armor treasures discovered by the party. The device is in actuality a cursed set of padded armor, equal to armor class 12, which is concealed by the Illusionary effect. The illusion contains full tactile and visual component to anyone viewing it, even fellow party members. High intelligence scores are able to see through the illusions regardless of the devices magical effect. All party members will see the armor that they most wish to see available for themselves, and if the type of armor is mentioned openly to all party members, it could it be revealed that the armor appears different to all who view it. Those who wear this armor find it completely comfortable and of impeccable quality. Valued 5000 gp

    17-18 Twig of Giant Strength: This device is a nondescript 6 in. to 8 in. long twig which was harvested from the one tree up and astral planes, also called the tree of life. The twig is covered in white bark with several golden buds along its length. The twig also is engraved with several mithril rooms carved into its bark. The device was created by the Moon Elf Calamar Destinyweave in order to give greater strength to the leaders of the elvish army that he was connected with. If the twig is held or worn the device will activate as long as there is skin contact. The STR bestowed is indicated by the blood type of the giant chosen in an activation process, which is set with a command word as it is dipped in the blood type chosen.
    There is a 20% chance of inflicting 4-24 damage on the twig user when it is first used, do to the intensity of the STR bonus that is acquired. This happens each time it is used in combat situations. This decreases by a - 5% per week of use.
    01-30 Hill Giant; 19 STR; + 3, + 7 ; range 8"; 1-6 damage; missile wt 140 lbs.
    31-50 Stone Gt; 20 STR; + 3, + 8 ; range 10"; 1-8 damage; missile wt 156 lbs.
    51-70 Frost Gt; 21 " ; + 4, + 9 ; " 12"; " " ; " " 170 lbs.
    71-85 Fire "; 22 " ; +4, + 10; " 14 "; 1-10 " ; " " 184 lbs.
    86-95 Cloud " ; 23 " ; + 5, + 11; " 16 "; 1-12 " ; " " 198 lbs.
    96-00 Storm " ; 24 " ; +6, + 12; " 18 "; 2-12 " ; " " 212 lbs.
    Value: 35,000 gp

    19-20 + 4 Rapier of Speed: This item is made of a blue mithril alloy with a large blue tiger eye 4000 gp sapphire inset into the weapons hilt. The blades length is engraved with gold runes along its narrow length which is made to be supple and flexible. This blade was created by a notorious weapon master/mage that just loved the intricacies of sword play, and desired a weapon of supreme qualities for a man of his skill . The blade is enchanted a +4 quality and the blade is so sharp that it inflicts 2-8 + 4 damage to the anything it hits in combat situations. The lightness of this blade allows the blade wielder to attack 3/1 times in each round. As with all magical weapons a rule was necessary in order to determine if the blade is intelligence. Value: 30,000 gp

    21-22 + 5 Crossbow Bolts of Reverse Damage: These red crystalline bolts are 8" long and in engraved with many small mithril runes, which glow faintly. If an identify spell is cast upon them they reveal an intense magical aura of +5 quality. The bolts are enshrouded with deceptive magical fields which conceal their true nature. When these quarrels are fired from a crossbow all of the other quarrels teleport beside the quarrel which is launched, whereupon, they head toward the intended target for one melee segment. At that time all of the quarrels spin 180 degrees whipping around inbound towards the crossbow firer with no warning. The only protection from the, 1-10 bolt caches coming back to bite the crossbow firer, quarrels or wall spells such as: a wall of iron, a wall of force, a wall of ice etc.. The quarrels may penetrate any armor class which is the crossbow firer possesses and automatically hit like magic missiles. Each bolt inflicts 1 to 8 points of damage + 5. Value:2000 gp @

    23-24 Paste of Molding: At first at this item may not appear to be valuable or magical. The paste appears as roughly 2 ft. Cube of glittering transparent clay. The magical quality of this item is revealed in the hands of a potter, or in the mind of a spell caster. The spell caster or a potter can fashion this material into items such as weapons, armor, or shields; or even items of a more vague nature which will possess an innate magical quality of +2. Other objects which may be created include but are not limited to, a set of lock picking tools + 10% open locks, other items which are necessary on a one time basis like a crowbar. All such items are permanent once the command word is spoken over them, and the will DM will need to determine the volume which and will be subtracted from the 2 ft. Cubes total. The cube materials owner simply fashions the claylike material into the desired for (possibly from a mold) and then pictures the finished product whatever it is. Magic items with a single spell power with a level of 2 < can also can be permanently create if d with this material. A level 1 Mount spell could be conferred to a creation form and will function one time per day, with an 18th level spell casting potential. The creator would simply fashion the item and mentally picture the spells function in order to facilitate its creation.
    Gems and jewelry can be created as a fashioner desires, up to 300 gems may be fashioned from this cube, and they posses a maximum value of 100 gp @ can be creates with a value of 30,000. gp. Jewelry created from the paste is also limited to 30,000 gp in value no matter how many pieces are designed. (A jeweler is necessary to perform the above mentioned creations, or the PC possesses the jeweler proficiency, each creation requires a proficiency check individually) .
    If the PC owner has a skill/proficiency they may create items related to the skill with a successful skill check. The material can also be used to weld/glue items together, (a thief on the run closes the door and then slaps a glob of the paste into the jamb while picturing the material welding the door and the jamb being one piece). The uses are only limited by the owner, and all individual creations take one melee segment to finalize the creation, but the formation/fashioning processes can take from several segments up to several hours. Value the 35,000 gp.

    25-26 Greaves of the Godlings: These gauntlets are made from the skin of a rainbow dragon sewn with golden thread. The gauntlets are sewn with rainbow diamonds at the knuckles, mithril runes are sewn into the entire gauntlets surface. These gauntlets will glow tangibly illuminating the area in a 10 ft. radius. They bestow upon the owner a + 5 bonus to armor class and a +1 to all other attributes scores, (str, int, etc.). Unfortunately the greaves possess a driving intelligence of 16 and an ego of 18 as with any intelligent weapon. The item also possesses attributes similar to magic weapons complete with alignment which is rolled a randomly by the owner. The ego will actively try to possess and dominate anyone wearing these gauntlets. If a owner manages to avoid the possession an domination the gauntlets will cause 1-4 monster summoning VIII spell to go off simultaneously around the gauntlet wearer. They attack immediately upon appearance and , and will continue to be summoned exactly one hour. This takes place if the owner wearer continues to avoid the domination/possession affects generated by this item. The owner of the gauntlets will rapidly discover the curse and it can only be removed by a full wish spell. After the wish spell the owner of the gauntlets must remove them within one segment or they will become reattached. The intelligence of this gauntlet is of Demi-God strength for the DM's references. Value: 100,000 gp

    27-28 Scarab of Protection vs Psionics: This golden beetle amulet has one 5000 gp gem stone each of the following types: an agate, an amethyst, a blue diamond, a pink pearl, and a purple jade figurine suspended within the confines of the amulet. The amulet itself is 6 in. in diameter and 1 in. thick suspended on a mithril chain. The golden surface of the amulet is engraved with the pattern of a human brain, and a human jade figurine at the center of the device suspended within an amber case. The item bestows upon its owner immune 100% to any psionics directed at the owner. This protection applies to direct attack psionics and psionic devotions or sciences etc.. This protection applies to the physical aspects of the devotions or sciences. The device owner is protected from all psionic attack modes 100%. Value: 75,000 gp

    29-30 Spirit Jug: These specialized spirit receptacles come in a variety of colors and are made of a near indestructible form of hardened crystal, in which the spirit form lives. The bottle is covered with minute golden runes. The idea for this device are gleaned from a book series called the, "War of Power", written by Robert Vardeman & Victor Milan. In this series several groups of individuals possessing psionic and clerical abilities would inter those of great power or intelligence within these crystal bottles which function much as the magic item called an Efreeti Bottle. In the series the spirits of males are blue and the females are a hot pink color. These spirit bodies will be slightly transparent having no physical form, but the spirits will be able to converse freely with those within normal hearing distances when out of the bottle but they will be 90% muffled if shut within the bottle unless they bottle is physically in contact with it. These bottles are approximately 12 in. high with a diameter of 4-6 in., and furnished the occupant with a luxurious living quarters for all eternity. The occupying spirit possesses the same general physical outline they possessed in life, except that their legs taper into a cloudy mist-like trunk. Each bottle possesses a stopper which will either allow the spirit out of the bottle or back into its confines. The owner of such a bottle can force the spirit into its bottle by simply stoppering it.
    The occupants of these bottles have only 1 way to affect of the outside world in physical ways, as they possess in death their Psionic powers fully which they had memorized upon their death and encapsulation within the spirit Jug. They have a 20% failure rate in any psionic power they attempt to use . The spirits within the book series were over 500 years old, and had many sordid adventures. The process by which this could be accomplished has been lost to the ages. Those individuals recorded to have undergone this process were from 8th to 15th level in experience, but I see no problems and higher level individuals undergoing the process should it be rediscovered. Any spell casters have encapsulated within the jugs will still remember any spell that they knew at the time of their death, and may barter this knowledge for favors from those who still on the planet. This usually entails resurrecting them. Those encapsulated within the jugs retain their original alignments, although they may suffer mental disabilities from long term encapsulation within their jug.
    Any creature possessing a jug of this type will have access to the psionic powers the spirit at jug occupant as long as they are in physical contact with the Jug itself. The DM should roll a random personality for the occupant of such a jug and contemplate the alignment affects in order to come up with a realistic NPC relationship between the jug owner and its occupant. Have fun with this one. There are rumors that some of the occupants of a spirit jug can still cast spells if they possess the necessary material components. Value: 55,000 gp

    31-32 +1 Bang Arrows (4-40): These magical arrows appear to be shafts of multicolored crystals and are fletched with the feathers of the fire eagle of the Elemental plane of fire. These arrows are made to explode on contact with any object or surface once they are fired from a bow. The blast is a fiery explosion, but is accompanied by a force of 100 pounds of force blasting the target away from the striking point. The arrows inflict 3-24 points of damage per strike, with a + 1 to hit & damage added to that. They are found in batches of 4-40. The arrows won't detonate until they are nocked to the bowstring for firing. Value: 500 gp @.

    33-34 Rod of Planeshifting: This rod is made of blue steel alloys with mithril runes and a 3000 gp blue diamond mounted on the end. The rod may be used as a weapon of + 2 qualities to hit and damage inflicted on a 1-8 damage per strike. It also possesses 41-50 charges of magical energy that when activated cause a 6 in. area to be lit by a great blue radiance. The light causes all: invisible, improved invisible, ethereal, out of phase, etc creatures to be shifted back to the Prime material plane within the 6 in. area of effect. Creatures caught within the lighted area of effect may not change phase until they leave the area of effect. Each charge lasts 1 turn. Once a month it may be used to shift the plane the owner is currently on to any other prime material plane the owner knows of personally and has been to. This opening last for a 24-hour period and allows free 2 way passage through the brightly glowing 10' blue pane as long as it is present. This pane must be of resting on a topographical physical feature on the current plane of existence. Value: 60,000 gp .

    35-36 Turquoise of Magic Wall: This device appears to be a normal non descript piece of turquoise. The turquoise actually has an invisible mithril rune upon it which does not read as magic. If the command word "Rebound" is spoken by the device owner it will form a 20 ft. by 20 ft. movable wall of impact absorption and rebounding forms on the vertical plane directly in front of the device owner. The wall will form with a faint blue aura outlining its area of effect which is 3 in. thick, but this visual part of the activation sequence will fade within one melee segment. Any type of weapon strike which crosses the walls area of effect will advance 2" into the wall causing a dimple briefly, whereupon, the blow will violently reverse its course with the same force with which it was launched. This reverse force will use the attackers THACO to determine if they were struck by the rebounding of any hand-held weapon affected by wall. Missile weapons have the same chances to strike their firer, but if this individual has movement from their position the missile weapon will automatically miss them, that other individuals passing within the path of the missile must make a successful DEX roll to avoid being struck by the missile. DM's will need to determine trajectories all missile weapons fired at the walls creator. Value: 75,000 gp.

    37-38 +3 Arrows of Disruption ( 2-20): These areas appear to be created a solid white marble engraved with golden runes along its length. It has a golden broad head arrow tip with a runes engraved in it of a randomly determined clerical Pantheon. These arrows of a + 3 quality inflicting 1-8 +3 damage with any successful to hit roll. These arrows acts as a clerical turning attempt of a 12th lvl patriarch. All undead struck by these arrows will be affected by this clerical turning. Every arrow has a 50% chance of breaking when fired when it successfully hits, while misses will be 75 % to break on landing. Value: 1000 gp @.

    39-40 Figurine of the Trojan Horse: This device is a platinum figurine 8" tall, created in one of the forms listed below. On the command word "Arisenen", the creature of the figurine will grow to 40 ft. in height in one round. The figurine will be able to conceal a number of men listed in the table below, in order to sneak them into an enemy encampment fortification, or town. The compartment which conceals the troops is of an extra dimensional nature, roughly 60 ft. by 60 ft. by 10 ft. tall. This secret 10' square doorway is completely undetectable unless the viewer uses a Detect Magic & True Sight in consecutive rounds. Once the owner of this device places his troops within the device, the owner can cause it to shrink back down by using the command word "Declino". This would not inflict any damage on the concealed troops, as the extra dimensional space provides the necessary oxygen for them to live within the extra dimensional space. The growth potential for this device lasts for 26 hours total, before the item must be recharged for six full days. The owner of the device is able to turn the enlarging and shrinking processes on and off up to four times during its functioning period. The owner of the device may also spells sneak into the extra dimensional space, and still be able to activate the devices command words as normal. Any creature left inside the device after the 26 hours have been used will be unceremoniously ejected into the border ethereal plane. Such individuals will have to find their only back to the Prime material plane
    The figurines have a hit point total of 10 x their normal animal form possesses, it will possess three times the creature is normal movement rates. The figurines will inflict damage equal 2x their normal sized representations, and will fight alongside those concealed troops and its owner with the command word "Fracus". The figurine possesses the intelligence as listed within the dungeon Master's Guide. It can follow commands given by the owner as long as it is primed with the command word "Zellos". The device also possesses an innate Magic Mouth spell which will activate as the device owner wishes at any time he wishes. This part of the device usually announces that this device is a gift to the enemy city, creature, government, etc..
    01-15 Asian Elephant (20) 61-80 Horse (20)
    16-30 African " (20) 81-85 Centaur (30)
    31-40 Mammoth (25) 86-90 Roc (30)
    41-50 Mastodon (25) 91-98 Griffin (30)
    51-60 Oliphant (30) 99-100 Dragon (40*)
    * The Dragon figurine has no breath weapon. Value: 40,000 gp.

    41-42 Gloves of Acidane: These gloves or made of ancient green dragon skin that are sewn with 1 in. squares of green jade with small golden runes etched into them. These items radiate a strong magical aura easily detectable through use of the proper spells. These gloves or cursed so that whenever a creature places one on their hand that they instantly wish to put on the second glove to discover their magical powers (no save). Upon this event occurring, the gloves will inject internally a blast nasty black dragon acids exuded from the interior of the gloves which of course, cannot be taken off unless a successful remove curse spell is cast upon the caster and the gloves. Each round will inflicted 2-12 damage, and the victim's hands will become useless until a full Heal spell is administered. This is the only way to remove the gloves, and the victim will continue to suffer the damage listed above. Value: 7800 gp.

    43-44 Helm of Removal: This helm bears multiple runes of potency etched into the black mithril alloy with silver. The helm is inlaid with 10 black opals worth 500 gp @ which encircle the outside rim. This helm is of a + 5 armor class quality improvement, which is easily detectable with a detect magic spell. The helm has a chin strap with a special black mithril cinching strap which when fastened turn into a black mithril garrote severing the wearers head no saving throw. "Snickersnack". Value:9500 gp.

    45-46 Pipes of Sleepiness: These 8 in. longer duel pipes are made of a blue mithril alloy. Any non-Bard creature which touches them instantly fall asleep (no save), until someone else releases the victims grip on the pipes. Any bard touching these pipes will realize their inherent magic is a sleep wave which extends out to a 10 in. diameter, pulsating outwards like the ripples on a pond caused by a stone, affecting all within the area of effect. Those creatures caught within this waves affect must make a successful saving throw verses magic spell, with a cumulative - 1 to that saving throw for each round they are within area of effect. Any creature failing their saving throw will fall instantly to the ground asleep, and will remain in and that state until the Bard stops playing these pipes, are until they are dragged out of the area of the effect. Those caught within the area of effect will remain asleep for 1-4 turns after the final note is played by these pipes. This sleep magic is so potent that even removal can cause the affected creature to awaken, as it takes an eighth level dispel magic spell to awaken the sleepers prematurely. No amount of water or shaking will help wake them. All creatures, including elves, except undead or affected by this magical set of pipes.
    Any creature smart enough to stick their fingers into the ears before the music starts to play will find that the effective in preventing the sleep affect taking hold. Of course, this makes combat very difficult. Value: 60,000 gp

    47-48 Basket of Poison Fruit: This display of luscious fruit is displayed in the blue china serving dish 18 in. in diameter, and is self replenishing. All the fruits appear healthy, ripe, and nutritionally desirable. If a creature of eats a piece of this fruit nothing will happen for one hour for each piece of fruit eaten. One hour after consumption anyone who has eaten up piece of this fruit will need to make a saving verses poison, with a cumulative - 1 saving throw penalty for each piece of fruit they consumed. If the saving throw is made it only inflicts 1-10 points of damage for each piece of fruit consumed. A failed saving throw indicates that target creature has died from poisoning. Value: 1500 gp.

    49-50 Dust of Spell Reversal : This item is the found in a small leather pouch made of Wonderform skin, and will contain 11-20 doses of a sparkling rainbow crystal dust like material. When this dust is hurled into the air a magical rune will appear for one melee segment in front the dusts area of the effect. This is usually the dust hurler or a fellow party member who is to be affected by the dusts magic power. The magic will only function for recipients who maintain their location where the dust was placed upon them. The magic itself reverses all incoming magic spells, like a level 7 Volley spell from the Unearthed Arcana. This effect lasts for 1 turn as long as the recipient doesn't move out of the 10 ft. diameter area of effect.
    Magic’s present on or launched from the spell caster are not affected by this reversal rune magic as they serve as reversal nexus/launch point. So spell caster could initiate any magic they possess for the duration without ill effects of the dust. The movement restrictions do not preclude the dust recipient from engaging in melee combat as long as they do not exceed the diameter limitations of the area of effect. Value 2500 gp.

    51-52 +4 Staff of Backblasting Foes: This device is created from a black oak branch struck by lightning and entwined in a blue steel/mithril alloy covered with copper runes. At the top it possesses a 5000 gp rainbow diamond that illuminates a 20 ft. diameter equal to full daylight continuously . The item possesses a + 4 combat quality inflicting 1-6 + 4 points of damage per strike, and in addition on any THACO roll that exceeds that number by four > a target will be hurled backwards 1-10 ft. The strike is accompanied by a thunder like clap and a bright flash of white light causing the target to suffer 3-18 points of damage from the flight. A creature is allowed a saving throw verses magic staff at - 6 to avoid this spell effect. Value: 75,000 gp.

    53-54 Tome of Advancement: This unadorned green leather book 12 in. by 12 in. by 2 in. thick will take a full two months to complete reading. It details a pathway to advancement appropriate to the player class of its current owner, which in 2 months of constant study will lead to its current owner being a one time experience point bonus reaching the next experience level by100 experience points. If the owner is a multi classed player character they will bring up their experience points to reach the next level +100 experience points in all classes. This book may not be copied in any way in at the completion point or reading it to the place where the new level is attained it will randomly teleport to a library or treasure trove on that plane of existence . Tracing spell placed upon the tome cause it to instantly teleport as stated above. The PC must find a place of quiet and solitude in order to properly study this tome. Value: 80,000 gp.

    55-56 Dust of Aggression: This magical dust is contained in a plain leather pouch smelling vaguely of hot peppers, and with the 11-20 pinches in each pouch upon discovery. The pouch is sewn with a magical rune in gold thread, as is all other stitching upon this pouch. In order for the dust to be activated it must be hurled into the air and breathed in by target creatures. The crystals sparkle faintly as they are tossed into the air, and the tossing owner can prevent the dust from affecting them by speaking the word "Peace". The dust causes all within a 20 ft. diameter to attack any creature that is near them, with those creature closest being attacked in first. The dust lasts for 4 rounds + 1-10 rounds afterwards, but it allows a saving throw vs poison to be made for his when the dust is first casting about the pouch owner. Those making their saving throw are still affected by the dust for 2 rounds regardless of their saving throw. Old grudges are often the first avenue in the release of aggressions for victims of this dust. "You took the best treasure last time, so take this". Value: 2000 gp per pinch.

    57-58 Shadow Saddle: This beautiful black shadow dragon leather saddle is studded with many black pearls, and it is sewn with much mithril thread in various panoramic views and pictures of war horses and riders. When this saddle is a worn by a horse or another form of mount, the horse and rider are concealed in the shadows similar to the thievish ability to Hide in Shadows but with a 120% success ability. Note: This does not silence the rider or the mount. The rider may also activate an ability to create a 50 ft diameter sphere of one-way darkness about the rider and the mount for up to one hour a day, and it may be turned on and off at the riders will up to the durations limitations. Value: 55,000 gp.

    59-60 Radiating Gem: This item appears to be a beautiful green emerald that seems to glow with an inner light of its own yet it does not radiate any magic at all. The gem is highly radioactive, which radiates outwards in the 30 ft. diameter affecting all within this area of effect. This causes a saving throw vs poison at - 2 to anyone within in this area of effect. If the creature touches or otherwise handles the gem all of their hair falls out no saving throw 3-6 hours. These creatures make their saving throw verses poison at - 4. All creatures affected by failed saving throws suffer radiation sickness and die in 1 to 3 days. If a creature who doesn't handle the gem makes a saving throw they sustain 2-20 points of damage each hour they are near the gem. A creature toughing or wearing the gem must make an hourly saving throw as stated above at - 4 to avoid death, but they will begin to feel the effects and weakening caused by radiation sickness regardless of their successful saving throws. A full clerical heal is necessary in order to cure any radiation sickness of those near the gem . Value: 30,000 gp.

    61-62 Orb of the Sage: This 3 in. diameter ruby gives off a silver sheen and glow about itself, which seems to glow from within This orb possesses the ability to read magical writings of all sorts. The orb owner places his hand on the orb and another hand upon any magical device for which he wants to identify special powers, curses, & command words or keys. He says the command word "Dolphosia", and the orb owner will receive full mental and audio details of any magic item short of an artifact. The details provided will convey the method of the devices making, the history of its ownership, and a full listing of all magical or physical powers of the item which is identified. This power may be used 10 times per week, but it will require the user to enter a one hour trancelike state to as they review the histories of the device in question. Value: 40,000 gp.

    63-64 Figurine of the Battering Ram: This device is an ivory statuette approximately 10 in. in length and 8 in. high with gold in graving all over its surfaces, with a large set of black diamonds for eyes (worth 3000 gp @). If the command word "Charge" is spoken, the figurine will grow into a mountain ram 4 ft. high at the shoulder, 12 ft. long, with a doubles set of massive ram’s horns. The ram figurine must be pointed in the direction and at the object that this device owner wishes that have affected by a charging ram. After the rams initial charge it will follow the owners verbal instructions for the 1 turn per day that it may be used, with an intelligent rating of 8 when it comes to taking orders.
    This magical ram has the following statistics: AC 5, Move 24" per rd, 10 hit dice, Align Neutral, attack with massive double horns which inflict 2-24 points of damage (as well as inflicting a double STR horn of blasting on any door, gates, apertures, etc.. Each hoof can inflict 1-8 points of damage (x2 hooves each round), and the ram can elect to instigate a special trampling attack on any creatures along its pathway, (it must get a 20' running start to accomplish this attack), inflicting 2-16 points of damage to anyone less than 10 ft. high or 10 hit dice. Unless a creature as described before blocks the path of the rams charge it will not be slowed down in the least. Value: 60,000 gp.

    65-66 Rope of Tripping: This magical rope is woven of demon skin and black steel intertwined with strips of red dragon skin. When discovered this 1/4" magical rope will be from 31-50 ft. in length and possesses a unique ability similar to a chameleon, as it blends in with any forest floor or city street . It is as soft as spidersilk. When strung across an area; each time someone walks, runs, etc. across its horizontal pathway they must make a saving throw verses magic spell or fall flat on their face or suffer a violent fall. This rope can only be detected by True Sight or dust of appearance. Value: 45,000 gp

    67-68 Basket of Foods: This appears to be an ordinary picnic basket 24 in. wide by 24 in. by 36 in. long. These devices can create enough food for 10 people up to three times daily simply by closing the lid and uttering the command word "Repast". The food appears to be fresh and of a considerable variety, suiting the tastes of all those near the basket (20'). Once the contents of the basket are fully eaten the basket will replenish itself as stated above. The Value: 15,000 gp.

    69-70 Diamond of Attraction: This huge 4 carat blue diamond is engraved with many golden runes about it circumference. Unless a proper identification magic spell is cast upon this device its powers will not be known until some type of missile weapon comes within 50 ft. of the gem possessor. When this event occurs the missile will be attracted towards the gem owner regardless of the actual direction the missile was fired towards. Any missiles will unerringly strike the blue diamond, and any ricochets will undoubtedly inflict damage on to the gem possessor. The missiles are attracted so strongly that they will even turn corners of 90 degrees. The owner of this diamond is unable to remove it from his person once this event has occurred. Removal requires a properly caster remove curse spell by a 10th level cleric. The owner of the diamond is able to toss the gemstone away but it will teleport into a random pocket, pouch, backpack, etc. 5 rounds after it was ditched. Value: 10,000 gp.

    71-72 Amulet of Dooms: This device is the issue inched gold amulet resembling a bear's head with black ruby eyes worth 500 gp @. It radiates a strong magical aura which manifests itself in the moderately bright golden glow. If this item is brought into the presence of another magical device for item it will drain away the magical power of such a device. This includes attempts to identify it with magic, which is similar lead absorbed by this magical device. This amulets powers are so rapid and decisive that it occurs within one melee segment, during which time the ruby eyes glow intensely but briefly.
    The most damaging affect of this device occurs one round after any magical power is drained, whereupon, the amulet ejects a violent electrical outburst inflicting 10-100 points of damage to anyone failing their saving throw verses magic spell (those saving take 1/2 damage) if they are within the 20 ft. diameter area of effect. In its final act of power the device teleport 1,000 mi. away in a random direction. Value: 10,000 gp.

    '73-'74 Amulet of Discharges : This amulet is made of pure elvish silver inset with white opals, and etched with golden runes of power which glow of silver faintly. The device radiates a strong magical aura in seems to have a potent charged magical energy stored within its surfaces. Once the amulet is touched by a spell using creatures, magic users, or magic items on a creature who is touching the amulet, the amulet causes all magical energy will be siphoned away completely draining charged devices no save. In the magical item which has charges will lose these magical emanations 1 per round in random direction as they are discharged regardless of the spell caster or creatures wishes . (Kabooooom) This discharging is totally random and can touch items safely stored away within a pouches and backpacks. Each item will discharge one charge each round after this amulet is touched. Value: 7500 gp.

    75-76 Girdle of Teleport: This magical girdle is made of eight black obsidian tiles 4 in. by 4 in. by 1/2 inch thick which is etched with mithril runes and connecting buckles which form a girdle. Once per day each tile (which must be touched) has the power to affect its wearer with a Teleport without error magic spell on the command word "Expeedious". The magic nature of these tiles is such that the owner can activate one per melee segment in order to seem to blink to an untrained eye. As with all teleport magic the spell caster must visually picture the destination in order to affect this magic. This spell is 100% effective, and it will not allow deviation from the destination prescribed by the girdle owner . This is to thwart some magic I recently read that created a teleport trapping sequence which led the teleported into a trap. Value: 60,000 gp.

    77-79 Tome of Breathlessness: This magical tome is bound with a blue-gray sharkskin cover 12 in. by 9 in. wide by 2 in. thick and is engraved with multiple golden runes of a variety of amphibian like creatures etched into the cover and binding. This magical device has a subtle compulsion-like magic which forces any creature touching the cover to open the book regardless of their original intentions. There is no saving throw for this effect. Those creatures affected by this power find the tome to have a very violent shark like bite as the book will leap towards its new owner with a shark like jaws open wide. It strikes as a 4 hit dice creature which inflicts 8-48 points of damage on a successful to hit roll, as it flies about the room at 24" per round MC:C. At this point only a remove curse spell cast by a magic user of 16th level or greater can negate this tome's attacking nature.
    Once the device has been subdued the book's true power can be learned by reading it 4 hours per day for the period of one month. The owner of the book must purchase several items of an alchemical nature valued at 2000 gp in order to conduct the necessary experiments required by this tome. Part of the process is the creation of a magical potion whose recipe is written within the tome. The potion is imbibed at the end of the reading sequence. Once the potion has been imbibed, the tome reader will undergo a swift and minorly painful transition as they reader will grow gills and becomes a true amphibian creature. The Tome reader will be able to function in salt or fresh water as much as they require in any given day. The gills are located behind the ears and slightly below them so they aren't too obvious to the casual viewer. Value: 40000 gp .

    80-81 Eyepatch of Detection and True Sight: This magical eye patch is fashioned from a beautiful buffed rainbow dragon's scale which is an approximately 2 in. oval, which is set on an adjustable golden chain with many mithril runes sewn into its surface. When the eye patch is set over an eye it grants the wearer the ability to detect visibility, detect secret doors, detect enemies, and use true sight through the device whenever it is put on. Only one power may be accessed per use, as the other powers remain dormant during that time. The owner of the device will notice that they can see out of the eye patch as if they were looking through their regular eye. Whenever one of these powers is activated the eye patch glows with a soft purple radiance visible at 30 ft.. Value: 35,000 gp.

    82-83 + 2 Warhammer of Crush: This magical war hammer is made of a red mithril alloy which is attached to a black oak handle and covered with multiple golden runes. The handle has a stone giant skin leather wrapping which is sown with gold threads in an intricate pattern. This magical war hammer must be wielded 2 handed by any creature along with a 17 STR or less. The magic of the war hammer lends its + 2 magical nature an intense magical field causing d from double damage anyone wielding it. This double damage only reflects the base damage of this weapon type, i.e. not the strength bonuses or magical pluses of the device. Damage totals will be 2+ 2D6+2 damage per strike. This magical war hammer has 1 final power, which is, the vertical slashing swing accompanied by the command word "Smashorammalangadingdong". When did this is done any creature struck by a blow of this weapon must saving throw verses magic spell or both of their knees will be shattered by the downward force of the war hammers stroke. As with all magical weapons roll for possible intelligence for this weapon like magical sword. Value: 38,000 gp

    84-85 + 4 Ringmail of Bolts: This magical suit of armored ringmail is made from a blue orachalium alloy which is etched with platinum runes and highlights. This armor gives off a diffuse blue light illuminating things faintly up to a 5 ft. radius from the armor wearer. This suit of armor is of a + 4 quality, but also possesses other unique powers one of which is the ability see into the magnetic field of the area surrounding them. This grants them with the ability to see the magnetic fields given off by any living life form within a 100 ft. radius. This suit of armor also grants the wearer a + 2 saving throw verses lightning and electricity as long as it is worn. The armor also grants the wearer the ability to confer an electrical/ Lightning stroke through any metal weapon that they are currently using inflicting 2-16 points of damage to any creature struck a blow. The armor wearer also may once per week be able to launch a 15D6 damage Chain lightning bolt through any metal weapon they are currently wielding.
    The only drawback of this suit of armor is that once per month it must be struck by a naturally occurring lightning bolt in order to recharge it for the next months use. The armor wearer is immune to any magical powers which emanate from this magical suit of armor. Value: 55000 gp.

    86-87 Boot of Sinking: These boots of soft displacer beast skin are sewn with the finest dwarvish silver thread and has specially made mithril spurs and toecaps. There are also several golden runes inside the boots the themselves. These magical Boots radiate a strong magical field which will cause goose bumps on any creature that puts them on. Unfortunately, these boots are made to simulate the magic users spell Sink lvl8, and if the owner does not have a removed curse followed immediately by the spell a magic cast by someone of lvl 10 or greater, they will find themselves sinking towards the center of the planet. The magical effect of these boots appears to be similar to someone sinking into quicksand except that no amount of effort on the boot wearer’s part can aid in the escape. The victim of the boots sinks whether they are located on earth, stones, gravel, etc. at the rate of 5' per melee round. If no one helps the boot wearer to find some stability or extract the individual from his predicament than the boot wearer will die in four rounds no saving throw. These boots will sink into the depths of the earth until they reach molten material, magma, whereupon they randomly teleport 500 miles in a random direction . Value: 3000 gp.

    88-89 + 2 Dagger of Flammability: This large silver dagger is 18 the inches in length and appears to be made of an alloy of steel. It is etched in red golden runes and the hilt is covered in tightly wound red dragon leather sewn with the same red gold thread. This dagger inflicts 1D6+2 points of damage with each successful to hit roll, with an additional power exhibited on any THACO of 3 over that which was needed to hit. This power causes any creature struck or any exposed to magic item struck to make a -2 saving throw verses and magical spell or magical fire respectively. Those creatures or devices which fail their saving throws immediately burst into flame destroying them. Any creature afflicted with this magical fire can only be saved by magic which snuffs out the flame through the use of a vacuum or cutting off the flow of oxygen by immersion in water. Creatures & items beyond saving will be burned to ash, as will those items not completely immersed within water or in a vacuum . Damage to creatures is inflicted at the rate of 4-24 points of damage per round. This magical weapon also requires a roll for possible intelligence as with any magical sword. Value: 40,000 gp.

    90-91 Poem of Boredom: This nondescript magical item is placed on a piece of Vellum which is 18 in. long by 24 in. wide when it is unrolled. There is a blue crystal scroll cylinder which protects this magical poem, and has many magical mithril runes etched into the scroll casing. If this scroll casing is opened by a person with their bare hands the new owner will immediately begin to read the work, because of a magical compulsion (no save) that forces them into the reading. Only a bard may handle the scroll casing or the poem without facing the compulsion.
    The main curse of this item is that it causes all who hear it being read to become a bored with their current player character class or profession to such an extent that they are compelled to make a - 4 saving throw verses magic spell their current profession or player character class. The magic of the poem compels them to wander and drift from town to town seeking the ultimate truths of their lives and of the world. After 1-3 months of this soul searching the victims of the Poem of Boredom will seek to enter into new player character class's or professions that the now feels are their true callings in life .
    The only way to break the effects of the Poem of Boredom prior to this time of finding yourself is to cast the following spells consecutively : heal, restoration, and a remove curse. A full wish will also work if worded properly, but it must be done someone other than the person affected by the Poem of Boredom. If either of these two processes are used to intervene with the poems affect then the victims were resume their previous lifestyles. Value: 30,000 gp.

    92-93 Essence of Fervor: This magical elixir will be found in small crystalline vials containing 3-6 doses of this rare elixir. A single drop of this magical clear sparkling elixir will dispel all forms of exhaustion and automatically resets all magical spells or powers a creature or magic user had memorized the day prior to this elixir been imbibed. This single drop of magical elixir will last for 24 hours, after which time the imbiber will need to recover on day for day basis, as it is possible to use these magical elixir drops on consecutive days. One drop per 3 constitution points is the maximum total number of days which an imbiber may use the elixir drops. As an additional side effect anyone taking this elixir will be hasted for the full first hour after it is taken. The user will not be aged as with a normal haste magic spell. This magical haste can be turned on and off at the takers will, so that he may save some of the effect for later time within the 24 hour duration. Value: 5000 gp per drop.

    '94-'95 + 3 Staff of Demon Summoning: This device is constructed of the branch of an ancient gnarled black oak branch 6 ft. in length and 1 1/2 in. to 3 1/2 inches in diameter from bottom to top. It is set with a large black diamond worth 5000 gp set into the top of the staff, both ends of the staff are shod with mithril caps and the entire length of the staff has arcane symbols also etched in the length with mithril. Upon the command word "Nexusman" followed by a specifically named denizen of the lower planes will conjure up the stipulated demon. This staff has 51-60 charges stored within, and each summoning drain one charge per Hit Dice of the conjured individual. The wielder of this staff must have prior knowledge and the actual secret name of the desired denizen in order to compel and dominate this conjured creature per the forms of its individual class or type. This device provides no protective circle for a spell caster attempting to dominate such a denizen. This staff itself will inflict 3-18 + 3 points of damage with each successful to hit to any creature that is struck.
    If protective spells are preset they operate at 2x their normal efficiency as a side effect of the staffs powers . This type of protection usually has no bearing on the contest of wills which takes place in order to dominate the selected denizen. As you can imagine the larger the denizen the less likely that the contest winner will be the staff wielder. The big guys do so hate those little interruptions and they know exactly where to put that nasty little staff. This device also requires an intelligent check roll similar to the one given to magical swords . Value: 65,000 gp.

    96-97 Thorncrown of Wards vs Blunt Weapons: This non remarkable looking magical device is similar to the crown-like wreathes given to Roman emperors' or victors in Olympic style games of the ages of old. These simple wreathes are wound with golden wire, and each leaf has a single gold rune engraved on its surface. Unfortunately several thorns were intentionally left in so as to prick the skull of anyone who wears it. When placed upon the head of a new owner it will endow its owner with the virtual immunity to all weapons of a blunt nature. The only limitation is it must be used under a sunny sky, partly cloudy is OK. Otherwise, it will only prevent the first blunt weapon attack after dark or on rain days .
    The physical manifestation of the thorncrown's power is registered whenever the wielder of a blunt weapon attempts to strike the wearer, whereupon, the weapon simply seems to slide or flow away from the point which the wielder was aiming at. They always seem to just miss. Value: 70,000 gp.

    98-99 Figurine of the Seahorse: This device is a red coral Sea Horse figurine 8 in. tall and set in a gold base . The seahorse appears fully barded and ready for battle. Upon the command words "High Ho Foamy" the figurine enlarges into a full-sized seahorse which will serve the owner for 1 day per week. This figurine will only function with a rider and cannot take independent action without a rider on its back. This specialized coral barding it wears is AC -2. It swims at 48" per round, and its front flippers inflict 1-6@ for each, and it can inflict a savage tail slap doing 2-20 points of damage on a successful to hit by a 6 Hit Dice creature. Another name for the sea horse mount is a Hippocampus. Value: 20,000 gp.

    100 + 4 Vorpal Arrow: These finely crafted elvish arrows are made of an adamantine alloy which is black in color, but is so strong that the arrow will never break. The fletching is created from the feathers of a Phoenix wound with mithril wire . The tips of these arrows are specially crafted with diamond slivers for maximum penetration. When fired from a bow and the THACO is over that by at least 3 the arrow has struck the target in the throat killing them no save. These arrows are found in small groups of 1-4 in a lot. These arrow can still be destroyed in volcanic fires, otherwise they are totally recoverable after each firing. Value: 10,000 gp @.

    I am sorry that a couple of items have lost their tabs but most posting sites don’t have the capabilities to carry the tabs over. I will release new material from time to time. I may even come up with a couple of new items if I can find the time.

    I have listed my items & spells on more than one site out there. It is basically public domain material at this point and I felt that I should at least give the mods the information that AD&D.com won't exdlusively have the material.

    Later

    Wink Cool

    What is best in life; To Crush Your Enemies, see them driven before you, and to hear the lamentations of the women!!!

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Let them keep what they kill!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Mar 17, 2007 8:11 pm  

    Shocked Cool

    Second Table. Same Disclaimers as the first one.

    My Table #2
    Matan Thunder


    01-02 + 4 Chainmail of Sighting
    03-04 + 1 Bang Bolts (3- 30)
    05-06 Beads of Power
    07-08 Amulet vs Breathe Weapons
    09-10 Gravity Rock
    11-12 Greaves of Goodness
    13-14 + 7 Saber of Uppsy
    15-16 + 3 Robe of Cold
    17-18 Cloak of Feathers
    19-20 + 2 Helm of Phantasmal Force
    21-22 Mirror of Hades
    23-24 + 3 Horsebow of Changling
    25-26 + 4 Shield of Snapping
    27-28 Armband of Nutron
    29-30 Black/White Power Opal
    31-32 +1 Helm of Crego
    33-34 + 3 Hand Crossbow "The Drinker"
    35-36 Tunneling Shovel
    37-38 + 4 Spear of Cold
    39-40 Greenthumb Gem
    41-42 Badluck Gem
    43-44 Quartering Chains
    45-46 Dust of Contrariness
    47-48 Quill of Scroll Making
    49-50 Medal of Fixing
    51-52 Coin of Sorrow
    53-54 + 3 2-handed Axe of Tulwar
    55-56 + 2 Belt of Blinking
    57-58 + 2 Whip "Cat of 9 Tails"
    59-60 Earplugs of Sensing
    61-62 Feathers of the Fop
    63-64 Robe of Impact Resistance
    65-66 + 3 Dart of Weakening
    67-68 Olive Branch of Missile Warding
    69-70 + 2 Quarter Staff of Limbo
    71-72 Tome of Military Leadership
    73-74 Vanishing Cloak of Void
    75-76 Bottle of Vapors
    77-78 Blanket of Webs
    79-80 Bag of Breathe
    81-83 Dust of Track Displacement
    84-85 Nozzle of Water Blasting
    86-87 Broach of Rock Passage
    88-89 Chalice of Holy/Unholy Water
    90-91 + 2 Bracers of Magnetism
    92-93 + 2 Staff of Position Finding
    94-95 + 4 Trident of Poseidon
    96-97 Thistles of Sword Warding
    98-99 Ring of Storm Giant Strength
    100 + 5 Helm of Dragon Powers

    01-02: + 4 Chainmail of Sighting: This magical suit of the chain mail is made of a alloy of mithril of an orange color from which emanates a soft glow of the same color. The entire magical suit of chain mail is highlighted with golden trim along the edges and has a 12 in. blue crystalline eye inset into the armor. The chain mail is of a + 4 quality which extends magically to fit anywhere up to Hill giant size, with the chain mail extending to knee length. This device possesses 2 command words which are the on/off activations for the central eye power; they are: "Scan & Withdraw", respectively. This magical blue eye may swivel about scanning the local vicinity of the armor's wearer in conferring a visual readout to the armors wearer as a small screen of sight 6 in. square in the upper left-hand corner of their field of vision. This magical armor confers the following magical abilities in tin this viewing screen: detect invisible, detect Illusion, detect traps, infravision, and ultravision. Furthermore, the armor wearer can use the command word, "View" to activate a special power of True Sight once a week lasting for one hour. Value: 60000 gp

    03-04 +1 Bangbolts (3-30): These blue crystalline bolts all are fletched with the giant eagle feathers and tipped with golden alloy barbed heads with many golden runes up on them. These bolts appear somewhat hollow containing 2 separate reservoirs which fracture on impact striking with a + 1 to hit and damage quality. Upon striking a solid object the bolt detonates with an additional 3-18 points of damage to anyone within 5 ft. of the target creature saving throw verses death ray to avoid damage totally. The target creature struck by the bolt receives no saving throw for the damage. These magical bolts are destroyed in any case. Value: 1500 gp @

    05-06 Beads of Power: This magical device is comprised of 12 magical beads of varied colors and compositions, some metallic and does some gemstone all 1 in. in diameter. They are linked together on a golden chain with one mithril rune on each bead. The beads will exhibit the varied magical affect as listed on the table below:
    1: armor class 4 7: tongues 6x weekly 1 turn duration
    2: + 2 protection 8: invisibility 6x weekly 1 turn duration
    3: + 4 weapon damage 9: wizard eye 6 x weekly 1 turn duration
    4: detect invisibility 12 in. radius 10: cure light wounds 6 x weekly
    5: locate objects 12 in. radius 11: detect traps 6 in. radius 2x weekly 1 turn duration
    6: ultravision 12 in. radius 12: prismatic sphere one time weekly 1 turn duration
    The first six powers listed function continuously as long as the necklace is worn. The secondary powers listed from 7-12 are activated by separate command word which the owner must discover as they vary from device to device. All activation times are one melee segment and will conform to the spells limitations dictated in their descriptions as if they were spells cast instead of magical properties activated by the owner of the device. Value: 70,000 gp.

    07-08 Amulet Protection vs Breathe Weapons: This device is composed of platinum chain with an platinum amulet in the shape of the dragon's head with 4 black opals worth 2000 @ inset into the chain. If this device is worn by the owner it will bestow protections from any breath weapon used against its owner, causing the breath weapon to sweep around the 5 ft. magical field which protects its wearer. The device has a limitation of 100 hit points of damage in a single attack within the same round, and any damaged that exceeds this will affect the wearer. If this device experiences such an event it is destroyed in the magical last inflicting 02-20 points of damage to its owner. This device will 100% prevent the entrance of any non damage oriented breathe weapon regardless of strength or intensity. Value: 35,000 gp.

    09-10 Gravity Rock: This item is composed of black obsidian which has several thick veins of gold crisscrossing its surface. It appears to be an ordinary obsidian rock in all ways. This item is actually a powerful gravitational intensifier when it is touched it activates exerting a 20 ft. radius localized gravitational flux causing the local gravity to increase 100 x the planetary normals. This automatically causes all within the area of effect to increase their body weight 100 times. This gravitational flux last for one segment in duration. All creatures within the area of effect are required to make a -8 saving throw vs spell or die in a bloody pull of goo. If the saving throw is made the creature will still sustain 4-40 points of damage as their legs break no saving throw. Value: 4000 gp.

    11-12 Greaves of Goodness: These greaves are made of the specialized gray adamantine with three large white opals inset in each greave at the knuckle and worth 1000 gp @. These devices protect the wearer’s hands and wrists making them impervious to any form of attack. When used it confers upon its wearer a + 4 to weapon damage, + 20% to spell damage, and a + 3 with weapons which are hurled. Unfortunately, these devices confer a major drawback in that one greave possesses a good sentient entity and the other greave possesses an evil sentient entity that is constantly at odds with one another. Before the owner of these devices can instigate an action the greaves will make separate encounter reaction rolls each time, using their diametrically he opposed viewpoints to modify the dice roll reaction. As you can imagine this leads to all sorts of conflicts which prevent the greaves from any usage during that round. Add to this the fact that the owner will not willingly remove these greaves for any reason as the owner feels compelled to act as an intermediary between the two entities and derives a feeling of happiness in this effect. These items may not be removed from the owners' hands unless a successful remove curse is applied followed by a successful dispel magic spell. Value: 30,000 gp.

    13-14 +7 Saber of Uppsy: This highly magical saber is + 7 to hit and damage, and is composed of a translucent golden adamantine alloy with a blade approximately 42 in. in curving the length. The basket hilt protects the owners' entire hand and is composed of mithril and etched with platinum runes. This powerful magic weapon forces any creature struck by its blade in combat to make a saving throw vs magic spell or suffer an immediate upward reversal of gravity causing them to fall upwards for 1 turn before the magic turns itself off allowing them to plunge towards the ground. In the 1 turn duration of gravity reversal the victim will gain an altitude of 400 ft. before the plunge downward, use falling damage charts to determine total damage inflicted by the fall. This weapon is much sought after by cavalrymen about the world for its legendary affect. This weapon has been duplicated several times and some of the variations process intelligence. Roll for random intelligence abilities on the DMG charts provided for intelligence weapons.

    15-16 +3 Robe of Cold: This full length of the robe of blue satin is sewn with a layer of small blue diamonds lending it a + 3 to armor class and saving throws to the wearer. The robe also confers a - 3 points in damage per hit dice of the damage done minimum of one hit point per die. The robe radiates an intense field of cold lasting for five rounds inflicting 2-20 points of damage up to three times daily, which is mentally activated by the robe wearer. This robe may also confer a special attack form, which is six times per week the wearer may point it will their index finger at a target creature, and forcing the target's feet to become totally frozen to the ground no saving throw. The victim is totally immobile. The final power of this robe confers 24 " movement rate over snow and ice on a reasonably flat surface, of course climbing a mountain will slow you down. Value: 60,000 gp.

    17-18 + 4 Cloak of Feathers: This magical cloak made of white albino eagle feathers is sewn with plant on wire attaching the feathers to a canvas backing, with many platinum runes sewn within its surface upon a sheathing of small orachaluim plates. It is approximately 48 in. long and has some special cuffs which magically size themselves to the owner, allowing the owner to stick his wrists through them to activate the cloaks primary power. Once the owner is properly cuffed the wearer may mentally command the cloak to fly at a rate of 36 in. around, MC:B, at will throughout the day. The wearer may also jump as the spell or spider climb as the spell at will through out the day. These powers may be used one at a time, but will seamlessly meld with each other's functions, lending the wearer a takeoff similar to superman. Value: 70,000 gp.

    19-20 + 2 Helm of Phantasmal Forces: This magical helm is made of what appears to be common silver, but is actually a specialized mithril alloy. It is adorned with a 5000 gp white opal on the top of the helm and several golden runes about its outer surface. This helm bestows the power to create Phantasmal Force spells with full tactile components rendering them nearly 100% believable, at ranges up to 10 in. with an area of effect 6" x 6". As we of the normal Phantasmal Force spell the spell generates the tool, audio, and olfactory components as the spell former wishes. Creatures are allowed a saving throw verses spell if they state they are actively trying to disbelieve the illusion. The image created by this spell is only maintained as long as the spell caster concentrates on it. It is usable 4 times per day for 3 turn’s maximum concentration times with each usage. Value: 45,000 gp .

    21-22 Mirror of Hade's: This magical mirror is 18 "x 12 "x 1 " thick made of pure silver will the reflective surfaces fully active on both sides of the mirror. When found this device is usually shrouded with a cowl made of red satin with lead thread. There is a platinum rune sewn in the center of the cowl. This device opens a direct link to the plane of Hades and it only won't affect creatures native to that plane, i.e. hordlings. Whenever the cowl is removed from the mirror it will violently suck in any creature within 30 ft. of either side of the mirror. This magical affect is one way allowing no access once the creature or creatures are pulled the plane of Hades. Their physical and spiritual form will be pursued by the denizens of this plane until they find a way to escape or they are killed. If they are killed upon this plane they cannot be resurrected. If the creature makes a - 8 DEX roll to avoid being sucked in by the vortex this item generates, they can hurl themselves out of the 30 ft. radius this device generates. Unfortunately the energy emanating from the localized gateway to the plane of Hades will drain away 1/2 of the hit dice or levels a creature possesses no saving throw. This hit dice or level draining effect extends to 90 ft. of the device, or as long as the creature can view their face reflected within the mirror. If the mirror is lying flat on the ground the life force draining aspect of this item won't affect anyone, but the sucking of the vortex is still in effect. If the creature allows their eyes to view themselves within the mirrors reflection for 2 consecutive rounds they will have their entire life force/soul sucked into the plane of Hades. Their body cannot be resurrected in will fall to the ground if not within the 30 ft. radius vortex affect. If a creature is somehow reunited with their body they will be totally insane because of the experience. The body of the creature with its soul sucked into Hades will remain alive as an automaton. Value: 42,000 gp.

    23-24 +3 Horsebow of Changelings: This bow is a 3 ft. long horn recurved bow with a 2500 gp emerald in the top bow arm designed much along the lines of the Mongolian horse bow, which is engraved with platinum runes and engraving along its front facing. The bowstring is composed of Faerie Dragon sinew, and the body of the bow is composed of gold dragon bone. This bow will inflict a + 3 hit and damage requiring the individual wielder to possess a strength of 17 + to wield this device properly. This device may be used up to five times per day, upon the command word "Alter", to form an encapsulating green bolt of energy to encase be arrow fired from the bow and strike the target with a successful to hit roll. This bolt of magical energy forces a - 4 saving throw verses magic spell or the creature afflicted with this spell may be polymorphed into a creature selected by the bow wielder. This transformation follows the normal limits of a polymorph spell except that only animals may be selected as Transformation selections. A successful saving throw will negate this effect. Value: 40,000 gp.

    25-26 +4 Shield of Snapping: This magical shield is constructed of a semi transparent green mithril alloy in style similar to a Roman buckler. The rim of this magical device is studded with 12 specially prepared black opals worth 1000 gp protected from damage by a variation on the spell glass steel. This + 4 shield magical effect is the release of a black bolt of energy striking any weapon making contact with the shield in the violent manner. This magical bolt of energy seems to emanate from a single opal each time. This bolt of energy has a 90% chance of snapping off a random percentage of any normal weapon attacking as detailed above. For each + in magical weapon possesses subtract 10%, i.e. a + 3 magical weapon has the 60% chance of breaking and thereby becoming totally useless and non magical. Roll for random percentage of weapon breakage. This will happen up to 12 times per week that this shield is used. Also if an opponent lashes out with another shield with a buffet it has a 110% chance of sundering any normal shield, with adjustments for each + as detailed for weapons. Value: 35,000 gp.

    27-28 Armband of Nutron: This armband is fashioned of black dragon hide 2 in. wide and set with six lavender diamonds worth 1000 gp@. It is sewn with mithril runes and golden highlights which enhance its overall appearance. This item once belonged to the matched set of armbands belonging to an elvish hero of a noble ancient family. This is the surviving one, which bestows a + 2 STR beyond the normal limits allowable by a creatures race or profession. This device also bestows + 4 levels of experience to all fighter classes which don it. This device also allows the wearer to run at 2x normal speed (not attacks). This items final power is to allow regeneration at 2 hp per round, but fire and acid damage can't be regenerated by this device. Value: 30,000 gp.

    29-30 Black/White Power Opal: This is a giant opal of black and white coloration similar to the ying/yang symbol is set into a platinum locket with a single mithril rune set in the opal. This device will appear to be a normal piece of jewelry unless it is placed in the hands of a mage or other magic user class. The operation of this device is controlled by the mental activation of the spell caster involved with it. This device stores up from 01-100 levels of spell energy which the owner may mentally tap into in order to help the spell caster power their spells. Upon activation the appropriate numbers of spell levels are drained away allowing the device owner to retain the memory of this spell they are activating while powering it with this device. This activation takes one melee segment of combat time. It still requires the prerequisites material components necessary for the spells casting, but in all other ways acts like a spell cast by the spell caster. The spell caster owner is able to transfer spell levels left over from the day when all their spells were not cast in order to transfer the level of spell energy necessary power this device. Value: 80,000 gp.

    31-32 +1 Helm of Crego: This device appears to be a rusted Viking type helmet set with a single mithril rune in the center of the forehead and glows faintly while bestowing the + 1 armor class bonus that this device possesses. This magical helmet use the command word "Cease", it will activate a latent power of this device which is to cause a Time Stop to affect all creatures within a 3 in. diameter area of effect. This spell lasts for 1 turn which may be activated up to three times per day. Only the helm wearer is immune to the time stop power of this device, until the device owner touches them with his forefinger in order to release them prior to the 1 turn limitation on duration. If a creature enters this magical field while it is in affect that creature will also fall under the time stop spells powers. The magical field will move with the owner of this device while the magical power is in effect. Any creature which falls out of the area of effect by the movement of the device wearer requires one round to recover from the disorientation experienced by subjects of the spell. This device will possess 71-80 charges when it is found, and it is rechargeable by simply casting the level 9 Time stop spell on the helm as it rests on the ground. Value: 35,000 gp.

    33-34 +3 Hand Crossbow "The Drinker": This magical hand crossbow is fashioned of an enchanted black oak inlaid with platinum runes. This device is meant to simulate the infamous drow hand crossbow fashioned of surface creature elements and materials, but in all other statistics is equivalent to that device. There is a large black ruby located under the quarrel slot worth 3000 gp. This device functions at + 3 to hit and + 3 to damage before anybody struck by one of its bolts. Every time and this device is fired a black bolt of energy is emitted from that black ruby under the quarrel slot. This bolt of magical energy automatically drains - 2 levels or hit dice from any creature that is struck. This device possesses from 41-50 charges when it is first discovered, and it can be recharged at the rate of five charges per properly worded limited wish spell. This device has a rate of fire of 3 bolts per round. This item requires an intelligent weapon roll as per the DMG in order to see if this device possesses an intelligence. This device has been duplicated many times. Value: 65,000 gp.

    35-36 Tunneling Shovel: This magical device appears to be made with a sturdy 6 ft. long pure mithril handle and a shovel blade created from a green tinged mithril alloy 12 in. long. The device is covered with many platinum runes on the handle and blade. If the command word "Excavate" is uttered this device will remove a 10 ft. Cube of material that the shovel blade to choose upon the utterance of the command word. This removal can be compared to a dog digging a hole at a rapid pace as the Shovel moves about the area of effect hurling shovelful after shovelful of the earth or stone 20 ft. behind this devices wielder. "Watch out!!!" This device will function up to 10 times daily. Value: 30,000 gp.

    37-38 +4 Spear of Cold: This magical spear has a haft 8 ft. long made of white ash wood reinforced with orachalium rings along its length. The haft has many golden runes adorning its shaft while the 18 in inch long spear point is comprised of an orange alloy of orachalium engraved with black adamantine runes which pulse with black magical energy one time per round. The device will generate a bluish black aura similar to a continual light spell within a 10 ft. radius. The device possesses a + 4 to hit and damage quality, but will cause an additional 3-18 points of intense cold damage to any creature struck by the weapon. The holder of this weapon gains an additional + 4 2 their saving throw vs cold, frost, etc.. This magical spear possesses one additional magical power upon the command word "Blockade", a wall of ice equal to that cast by a 12th level mage, blocks the area designated by the device owner pointing the blade along the path of the wall to be formed. This weapon as with all other magical weapons I design must roll a DMG intelligence percentage in order to determine if this device possesses an intelligence. This device has been copied several times so more than one exists out there.

    39-40 Greenthumb Emerald: This magical emerald of great size ( 20 carats) has many platinum runes in great upon its surfaces. It glows with an inner green light illuminating everything within a 20 ft. radius with that glow. This aura causes any education or plant based creature within the area of effect to grow at 1000 times its normal speed whenever the command word, "Flourish" is uttered. This magical growth lasts for 2 rounds and made be activated up to three times daily by this magical item. This magical device possesses one other power activate a bolt one time per month by the owner which is a Pass Plant spell. This is a Druid spell which has statistics listed in the PHB cast as if the caster were a 12th level Druid. Value: 50,000 gp.

    41-42 Badluck Radiance Gem: This magical device appears to be made of several varieties of magical gems, but is primarily fashioned from a large blue sapphire. All of these magical devices appeared to glow with a golden magical aura which infuses anybody touching it with a sense of power and prestige above mortal levels. This magical light illuminates everything within a 10 ft. radius, and be still is an emotional sense of delight over ownership of this item. This magical gemstone was created by a demigod who wished to punish a foolish demanding worshiper by creating this cursed item. The affect of the curse is inflicts a - 4 saving throw to the holder, an automatically successful first strike by any monster or creature which the gem holder faces, and finally it enforces a -20% on acquiring any beneficial treasure whenever a party determines its allocation. The curse this gem instills upon a victim can only be neutralized by a remove curse cast by a 20 level cleric followed immediately by a 20 as the level dispel magic by a magic user in order to remove the curse of this device. Value: 5000 gp.

    43-44 Quartering Chains: This set adamantine 5 shackle chains will magically sizes themselves to any creature onto which the shackles are affixed. If the chains are hurled at a target within 30 ft. while speaking the command word "Stilgarzak", the owner touched chains will cause the shackles to enwrap themselves about the arms, legs, and neck of the creature to be put into the quartering chains. This magical set of chains requires a separate to hit roll for each of the five shackles in order to achieve the complete quartering of a target creature . At this point the chain owner can speak the second command word "Delphadawn", whereupon these chains lengthen violently outwards stretching the creatures/victims arms, legs, and neck until they are violently flayed from their body killing them instantly. This is accomplished regardless of the size of the creature to be affected once the second command word has been uttered. These magical devices have an operating STR of 28 and nothing short of a disintegration spell can defeat the devices operation once the second command word has been spoken. Use of this device is an evil act and no good or neutral character will ever use them. Value: 25,000 gp.

    45-46 Bust of Contrariness: This device is an 18 in. solid mithril bust of a robed statesman in a toga like to piece of apparel. The eyes of this device are 2 black opals worth 1000 gp@, and the device is mounted on a 6 in. high solid golden pedestal. This item radiates a 10 ft. radius field of greed which causes all those within this area to violently attempt to acquire this item and any other magical items that they have silently wished to acquire from anyone within the area of effect. A creature entering this magical field are instantly attracted to the device if a saving throw verses magic spell is failed and regard any other creature within the area of effect as a potential rival in the battle to own this item. This magical affliction of greed is similar to a curse and requires a remove curse spell to be cast in order to remove the greed once a creature leaves the area of effect the feeling of greed will leave them as rapidly as it affected them in the first place, on a successful remove curse, usually leaving them wondering why they wished to own the device in the first place.
    This device has secondary negative curse like affect at it causes them to be bickering and the contrary to all other party members unaffected by the devices magical aura. They act like a know it all and constantly seek to take control of the party's direction in the bellicose and haughty fashion. The creature of carrying the bust will automatically take contrary positions to any other party member in order to get their satisfaction of the engagement in negative unsafe ways. They all we seek to start a bickering match. Value: 35,000 gp.

    47-48 Scrollmaking Quill: This magical device is created from a 2ft long phoenix feather of eight deep purple hue studded with many small gems along the shaft with a golden tip. This magical device is always full of a deep black ink, which is available for the copying of any scroll, spell book, vellum sheets etc.. The aura of this device can produce his own vellum sheets or spell books in order to create/transcribe the information from one set of recording objects on to the medium chosen by the device owner to confer it on to. The owner of the device must physically transcribe the necessary information on to the new chosen medium, unless they possess a spell which can transcribe this information for them. This magical quill can transcribe 24 levels of spells or up to 4 scrolls of protection during any one day. The quill is highly sensitive to the magical emanations which it transcribes allowing it to highlight special areas of importance in the spell. This sensitivity also allows it to function without detonating glyphs, wards, sigils, etc. while it copies the material onto a new medium. It also will not carry over such a warding. Value: 60,000 gp.

    49-50 Medal of Fixing: This magical medal is constructed of solid platinum in the shape of a hammer lying across an anvil, with a 5000 gp heart of stone crystal inset at the base of the anvil. The device has four separate specialized functions which perform actions related to fixing of items.
    A.) The first function of this device is to gather the broken pieces and scraps of an original item possibly magical upon the command word "Origin", in order to help in its reconstruction. All pieces of the item regardless of location will form on the any flat surface within 5 ft. of this device owner. The owner of the device selects the area to be collected upon, but it can be no more than 50 ft. from their current location. At that point the owner of the device collects the pieces for transport. This function can be accomplished up to 10 times per day.
    B.) This secondary power allows the device owner to assimilate and repair any normal object of a non magical nature requiring five rounds to achieve nearly by touching the pieces of the device to be repaired. Such a device required 51% + of the original in order to reconstruct the original item. The data will appear to be 100% new and whole in all respects. This device can perform this function up to six times per day. The duration of the repairs is permanent.
    C.) This third power is related directly to weapons and armor repairs similar to the power related above except that it functions on magical items, specifically weapons and armor. It will take the pieces gathered in the first function and repair any damage inflicted upon the magical item first. In the secondary function it gathers the magical power which still resonates within the device or item, Weapon or Armor, and regenerates those powers back to the originals levels at the time it suffered its destruction. The repairs are permanent in all ways. To repair a device with multiple +'s it requires that this power be used on consecutive days, with the number of days equal to the number of +'s that the item possessed. If the process is interrupted for any reason the item being repaired will only possess that number of +'s from then on. The owner of this device must lay his hands upon the items being repaired through use of this power in order to facilitate its completion. This power can only be used one time per day, so only one item of this nature may be repaired any one time.
    D.) The final power this device imparts is the repair of multi function magical items which are not weapons or armor. These repairs operate much as those listed within the repair of magical weapons or armor section. For each function and that the device possesses it requires one day per function to restore a destroyed magical item back to its original functioning state. If at any time during the process a day goes by without the repairer continuing the repair process, then the item is forever prevented from regaining its full item power potential. It takes 2 days for each power restored in this way instead of the one listed above. This repair level can only be accessed for one item once per day into repairing process.
    Remember that 51 % of any object must be available in order to activate the repair processes that are detailed above. Also any destroyed magic item can be gathered by power A due to their loss of magical nature upon their destruction. This is in order to gather the sheaves or pieces of the device. Value: 120,000 gp.

    51-52 Coin of Sorrow: This nondescript gold coin appears to be a common gold the sovereign, which radiates no magic field whatsoever. These usually mixed in with a large selection and other gold coins and as long as it is kept by a person the they will be afflicted with uncontrollable weeping whenever they enter their next combat situation. There is no save for this effect which inflicts - 2 to hit and damage as well as a + 2 armor class penalty. Once the magical coin is spent the curse is lifted, but the E problem that the source of this curse is only detectable through the use of Wish type magic. Value:1 gp.

    53-54 + 3 2hd Axe of Tulwar: This axe is 4.5 ft. iron wood haft with a 2 handed usage style and a double bitted axe head made of mithril . It is covered with many platinum runes along the haft and has a leather grip made of basilisk leather. The been in flakes 2-20 + 3 points to damage to a man size targets and 2-24 + 3 points of damage to a larger creatures with any successful to hit. This magical weapon also possesses one magic affect once a day, which is activated on the command word "Breach", which activates a Passwall spell that acts as if cast by a 12th level mage. This weapon must roll for possible magical intelligence as formed magic sword out of the DMG. Value: 45,000 gp.

    55-56 +2 Belt of Blinking: This belt is composed of the yellow serpents hide studded with 8 yellow diamonds worth 1000 gp @ sewn with gold thread stitching and golden mounts for the gemstones. This magical device bestows a + 2 to armor class and saving throws to any creature wearing it. This device also allows the wearer the ability to speak blink dog and the alignment language lawful good. The prime magical ability that this item possesses is activated by the command word "There", which allows the wearer to teleport without error anywhere within 100 ft. that they can visually see. The device can be used up to 10 times per day requiring a one segment for each teleport jump taken by the wearer. This gives the illusion of blinking as per the spell except that the wearer is allowed to choose their orientation towards targets, and it functions as if it is a teleport without errors spell. Value: 60,000 gp.

    57-58 +2 Whip "Cat of 9 Tails" : This device is constructed of 9 separate strands of Type III demonhide wound with adamantine which is tipped with 9 large diamond crystals worth 500 gp @ and are fashioned into claw like gem cuts. The handle is fashioned from the 18 in. long finger bone of a Type VI balor with each strap of the whip attacked to the handle via orachalium thread and wrappings. The whip handle is engraved with many orachalium runes along its length which is also wound with Type IV demonhide grips. This device is of a + 2 quality inflicting at 3-18 + 2 points of damage for every strike that hits the target which possesses an electric like shark which passes through the victim if they fail a - 4 saving throw verses death magic, or fall to the ground withering in pain and muscle spasms for 1-6 rounds after blow has been struck. This device also must roll for innate intelligence on the DMG table. Value: 65,000 gp.

    59-60 Earplugs of Sensing: These 2 weirdly cut diamonds looking like earplugs 3000 gp @ are connected with a special adamantine chain that lengthens to fit any size M or L creature, but otherwise appear to be non magical. When these devices are each placed into a separate ear they will amplify the normal hearing of the creature by 10x times the normal reading that creature possesses. The magical nature of this device allows the owner to even hear the sound of a pin dropping within a 10 in. radius of the device owner’s current location. This magical affect makes the wearer immune to any type of normal surprise regardless of dice rolls. The earplugs can also be used as a source of triangulation determining the exact distance and location of any creature approaching the device wearer within the 10 in. radius. These devices also cause a -50% to any thief’s chances of moving silently within the radius, and allow the device wearer to hear noises behind doors at 1-4 on a D 6. Value: 50,000 gp.

    61-62 Feather of the Fop: This magical device will appear to be a 12 in. long brilliant parrot feather suitable for mounting on the side of any hat. The item is under a specialized curse though, for after it is put on the wearer actively seeks to become a sanctimonious fop in the court of the nearest local royalty. The wearer of this device also is afflicted with the -25% reaction roll with anybody he encounters due to the abrasive personality this item inflicts, and will never run away from the fight especially if the wearer starts it. The wearer of this cursed device will seek to play factions against each other at court causing the maximum amount of strife for that kingdoms' royalty. Once this device is put on the wearer’s head they will refuse to remove it, and the wearer will consider himself a great swordsman, but the device inflicts a natural totally inept nature on the wearer in regards to weapons use. This is conveyed in + 2 on all initiative rolls and a - 4 to hit penalty for as long as this item is worn. The device can be removed with the use of a and remove curse spell cast by a 16th level> mage or cleric. Value:150 gp.

    63-64 Robe of Impact Resistance: This magical device is woven from a unique blue metallic alloy which is woven into fine threads comparable to silk. The alloy itself is of an unknown metallic material, which bestows an armor class of (-10) to any creature who dons it. The robe will magically size itself to any creature of S,M, or L size of a first round that the robe is put on. This magical devices high armor class rating is only verses sharply struck blows as the material of the robe stiffens magically at the moment of impact. The material of the robe is normally supple as silk but when struck sharply the area struck hardens into the strength of adamantine. The robe possesses a hooded cowl which totally conceals the wearer’s features, as well as protects the head from blows. This hood can only be pulled down by the wearer of this device once it has been pulled up to protect the wearers head. The only drawback to this robe is its ability to attract lightning causing a - 3 saving throw for all spells of this nature and a + 1 hit point per dice of damage done from any such spell. Value: 70,000 gp.

    65-66 + 3 Dart of Weakening: This magical dart has a black oaken shaft 12 how the in. long with a 4 in. long mithril tip. The dart has 4 special roc feathers to help in the flight of this item which are wrapped with special mithril thread and engraved with many small runes of the same material along the shaft. There is also a specialized flight to enhancing mithril counterweight to increase the range of this device up to double range 4/6/8. The device inflicts 1-6 + 3 points to damage, and on any hit which is successful by + 3 or more of the base number needed for a successful attack also inflicts a 2-8 STR drain on the targets struck. This strength power will last until the dart has been removed from the victim which was hit with it. At that time the strength will return at the rate of one point per 4 hours spent recovering under non stressful/resting circumstances. The STR draining power is cumulative, so if the target creature was struck more than once at the STR drain will continue until the necessary time of rest is met . The last power of this special magical device allows the owner to use the command word "Helflock" up to three times per day in order to have the dart return to the throwers hand. This device also requires a DMG intelligent weapon check when the devices first discovered. Value: 40,000 gp.

    67-68 Olive Branch of Missile Warding: This ancient in nondescript branch of an olive branch 12 inches long is encased within a clear crystalline material hung on a special golden chain. This magical device emits a 2 inch diameter protective magical field which causes all missiles violating this magic field to flow around the wearer of this device. Any form of missile, including siege engines, entering this magical field are affected by the diversionary nature of this magic. Once this magical field affects a missile the missile will automatically miss its intended target. The device wearer in pass in front of a volley of arrows deflecting and in random directions whenever it is possible. This does not mean that several misguided missiles could not find their mark. Value: 70,000 gp.

    69-70 + 2 Quarter Staff of Limbo: This 6 ft. bolt quarterstaff is shod at each end with a mithril alloy that has several gold runes along its length. This specially cursed magic item will affect any creature that is not of neutral alignment and a mage classed. Any such creature touching the staff will instantly be transferred (no save) to the plane of Limbo, with no means of return unless they possess the necessary powers to do so. The staff has a + 2 inflicting 1-6 + 2 points a damage + the inherent plane shift to Limbo upon contact with the staff no save. Undoubtedly creature struck by this device and sent to Limbo's grey vastness will seek retribution against the wielder of the staff, should they ever return to the prime material plane. This magical weapon requires the DMG intelligence roll to determine latent intelligence of the device if any. Value: 55,000 gp.

    71-72 Tome of Military Leadership: This magical tome is fashioned of vellum sheets and a plain nondescript red leather binding of on remarkable nature. A player character of any class lucky enough to come upon this magical tome will gain the benefits of conferring an 18 CHR whenever working with any military personnel of any race. Fighters are drawn to the banners of the player character who invests 2 solid months of reading with no adventuring during that time. The reading of this magical tome also grants its reader the mind of a natural tactician and mercenary leader in all mask combat situations, as well as party functions. One power of the this tome is to grant the readers party a + 1 hit in + 1 to damage for each party member as long as the reader is in charge. The reader will naturally draw 1-20 military recruits of the desired class's and specialties to himself or herself every day they are actively seeking to do so. The actual level of these recruits is based upon the area from which the pool of soldiery is drawn, so if you're any big city you would draw higher level recruits. These recruits formed the basis of a mercenary band which the tome reader may wish to form for upcoming military engagements. These recruits will stay with the reader as long as they are paid and there is work for them. Value: 40,000 gp.

    73-74 Vanishing Void Cloak: This fine black woolen cloak is sewn with many mithril runes and brocade along the edges in a old Spanish style. The cloak possesses a fine mithril start clasp which once fastened activates its true malevolent enchantment upon its wearer. The wearer of this device finds themselves teleported 60,000 mi. directly upwards into outer space, where the vacuum kills them in 2 rounds if they require oxygen to breathe. The cloak itself teleport randomly to the next nearest valuable treasure hoard. If the creature is somehow able to breathe without the oxygen there is also cold damage inflicted at the rate of 2-12 points of damage per round of exposure unless they possess a magical item of warmth. Value: 15,000 gp.

    75-76 Bottle of Vapors: This 12 in. tall green and crystal vial is stoppered upon discovery with a 10 carat emerald worth 5000 gp and decorated with fragile golden filigree runes. If the stopper is removed it may not be re-inserted for at least one hour during which time it exudes a colorless and odorless magical gas filling a volume of a 1 mi. diameter 10 ft. deep within 1 turn of the stopper being pulled. The emission of these gases is covered by an illusion which prevents those within viewing range from detecting the high volume of gas being emitted by the bottle. This gas is highly toxic causing a - 2 saving throw verses poison for every creature for each round within the area of effect exposed to this gas. If this device is opened in a narrow corridor it could fill miles of a cave complex or dungeon during the hour it may not be re-stoppered. The gas naturally seek some below list ground and can be dissipated by winds greater than 20 mi. per hour, that is of course after the gas is detected. Value: 30,000 gp.

    77-78 Blanket of Webs : This fine 10 ft. by 10 ft. blanket is sewn out of the same organic material from which elven cloaks are made, with the threads of all the major valuable minerals so intricately and interwoven with the organic material. This device is actually a magical booby trap which when stepped upon ejects a 20 ft. by 20 ft. by 10 ft. high wall of webbing in one melee segment. These magical webs are fireproof, and are 5 x as strong as normal webbing listed under the levels 2 web spell. Only creatures and people possessing the strength of a cloud giant can escape from this webbing without assistance. The strength of this magical webbing causes creatures trying to escape must make a saving throw verses magic spell each round or die of asphyxiation while those making their saving throw sustain 2-12 points of damage per round actively trying to find a way out of the sticky strands. After 1 turn these webs will magically vanish releasing those creatures caught within without further damage. This magical device may be reused up to three times per day, and made be camouflaged as the owner desires as an ambush tool. Value: 45,000 gp.

    79- 80 Bag of Breath : This magical bag is approximately 10 in. deep and it made of a vibrant red silk so long with golden thread and a solid golden cable drawstring. The bag appears to be filled with heavy coins of some type while in the owners hand, prior to opening this device. Unfortunately once the bag is opened there is a 12 second delay than a 50 hit point blast of red dragon breath shoots out of the bag opening up to a range of 6 in. erupting into a fireball 3 in. in diameter usable only 10 times with in a given month. If this bag ever fails a saving throw verses anything which causes its destruction it erupts into a super hot blast of a 100 ft. radius inflicting 500 hit points of damage within the first 10 ft. of radius, and -50 hit points of damage for each 10 ft. away from ground zero of the blast. Any item of the magical nature struck by this device must make a saving throw verses breath weapon or magic fire which ever is worse in order to remain functional. Creatures are allowed their saving throw vs dragon's breath which if successful inflicts only a 1/2 damage. Owners of this device and its replicas find this device to be a potent offensive weapon of great usefulness. Value: 65,000 gp.

    81-83 Dust of Track Displacement : This enchanted dust is composed of light blue crystals which break apart into fine motes of dust once it is removed from the small blue leather pouches which it is usually found in. The pouch is so do with many fine silver wires and several silver runes. When this dust is hurled on a PC'S back-trail the dust forms a glittering green and brown motes of color which cause the owners footprints to be displaced in to a direction of the device user’s choice. Each pouch possesses 11-20 doses of this magical dust when found. This magical dust is so potent that it will simulate infrared heat signatures, odors, and the tracks to be displaced up to 100 ft. distant from the dust user. At the end of the trail the tracks of the dust user become confused and diffuse. Value 1500 gp per pinch of dust.

    84-85 Nozzle of Water Blasting : This magical device is formed in the shape of a modern-day fire hose nozzle made of solid gold with no hose attached and inset with four gold pearls worth 2000 gp @. The device also is adorned with platinum runes along its 18 in. length. The nozzle also has a special handle on the side of the devices base which swivels 180 degrees in a fashion suggesting it's usage is to regulate the flow of what the device contains, with writing of draw, close, and blast written in common runes of platinum on the side of the device. Through use of an identify spell the owner of the device will divine that if this nozzle is inserted into a body of water and the novel toggle is opened that it will draw in the water as if it were a big syringe up to its storage capacity of 5,000 gal. or about five rounds of water blasting time. The toggle is then shifted into the closed position awaiting usage. Its primary function is to allow water it contains (which has no weight while in the nozzle) is to blast a jet of water from the nozzle in order to perform a variety of functions as listed below. The water blast will eject out words up to distances of 12 in. to fight fires, as a secondary feature it in affect foes of up to 6 in. away with a debilitating blast of water on a creature of hostile intent and weighing less than 200 lbs. The blasting water forces a dexterity roll each round the target creature is within the spray, which requires the device owner to make a THACO to hit roll. Any creature hit by the blast of water also has their vision impaired imparting a - 2 to hit roll on any action that round. Those creatures failing their dexterity roll will be washed 10-60 ft. away from their original location and stuns them for one round of recovery time. Once the water within the storage capacity limits is used up the device owner must gather a refill from a large body of water. The number of times this device may be used in a given day is only limited by the volume of water accessible to the device owner. The owner of this device must weigh more than 200 lbs. in order to operate nozzles safely, any creature of lesser size is blown about by the back blast for the five rounds that the water storage capacity lasts. Value: 45,000 gp.

    86-87 Broach of Rock Passage : This magical device is a 2 in. platinum oval broach set with a 2000 gp yellow diamond in the center and several smaller white diamonds worth a total of 1000 gp as well as being adorned with many fine silver runes. Upon donning this item the owner will be granted the whisper of a command word "Visualishha" which activates this items primary power of bestowing 10 in. X-ray vision upon the device wearer. The broach naturally bestows a + 4 to saving throws verses earth based spells while worn. This devices greatest power is to allow its wearer to move through earth, stone, clay, etc. as if it were air, similar to racial power of the Ulgo of the Belgarroid series of books. The wearer can move up or down in the stone simply by pretending to climb up or down stairs. The device wearer can link hands with up to six other creatures that will also benefit from this devices magical ability to move through earth as if it were air. The powers of this device have no daily usage limitations . Value: 150,000 gp.

    88-89 Chalice of (Un) Holy Water: These magical chalices or 50% made of silver for good aligned creatures and 50 percent made of black obsidian for evil aligned creatures. Both are inset with golden runes and set with 10 white diamonds worth 200 gp @ for the good chalice or 10 black diamonds of the same value for the evil chalice. These magical chalices are always full of either holy or unholy water at all times and will pour out these liquids at a rate of 1 gal. per round. The reactions of various creatures to this liquid vary according to stipulated rules, but because of its inherent potency it inflicts 2-20 points of damage whenever exposed to the creature of the opposing alignment. Value: 20,000 gp.

    90-91 + 2 Bracers of Magnetics : These magical items are made from a mithril/steel alloy inset with golden runes. These magical devices bestow a + 2 magical protection to armor class and saving throws of anybody wearing them. The curse of these items is when the wrists of the owner are flexed muscularly it activates a hyper-magnetic field which cause all weapons that are made of metal within 20 ft. and 180 degrees in front of the bracer wearer to 75% be deflected away from the owner of these magical devices whenever they enter the area of effect. The magical field only lasts for 1 turn up to three times daily . This only affects non magical weapons made of metal and magic weapons are not affected in any way by this magnetic field. Value:30,000 gp.

    92-93 + 2 Staff of Position Finding : This generously carved white oak staff is 6.5 ft. tall set with inlays of gold & shod with silver end caps. Magical nature of this staff when used as a weapon bestow a + 2 to hit and damage and on a successful to hit roll also require a saving throw verses magical staff or the targets struck will be knocked from their feet and inflicts an additional 2-12 points of damage to the victim. This requires one round of recovery time for such a victim. The final power of this device is activated on the command word "Know", which bestows upon the staff wielder the ability to know their exact location on their home prime material plane within 20 mi., by using certain key landmarks which are mentally bestowed upon the wielder during the location process. This device requires an intelligent item roll in the DMG similar to that required for swords . Value: 35,000 gp.

    94-95 + 4 Trident of Poseidon : This magical device is made of a blue orachalium alloy entwined with golden seaweed and runes of power with 3 blue diamonds worth 3000 gp @ mounted on the tines of the trident. It is a weapon of + 4 quality which on any normal to hit roll that exceeds its necessary minimum by 3 or greater will cause its victim to make a saving throw verses magic spell or have their bones turned to water permanently. This of course kills them in most cases. This magic trident can also control sea creatures up to 15 Hit Dice total, but each creature is allowed a saving throw verses magic spell to avoid the affect which is similar to a charm spell. This magical weapon also needs to make a magical intelligence role similar to that outlined in the DMG for magical swords. PS Poseidon wants his damn trident back, requiring a once daily 1% chance of Poseidon showing up demanding his trident. Value: 45,000 gp.

    96-97 Thistles of Sword Warding: This device is a simple circlet 8 in. in diameter composed of thistles wound with golden thread with miniature golden leaves attached. This entire composition is encased in a flexible crystal like material which prevents physical harm from the thistles. When this device is warn about the owner’s forehead it bestows total immunity to any sword which attempts to strike the wearer. The normal or magical sword will rebound as if striking a steel plate 12 in. thick accompanied by a ringing bell like sound. It can affect any weapon of up to a + 4 quality in this manner as long as it is sword. Value: 65,000 gp.

    98-99 Ring of Storm Giant Strength: The powers of this blue crystal ring with engraved platinum runes around its length, and set with (2) 1800 gp thunder stones, bestow upon the wearer the strength of a storm giant 24 STR, which conveys a + 6 to hit and a + 12 to damage from any weapons wielded by the wearer. The wearer of the ring must rotate the ring 360 degrees each day at midnight in order to activate it for a 24 hour period. Value: 75,000 gp.

    100 + 5 Helm of Dragon Powers: This is an awesome magical device is a helm made of pure adamantine which is shaped like a dragon's head with dragon wings on the side and granted the coloration of the type of Dragon whose powers it has access to. An age roll is made when the item is first discovered in order to determine the amount of damage its breath weapon can inflict . It is of a + 5 qualities to armor class and to saving throws as long as it is worn. Another power of this device is activated in the presence of dragon's of the same color that this device mimics, whereupon, it acts as a robe of blending (listed in the DMG) as long as the device owner is in their presence. The device prevents all dragon breath weapons from touching the helm wearer. This devices' most awesome power is the ability to confer the breath weapon of the dragon type it represents (in color). The breath weapon inflicts damage equal to the wearers current hit point totals, and in all other ways conforms to the breath weapon variables detailed under each dragon's description. This can be accomplished up to three times daily, unless the dragon description permits a greater or lesser number of breaths. This device is also subject to an intelligent item roll similar to that bestowed upon magical swords detailed in the DMG when the devices discovered. The power of this magical helm also bestows any innate magical or psionic powers accessible to a dragon of the specific age which was rolled for above, but only if the device possesses a magical intelligence similar to that of magical swords. This magical device would only allow access to those powers for 24 hours in any given week. I.E. this magical spells of the creature and any psionics it possesses are available only 24 hours, but the powers are able to be turned on and off by silent mental will of this devices owner.

    The color type of the dragon is listed below are random roll.
    1 BLACK 11 BROWN
    2 BLUE 12 ORANGE
    3 BRONZE 13 YELLOW
    4 BRASS 14 CRYSTAL
    5 COPPER 15 TOPAZ
    6 GOLD 16 EMERALD
    7 GREEN 17 SAPPHIRE
    8 RED 18 AMETHYST
    9 SILVER 19 SHADOW
    10 WHITE 20 FAERIE
    Other colors are also all available if your DM allows them, or a more complex chart is available for use. Value: priceless or 1million gp.

    More to come.

    Exclamation Wink

    Later

    There can be only one and 7/8th!!!!

    The 1000 nations of the Persian Empire descend upon you.......her arrows will blot out the sun.

    Then we will fight in the shade........!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Mar 17, 2007 8:13 pm  

    Smile Cool

    Lets go with this trifecta to start.....

    Old Second Edition Material Here!!

    Another batch of my oldies but goodies. This is magic item table #3.

    For those who can enjoy.

    Table III
    By Matan Thunder

    01-02 (1-10) Flash Powder Cans
    03-04 +3 Stun Gloves
    05-06 +4 Helm of Thought
    07-08 +1 Staff of Chaos Commanding
    09-10 Eye Cusps of Terror
    11-12 Cup of Wizard Eye
    13-14 + 4 Chainmail of Birden
    15-16 Figurine of Nihrain Mount
    17-18 Frock of the Patriarch
    19-20 +1 Staff of Overload
    21-22 Smock of Smithing
    23-24 Brazier of the Efreeti Assassin
    25-26 + 6 Hammer of Woe
    27-28 Figurine of the Ruby Witch
    29-30 Bag of Medusa's Head
    31-32 + 4 Dagger of the Assassin
    33-34 Emerald Earring of Drax
    35-36 + 4 Saber of Cleaving
    37-38 + 2 lvl Emerald of Experience
    39-40 Dunce Hat
    41-42 Dust of Dumbness
    43-44 Tome of Woodlore
    45-46 + 3/+6 Bolts of Flame
    47-48 + 5 Passwall Staff
    49-50 Medal of Spells
    51-52 + 3 Helm of Crego
    53-54 Statuette of Change
    55-56 Evil Wizards Hat
    57-58 Figurine of Triceratops
    59-60 Scarf of Action
    61-62 Headband of Healing
    63-64 Ring of Degeneration
    65-66 + 1 Staff of Controlling Neutral Monsters
    67-68 +3 Club of Craven
    69-70 Gold Nugget of the Pit
    71-72 Figurine of the Grey Slaadi
    73-74 Ring of Dwurin
    75-76 + 3 Dart of Vestil
    77-78 Slavers Collar
    79- 80 + 3 Collar of Protection
    81- 82 Mask of Humor
    83-84 + 2 Mace of Sonic Vibration
    85-86 Moon Rock
    87-89 The Model Ship
    90-91 + 3 Monkan Bracelets
    92-93 Armband of Berserking
    94-95 Hat of the Vortex Mage
    96-97 + 4 Vorpal Boomerang Arrows
    98-99 + 2 Rod of Sleep
    100 + 6 2 handed Force Blade

    01-02 Flash Powder Canisters (1-10): This alchemically created device comes in the form of 6 in. black crystal spheres with 2 silver runes on each side of it. The owner of the device can hurl the spheres to ranges up to 60 ft. of the device owner. These crystal globes burst on contact with solid objects within range, and or triggered to break magically after being thrown. All creatures within a 30 ft. radius of the impact area must save verses poison or be blinded 3-8 rounds by the greenish gas these globes emit. All creatures within 10 ft radius of the area of effect will sustain 2-12 points of damage from the poison, and are blinded automatically no save for 3-8 rounds. The creature is also stunned for one round no saving throw from the concussion of the exploding chemicals with the gas. Value: 1500 gp @.

    03-04 + 3 Stun Gloves: This magical set of gloves are 18 in. long composed of 1/4 inch squares of white marble sewn together with gold thread and each tile engraved with a golden rune of power. On each blow there are 5 sun drop gems set in to the knuckles of each glow which are worth 1000 gp @. The gloves had been enchanted with a + 3 quality to hit and damage which inflicts + 3 + STR bonus plus 2-20 points of damage for each successful to hit roll, which is the number of attacks the owner of the device possesses. Any creature successfully struck by the gloves is stunned for one round if a save vs. magic wand is made, and with a failure the strike stuns the foe for 3-8 rounds. This weapon is only usable by monks, brawlers, martial artist, and mages. Other player character class's which try to don the gloves are blinded by a bright flash inflicting 2-20+3 points of damage to the unfortunate creature, which also has to make a saving throw verses magic wand to find out if there stunned for one round or 3-8 rounds. Several sets of these magical gloves have been created, and upon discovery an intelligent weapon check is required as per magic swords in the DMG. Value: 55,000 gp.

    05-06 + 4 Helm of Thought: This helm is made of a light blue grey mithril alloy inlaid with platinum runes and embossing. The Helm has an Alexandrian style with a duel closing frontal face visors. The helm bestows the wearer with a + 4 to armor class and saving throws. The helm also raised the wearers INT score by + 2 up to a 19 maximum for as long as the helm is worn. It also gives the wearer of the ability to identify all plant, animal, and monster types by sight, similar to sage abilities of flora, fauna, and monster specialization. Value: 45,000 gp.

    07-08 + 1 Staff of Chaos Commanding: This dark twist the walnut staff is 5 ft. 6 in. long with the Black Diamond on the top end worth 3000 gp. It is wrapped and engraved in orachalium runes and the ends are also shod with this rare metal. There are depictions of great battles of creatures of chaos engraved along its length. This magical staff is equal to a + 1 to hit and damage weapon inflicting 1-6 + 1 points of damage per blow. It is bestowed with 21-30 charges of its special magical power, and is a non rechargeable device. The magic power that the staff evokes will affect all creatures of chaos within a 4 in. radius that will be drawn to the staff wielder as a commander and friend. Creatures of chaos with the 16 or greater intelligence are allowed a saving throw verses magic staff in order to avoid the staff’s effect. Creatures with an intelligence of 15 or less are not allowed a saving throw at all. Each charge of the staff will last for 1 turn + 1-4 rounds, during which time the staff wielder can command the affected creatures to perform acts of combat, searching, etc. as if they were affected by a staff of commanding. Value: 30,000 gp.

    09-10 Eye Cusps of Terror: These 1 in. diameter cusps are made of the clear, moist, and flexible material which does not affect eye function of the wearer. They are sold with minute platinum runes and bordered with paper thin gold. The magic power they possess causes all creatures viewing the device owners face must make a saving throw vs. magic spell or suffer fear, as the spell, for 1 turn + 1 to 6 rounds of feeling the wearer. Those who make their saving throw are unaffected. All those creatures dealing these eye cusps will see the wearer's eyes glow bright violet whenever this power is activated. Creatures which suffer this devices effect must be able to see the device owners of eyes. If both cusps aren't worn the device has no affect whatsoever Value: 30,000 gp.

    11-12 Cup of the Wizard Eye: This cup is 8 in. high and 4 in. in diameter made of silver inset with 8 pink diamonds worth 1000 gp @. The cup is etched in gold leaf in the shapes of eight open eyes. This magical device also has a golden hued crystal bottom to the cup. On the bottom of the cup is etched the command word "Explore". Upon of uttering the word the bottom of the cup creates a wizard eye spell as a 12th level mage for one continuous hour daily. It conforms to the wizard eye spell in all other respects, capable of searching an area or even passing through solid objects. Value: 45,000 gp.

    13-14 + 4 Chainmail of Birden : This suit of chain mail is made of a bluish hued orachalium alloy, with gold trim and a gold eagle set in the chest of the armor 12 in. tall. The suit of armor is of a + 4 quality to armor class and saving throws for the wearer. This magical armor also possesses 2 other magical powers. The first is the ability to fly at 36 in. per round, MC: B, continuously for 4 hours daily. The secondary power is activated by silent mental will also, granting the wearer with the ability see with the sight of an eagle as long as it is desired. This long range sight blinds the wearer to objects within 100 ft., which can only be seen if the long sight is turned off by the device owner. This item may only be worn by the fighter class's, causing all other classes to suffer 2-20 points of magical electrical damage if it is put on their head. This leaves them smoking. Value: 50,000 gp.

    15-16 Figurine of Nihrain Mount: This magnificent figurine of a powerful horse is 8 in. tall, with golden highlights along its base and (2) 1000 gp fire opal eyes. If the command word "Shadowfax Arise" is spoken in the presence of the figurine the device will grow into one of the fabled mounts mentioned in the "Elric of Melnibone Series" of books. The specially created figurine has the following abilities: armor class ( - 2 ), 10 hit dice, move 36 in. and treat all ground as level, (2x) hoof attack for 1-10 points of damage, bite 2-8 points of damage, and 25% magic resistant. It can walk on any surface water or air, and is usable to 72 hours at a time up to seven days a month. These magical mounts stand 8 ft. at the shoulder and are black as night. These creatures are intelligent and can follow orders given in the common tongue. Value: 40,000 gp.

    17-18 Frock of the Patriarch: This item is disguised as the tattered worn old clerical frock of a dingy dark brown material (which is nearly indestructible). The frock comes equipped with a hood which can conceal the wearer's face. Any creature of the non clerical nature who tries to don this device suffers 3-30 points of heat damage. Its magical powers bestow + 3 levels to any cleric class that wears it. It adds + 25% on all clerical spell abilities including duration, range, area of effect, and damage. It does not grant extra spells though, for the 3 bonus levels the wearer gains while worn. As if this wasn't the enough, the device possesses 4 pockets of holding capable of carrying 250 lbs. apiece, which only seems to be 100 lbs. to the wearer if all the pockets or full. Searching for an item in these pockets can sometimes be difficult, because the items are not categorized or brought to the surface with a pocket in searched for the items. Value: 45,000 gp.

    19-20 Staff of Overloading: This black walnut staff is 5 feet 8 in. long and 3 in. in diameter. It is engraved with a helix shaped branches and leaves intertwining with platinum highlighting, and the shod with platinum cups on both ends. This staff is of the magical + 1 to hit and damage quality, and it inflicts upon mages and psionicists a special damaging factor in afflicting 8-64 points of damage to any such creature failing a saving throw verses magic spells. Those affected by this special blast burst into purple flames which feed off their innate magical or psionic powers to fuel the flames. Only non mages or psionicists are allowed to wield this device, as the other magic wielding classes, except clerics, find their powers siphoned away by the magic of the staff. Any time a creature struck by the staff possesses a wand or similarly charged to magical item whose owner is struck by the staff causes a - 4 saving throw verses magic spells verses their creator’s level, or be destroyed in the final strike type of overloading magical energy blast. This is caused by the overloading power of this staff, and inflicts 1-4 points of damage per charge remaining within the device to all creatures within a 20 ft. radius. The holder of such a detonating device is allowed no saving throw, while those around them are allowed a saving throw verses magic spell to suffer only 1/2 damage. This magical staff is required to make an intelligence roll similar to swords in the DMG. Value: 29,000 gp.

    21-22 Smock of Smithing: This nondescript leathers smock is stained and burned by the harsh utilization of the blacksmiths trade. When worn by a mage, smith, a dwarf, or gnome this magical smock glows with the magical blue aura of power. The apron allows knowledgeable player characters, with smithing proficiencies, in order to create items of qualities required for spell casting parameters, which have to deal with quality items being magicked into permanent magic items. The items created are of an extra fine quality the very least, and take 1/2 the normal time to create and to enchant via the Enchant an Item Lvl 6 spell. On the command word “Fresco", this magical smock can even perform a single level 6 enchant an item spell for 1 Item per month. The type of the device is not limited to metallic objects created by the smithing proficiencies of the smock. This smock must be left within 10 ft of the item to be enchanted, but the spell caster need not remain near, as this s. smock serves as a conduit between the mage and the object. When the smock is worn it grants the abilities of the 12th level smith, as the class, to the wearer of the device. Value: 90,000 gp.

    23-24 Brazier of the Efreeti Assassin: This magical item is a 12 in. in diameter orachalium base with a 15 in. obsidian dish appropriate for a small fire. It is studded along the outside edge with 15 fire opals worth 100 gp @, which glow red whenever a fire is lit within this bowl. It has many mithril runes and highlights set in the bottom of the bowl. Then the command word "Inferno Servanto Terminato" is spoken aloud and the addition of several lumps of special woods and incenses covered in a Greek fire liquid are then lit. This opens a very specialized gateway to the elemental plane of fire, and commands a specially trained Efreeti of 12th level Assassin skills to appear before the brazier owner. Only creatures of neutral, chaotic, or evil alignments can form an agreement of the contract to kill some creature designated by the device owner, and paid for with a rare woods and incenses. Should an unwary lawful or good creature attempt summoned from or light the brazier will find the efreeti assassin attacking them without mercy. The efreeti assassin takes joy in killing sentient creatures, as well as taking joy in the performing a flawless assassination on a target. Although, the efreeti assassin will seek to twist their summoners will to allow for the maximum amount of killing in the any mission it undertakes. This could possibly run contrary to the device owners wishes. This device may be used up to 24 hours within any 72 hour period, and the device can break up this service into increments of at a minimum size of three hours each. Each time the efreeti is summoned it requires more is rare woods and incenses to bring forth the efreeti assassin. Value: 60,000 gp.

    25-26 + 6 Hammer of Woe: This magical device has a 12 in. obsidian head and has a 5 ft. 4 in. mithril haft. The head of the weapon is adorned with multiple platinum runes, and the top of the head of the device is adorned with a black diamond worth 10,000 gp. The device radiates evil within a 10 ft. radius and inflicts 3-30 points of negative damage to any neutral or good creature making physical contact with the item. If the item is picked up by an evilly aligned creature it is a valuable + 6 to hit and damage inflicting 3-30 points of negative energy damage to any creature struck by that hammer. On any successful to hit roll exceeding the number by 4 of that needed to successfully to hit causes the creature struck to die and no saving throw allowed. The weapon is heavy and requires a 16 >STR in order to wielded properly, and it may only be wielded 2 handed. This magical weapon had several duplicates made so roll for intelligent weapons as listed in the DMG.

    27-28 Figurine of the Ruby Witch: This device is a 6 in. tall figurine of a witch fashioned from a single ruby. The Figuring is set on a golden stand and has (2) 1000 gp dragon tears gems form a pair of eyes on the stand front. Upon the command word "Perform", this figurine will step off the pedestal becoming the 9th lvl female witch, who says "What is your bidding my master". The soul of this witch is still contained within the figurine which the witch picks up and carries for the duration of its usage. The witch figurine can cast spells and perform actions as ordered by the device wielder. The device possesses 16 intelligence and can be used one day per week only. The witch figurine can act independently of the spell caster performing complex tasks or missions, but only has 1 days spell allotment available with each usage. This independence is of a limited nature, allowing the which only to follow the last order given in it’s most expeditious fashion. Value: 50,000 gp.

    29-30 Bag of the Medusa's Head: The sack containing this item is made of thick green demon hide so with platinum runes and sewn with golden thread and has golden braided thread drawstrings. The item in ways about 10 lbs., and the bag undulates infrequently as if something alive is within the bag. When the bag is opened the bag takes one segment to instantaneously turn itself inside out exposing its contents which are a medusa's head complete with snakelike tentacles for hair. There is a 60% chance of the opener meeting the gaze of the medusa with all of its negative effects. Any creatures sticking their hand inside the bag prior to it’s being opened are subjected to 25 separate attacks at 4 hit dice, or be bitten by the snake hair of the medusa. The snake bites inflict 1 hit point of damage, but cause the affected creature to make a saving throw verses poison at - 4 or die in 1-6 segments . A successful saving throw negates the effect. Value: 20,000 gp.

    31-32 + 4 Dagger of the Assassin: This magical dagger is made of a grey/gold orachalium wound with the scraps of skin of those slain, with a 1500 gp black opal set in the pommel. The blade is covered with several golden runes and the hilt is wrapped with gold wire. This blade when used in combat can disintegrate a 10 ft. cube of flesh or matter by successful to hit roll, and a failed saving throw by the creature in which it is stabbed. It comes with the scabbard of mithril which is immune to the blades affect of disintegration. The blade is of a + 4 quality to hit and damage if it fails to disintegrate the cube matter as described above. Value: 55,000 gp.

    33-34 Emerald Earring of Drax: This 4 in. long platinum earring is shaped into a lion's head and the lower jaw is hinged revealing a 7500 gp emerald inside. This magical item bestows the following abilities and powers: + 5 armor class and saving throws, detects psionics 10 in. radius, both of which works only when the device is worn. This devices actually cursed so that any male PC’S who put on this device will instantly you've changed the opposite sex. There's no save verses this affliction, but a remove curse cast by 12th level or higher mage or cleric to reverse the spells affect. This is the only way to reverse the curses effect. The wearer of this device is affected by the curse and will be unwilling to allow such magicks to be cast upon them due to the nature of the curse. Value: 30,000 gp.

    35-36 + 4 Saber of Cleaving: This magical blade is named "BAR", and was derived from a book called "Doomfarers of the Carromonde". It is a cavalry saber of 40 in. in length made of fine steel with a golden embossed that basket hilt and cross guard. This blade has 3 magical runes upon it spelling the name "BAR". As this device is a + 4 weapon and due to certain spells cast upon it inflicts 2-16 + 4 points in damage per strike. Furthermore, the blade is of such a keen edge that the wielder of the blade treats all armor classes as AC 9, except for dexterity bonuses and possible protective devices not related to armor per se. This magical blade has been duplicated by several spell casters, which requires a roll on the intelligent weapon tables in the DMG. Value: 35,000 gp.

    37-38 Sapphire of Experience: This device is a simple 10,000 gp green sapphire etched with many small mithril runes upon it. The gem has the power when worn or held to boost the owners of level by + 2 levels of experience as long as the device is present. The increase only lasts as long as he item is worn or held, and is commonly used to adorn other items or devices by its owner. The device will not bestow permanent increases in these levels of experience, and will not raise the levels of spells available to a spell caster who find such a device, although the number of daily spells may increase due to this augmentation in experience levels. Creatures with specialized abilities which increase level will gain access to these abilities in a similar fashion. The augmentation that this device produces who remain dormant until spell memorization or ability granting is called for by the owner of the device. The device actually only has one hour of use allowable daily. Value: 40,000 gp.

    39-40 Dunce Cap: This 18 inch cone-shaped wizard’s hat is made of purple velvet, and it is sewn with golden thread in depicting mystique symbols all about its outer surface. Once this device is put on the hat will secrete a magical glue which bonds the device to the wearer's head indefinitely. The curse of this magical device is the reduction of INT & WIS scores to 4 for as long as the device is present on the owner's head. The negative curse auras produced by this device also cause the creature to fumble on any roll of 3 or less. The only way to remove this device is a specially prepared solvent in conjunction with a remove curse spell cast by an 18th level or higher cleric or mage. Another alternative is a full which spell properly worded to help in removing this device. The wearer of this device is totally impervious to the knowledge that this device has caused them to be cursed in any way. The wearer of the device is also becomes a very paranoid about people stealing his hat, so he will try to protect it jealously from creatures near to them. Value: 10,000 gp.

    41-42 Dust of Dumbness: This fine purple dust is created by mixing crushed lavender diamond and platinum flakes with the proper incantations cast over the resultant mixture. With the does his crop, hurled, or blowgunned at a target it possesses the ability and power to affect all creatures within a 10 ft. radius forcing them to make a saving throw verses magic spell at - 2, or have their INT & WIS reduced to 3 for 1 turn + 1-10 rounds in duration. Those creatures making a successful saving throw will simply have their INT & WIS reduced by 1/2 for 4 + 1-6 rounds of duration from the dust. This magical dust will be found in batches of 20 adjusted by (1-6)-1 pinches when discovered. Value: 2000 gp per pinch.
    43-44 Tome of Woodlore: This brown deer hide tome is sewn with golden thread and embossed with a golden tree on the cover. Any creature other than a druid or medicine man who touches this tome will suffer 2-20 points of damage from intense heat. If a druid or medicine man examines this tome, and spends 2 months reading it daily without interruption they will be bestowed with the magic of the tome. This magic allows them to gain experience points up to the midpoint of their next level of experience. Of course druids require ritualized combat to achieve rankings above the normal, in order to take over a named level in the hierarchy of the druid society. If they do not succeed in this ritualized combat they cannot gain the experience points, and are forced to an experience point value one point less than achieving the next level of experience. Value: 40,000 gp.

    45-46 + 3, + 6 Bolts of Flame: These triple barbed crossbow bolts are 12 in. long and made of mithril fletched with phoenix feathers with platinum runes along its length. These bolts are + 3 to hit, and they are + 6 to damage due to fire because they burst into flame once fired from the crossbow. When the strike a target the triple barbed crossbow bolt causes severe wounds as it's been in to the target. If the command word "Glushrak" is a uttered upon firing the crossbow bolt it bursts into intense fire inflicting 3-18 points of extra damage from flame. This utterly consumes the bolt due to the intensity of the flames. If used without the command word power these bolts may be retrieved and reused due to their great durability. They are found in caches of 2-12 bolt per cache. Value: 2500 gp @.

    47-48 + 5 Passwall Staff: This staff is 6 ft. 2 in. long made of a brown obsidian like rock that is laced with veins of gold & platinum throughout its length. The hands of the staff are shod in a gold colored adamantine alloy with a 9000 gp thunderstone gemstone on the top. The weapon is of a + 5 quality to hit and damage when used in combat. Also when held and the command word "Void" is spoken the user can create a passwall spell as is cast by 12th lvl wizard. This magical power can be activated up to 5 times per week and will last for 1 turn + 1-10 rounds per usage, before the wall returns to its original form. The staff is pointed at the desired region to be passwalled when the command word is spoken to indicate the area to be affected. This device requires an intelligence roll to determine if it has an intelligence as per the swords of the DMG. Value: 65,000 gp.

    49-50 Medal of Spells: This silver 5" diameter medallion is set with 5-8 dunestar gems worth 1000 gp @. The medallion is in the shape of the bear's head and it is etched with platinum runes, with the gemstones spaced equidistance around the outside edge of the medallion. Each of these gemstones have the single spell placed inside of it with a randomly determined this spell other random level imbued in the gem.
    01-50 1st lvl 81-85 5th lvl
    51-60 2nd lvl 86-90 6th lvl
    61-70 3rd lvl 91-95 7th lvl
    71-80 4th lvl 96-100 8th lvl
    These spells are all cast as if by a 16th level wizard in all specifications. The spells can be used once a week each and are usable by any class of device owner. The spells name is spoken out loud in order to activate the spell chosen, as the owner’s finger touches the gemstone with the stored spell. As stated above the spells regenerate once every seven days. Value: 50,000 gp plus 10,000 gp per gemstone.

    51-52 Helm of Conjuring: This magical helm is made of a red mithril alloy with golden horns projecting from each side, and engraved with golden runes. It is adorned with 10 perfect rubies worth 500 gp @. The helm itself is of a + 3 to armor class and saving throw quality when worn by the device owner. This device is cursed in ways described below, but can be removed by a successful remove curse and a dispel magic cast by a 10th level or greater mage or cleric on concurrent rounds. The curse which is imposed upon the device wearer is an additional random encounter rolled one round afterward the original wearing of the device. The device will then call monsters once per 5 rounds for as long as it takes to kill the new device wearer. If the wearer somehow survives told consecutive hours of random monster calls, the device will go dormant for 12 hours and then repeat the process again. The monsters called by this device are of a equal level to the device wearer, and should be rolled on the appropriately hit dice tables. Value: 15,000 gp.

    53-54 Statuette of Change: This 12 in. high form less white marble statuette is embossed with platinum runes and highlights, is a mutatable piece of art which assumes the form, in bust, of the current owner who has most recently touched it. The eyes are fashioned from 2 blue star rubies worth 1000 gp a piece. This piece of artwork is a great force of change in the universe, because anyone who touches the will instantly change class and alignment (randomly rolled) and start anew in their randomly rolled class. The devices touchier is allowed a - 2 saving throw verses magical spell in order to avoid these changes, and if the saving throw is successful nothing else happens. If the saving throw is failed the owner of the device will see themselves as a natural in the new class and alignment, a hidden talent of sorts, and will seek to be the personification of the best offered by the new class and alignment. I always pictured Alexander the Great as a role model per se, in the nature of determination to achieve the best they can in their new class and alignment. They totally abandon their previous class and alignment in all ways. The also actively resisted those who wish to remove the curse of this device, although after the saving throw there is no recourse short of a wish to change the device owner back to their original class alignment. Value: 20,000 gp.

    55-56 Evil Wizards Hat: This is a red velvet cone-shaped hat sewn with golden wire and many mystical runes and symbols about its surface. This cursed magical device will permanently change the new owner’s alignment to evil, until a remove curse is cast by a 20th level wizard or cleric. Of course the device wearer will actively try to resist such attempts as he likes his new self. This device also causes a type of lunacy which leaves the wearer driven to conquer the continent on which they reside. This drive of domination consumes is every waking moment and is also permanent unless a full wish is used to reverse the affect. Value: 15,000 gp.

    57-58 Figurine of the Triceratops: This figurine is 6 " high x 3" long x 2 " wide with a mechanical looking triceratops standing on a mithril base with 2 thunderstone eyes worth 1000 gp each. If the command word "Aerofluxt" is spoken the creature will grow to a 24 ft. long creature with an armor class of 0, move 12 in., 20 hit dice, bite 2-16 points of damage, 2x claws inflicting 2-24 points of damage, charge with horns 3-36 points of damage, standard magic resistance, detect invisible at will, and has an average intelligence. It can be used for 12 continuous hours a day and up to two times in any given week. This mechanical monstrosity makes the hissing hydraulic sound when activated, which produces a + 3 to surprise rolls and a + 1 to initiative rolls when engaging combat. The device is fitted with a special saddle to allow it to be used as a mount for the device owner and up to two other individuals. This magical devices under the mental control of its owner and will defend them unto death. Value: 60,000 gp.

    59-60 Scarf of Action: This dark green silk scarf is sown with gold & platinum thread depicting the shape of a combat scene between a fighter and a lion. It radiates a magical aura which bestows upon its owner the following magical abilities: + 2 to weapon damage, + 1 to the number of attacks allowed, and a special form of the ESP which allows the device owner to anticipate the move of any creature about to engage in combat with them one segment before it happens. This power is continuous as long as the scarf is worn. It also allows the owner of the device is 60% chance of making the first attack regardless of the attackers planning. This device is usable by all classes. Value: 60,000 gp.

    61-62 Headband of Healing: This device is made of 10 (2") squares of pure white marble 1/2 " thick connected with platinum wire to form the headband. This headband magically sizes itself to fit its new owner. The center piece of marble has 500 gp silver pearl inset into it. The magic of this device is the ability cast one of each of the curing and healing spells one time each day. This device also allows its wearer to heal 10 hit points of damage to any creatures he touched once a day. The device is usable by clerics, medicine men, and psionicists, as well as any creature possessing the psionic skill of cell adjustment. Value: 50,000 gp.

    63-64 Ring of Degeneration: This ring is made of granite etched with golden runes and is adorned with 2500 gp black opal. Once this ring is worn only a wish spell can remove it. This ring causes the entire wearers body to putrefy at the rate of 10 hit points per round until death occurs. Only a regeneration spell can counter the effects temporarily of this ring. Normal curing spells will slow the degeneration by temporarily increasing the victims hit points, as per normal healing spells. It also allows the healing spells to cause a one round interruption of the degeneration process which is ring inflicts. Value: 7500 gp.

    65-66 + 1 Staff of Neutral Monster Controlling: This twisted 5 ft. 6 in. driftwood staff is shod with mithril heals and has an abundance or mithril runes along its length. The staff functions as a + 1 Weapon inflicting 1-6 + 1 points of damage whenever it strikes a foe. The staff also possesses 21-30 charges (which aren't rechargeable), which or mentally activated by the staff wielder. Each charge affects a 4 in. diameter, creating in magic field around the staff holder which causes all neutral monsters that possess a 3-15 intelligence to immediately fall under the staff wielders control. They will remain under the staff wielders control for 1 turn + 1-4 rounds per charge, no saving throw. This control is so fine that they will follow the commands unto death. Neutral monsters possessing and intelligence of 16 or greater are allowed a saving throw verses magic staff to avoid this devices effects. Even neutral player characters are susceptible to the staff's power. Value: 30,000 gp.

    67-68 + 3 Club of Craven: This device is a carved piece of black yew 3 ft. 8 in. long the best pieces of obsidian situated in the head of the club. The handle has a grip made of mithril cable which then crisscrosses the entire length of the device in a crisscross pattern to strengthen the device against blows verses hard objects. This magical club is of a + 3 quality inflicting 3-18 + 3 points of damage per blow when used in combat. If any to hit scored upon a target foe exceeds the to hit roll by 3 the device causes the target creature to make a - 2 saving throw verses staff, or have their skull caved in and die. The club also once per week will fly at a target up to 24 in. distance striking a foe, and then return to the thrower's hand. As with all weapons it must make a DMG intelligence roll, to discover any secondary powers that this item may possess. Value: 35,000 gp.

    69-70 Gold Nugget of the Pit: This golden rock is equal to at least 2000 gp value due to its gold content in its intrinsic artistic value. For anyone touching this device it starts to create an intense gravitational flux that tracks any metal object up to 3 in. in radius away from the device. Only those with a 22 or greater strength or that weigh more than 350 lbs. can resist the pull of this gravitational flux. Damage inflicted is similar to falling damage, with 20 ft. inflicting 1-6 points of damage as it makes its plunge towards the gold nugget. For each 20 ft. after that an additional 1-6 points of damage are inflicted on creatures affected by the gold nugget. At the same time the gravitational is in effect the ground beneath it buckles and opens a 20 ft. square trap like chute appears to drop creatures and materials into a lava pit far below. This redirection of materials affected by the gravitational flux is part of the curse this item possesses. The 25 mi. long chute is at 65 degrees in pitch making stopping very difficult. At the end of this long fall creatures will sustain 5-30 points of damage from the fall, plus damage inflicted by the lava that they land in at the bottom of the pit. Value: 2000 gp.

    71-72 Figurine of the Grey Slaadi: This figurine of the Slaadi is 8 in. tall made of a smoky amber worth 500 gp, and set with two red diamonds for eyes 500 gp @. Inside the amber figurine is the slaadi's phylactery stone sealed within it, which allows the possessor to command this creature. It possesses a platinum stand and several platinum runes highlighted upon the figurines body. Upon speaking the command word "Armaggedon" the figurine animates in one melee segment into a hungry grey slaadi. If the possessor of the device is not evil and a mage or cleric of some class the slaadi attacks them immediately. If the owner of the device is one of the prescribed types of owners, the slaadi will serve in as a servant as long as they get a cut of the treasure and are fed regularly. This device can only be used one day in every week for 24 hours, which is run continuously until the duration expires. Value: 55,000 gp.

    '73-’74 Ring of Dwurin: This golden rain is ornamented by a dwarvish kings face with 2 yellow diamond eyes worth 500 gp each. The ring is etched in platinum runes and highlights. The devices wearable only by dwarves, as all other creatures suffer a special curse if they try to put on this device, as over the next 12 months they slowly turn into a dwarf which could use the ring. transition into a dwarf becomes a very noticeable over time, as the wearers begin to become more taciturn as their beard comes in one month after first putting on the ring. After 12 months the change is unchangeable. Upon donning this ring the wearer will gain + 2 levels of experience for as long as it is on their finger. The class of the wearer is augmented by two levels regardless of the class. Value: 30,000 gp.

    75-76 + 3 Dart of Vestil: This is a 9 in long barbed throwing dart made of mithril with giant eagle feathers fletching the end of the dart. Any creature struck by the dart must make the saving throw verses magic spell or have all their body fluids crystallized in one round. After a successful to hit is made the dart returns to the casters hand. It can strike foes out to the range of 6 in. and will inflict 2-16 points of damage to those struck by the dart. The range distance can be extended by 1 in. for every STR point above 15, and furthermore will be extended up to 1/2 inch for each 10% of a 18 STR percentage roll. Strength above 18 (00) will extend this throwing range by 2 in. per point. This magical weapon is allowed and intelligence rolls as per the magic swords within the DMG book. Value: 17,000 gp.

    77-78 Slavers Collar: This orachaluim collar is about 8 in. in diameter when found, but once it is put on the subject creature will find that it is perfectly sized for them, as it shrinks or grows as necessary. The color of the alloy is a deep blue color etched with golden runes, and possessing a black diamond worth 3000 gp embedded in the front center of the collar. For as long as this collar is worn the creature wearing it is robbed of their will to be an independent creature by the magic of this device. The only way to avoid this affect is to be actively under the affects of the level 6 spell Magic Jar at the time of the collars activation. Creatures subjected to the magic of this device speed in a monotone voice, and will follow the orders of the creature that touches the black diamond at the moment of this devices activation. Creatures under the devices effect will follow all orders given to the letter of intention of the devices activator. The devices magic allows no saving throw verses the effective magic of this device. The wearer of this device will never actively try to remove it, but another creature who possess think the strength of 18 (90%) will be able to wrestle the device off of the subjected creatures neck. Value: 30,000 gp.

    79-80 + 3 Collar of Protection: This collar is made of a rust colored brown platinum alloy, with a red velvet inside edge. This device will open in close with mental activation by the wearer. It provides the wearer with a + 3 to armor class and saving throws while it is worn. Furthermore, it gives the wearer of the ability to detect invisible and illusions at a range of up to 6 in... The devices final power is complete immunity to vorpal and sharpness attacks directed at the wearers neck. Value: 20,000 gp.

    81-82 Mask of Humor: This mask appears to be made of a pliable golden material in the shape of a facial mask, with two dunestars worth 2500 gp @ for eyes. When the device is donned the wearer will view the area as with normal sight, but also gains infravision and detection of invisible creatures at ranges up to 8 in. while the mask is worn. The wearer of the mask can also draw upon the memory of the mask to find a facial disguise that the mask and has assumed in the past, usually one of the past wearers of the device. The wearers face conforms to the interior of the mask for the duration of its usage. This power may be used up to three times per day, for up to 3 turns per usage, and with unlimited changes during this time. The mask is hidden behind the new face by an illusion of impeccable quality (equal to a 7th lvl spell). This illusion will last until the device wearer wills it to change. Unfortunately during the times of change creatures viewing this transition saving throw verses magic spells at - 4 or be afflicted by uncontrollable laughter because of the facial illusions the mask generates. Creatures which made their initial saving throws suffer a - 2 saving throw verses magic spells or also join in laughter on subsequent rounds of exposure to the masks power. If the mask is covered creatures are allowed a saving throw verses magic spells in order to break the laughing fit that this device inflicts upon its viewers.
    The power of the mast laughing fits afflicts friends and foes alike, causing a -4 to hit, damage, a + 4 saving throw, and a + 4 to the armor class they possessed prior to the laughing fit. This device's power can also be avoided by escaping the viewing area of the mask while it is in the transition phase which inflicts the laughing fit. Furthermore, creatures sustaining one full turn of laughing fit will find themselves in extreme pain due to the loud laughing they are experiencing. Within one hour of exposure to the laughing fit creatures will need to make a constitution and check each round to avoid dying of laughter.
    These laughing fits can be used by a skilled owner to inflict their deadly magic affects on foes viewing the wearer simply by doing concurrent changes in the facial features the mask presents. This does take extensive practice, approximately 1 months continuous ownership before the wearer is proficient with the devices magical powers in a way that allows the constant changing of the facial features. Remember, it affects friends and foes alike. Value: 60,000 gp.

    83-84 + 2 Mace of Sonic Vibrations: This 3 ft. 6 in mace seems to be made of a solid of black obsidian, with a black dragon's can grip entwined with golden thread, runes, and cables crisscrossing the haft of this device. This device is equal to a + 2 weapon inflicting 3-8 points of damage per hit, which hums continuously while it is wielded, but waxes in resonance when the mace is swung horizontally. This device possesses a magical swing along a horizontal axis directed any weapons, armor, or shields in its path, which causes such items to suffer a special saving throw which is only successful on a 19-20, to avoid being shattered by sonic vibrations with the in the mace head. For every "+" a device possesses it lowers the saving throw by one point, I.E. a + 2 suit of armor would make a successful saving throw on rolls of the 17-20. Items failing their saving throws will be broken into 02-101 pieces instantly by the magic affect of this devices sonic shatter. If the mace successfully shatters a device it inflicts 6-16 points of damage due to the maces magical effect. This weapon is allowed and intelligence rolls as a magical sword within the DMG Guide. Value: 30,000 gp.

    85-86 Moon Rock: This item appears to be the 2 in. normal grade classes volcanic rock will. In actuality it is this is a specially enchanted piece of moon lodestone that creates a localized gravity flux within a 10 ft. diameter of the device holder, and this piece of stone may be set into a piece of jewelry and retain its magical function. The power of this device allows the owner \ wearer to experience 1/6th normal gravity as long as the device is worn or held. The wearer of the device will have the body weight of 1/6 the normal amount they weigh. As an unfortunate side effect wearers of this item will find themselves easily buffeted by larger opponents or strong winds. DM choice may be necessary to determine the exact effects this device inflicts upon its owner. Value: 15,000 gp.

    87-89 The Model Ship: This device is a meticulously built 12 in. model of a fully equipped to Viking long ship stitched together with golden wire, staples, cables, and sails. The special wood of this model is made to be 100% buoyant whenever it rests in water, even if it is holed by a ram. This resilient model can suffer up to 200 hull points of structural damage before it breaks up, but the wood is still buoyant. The miniature device has the row of specially enchanted + 3 Shields along each side of the ship which are made of mithril. Upon uttering the command word "Escillante", the magical device will grow to full size of 65 ft., with the capacity to hold up to 60 creatures upon its decks. The device is completely furnished with wounded water for up to a 6 day voyage, as well as necessary repair equipment for minor ship maintenance. This device can be used up to seven days within any 30 day period. Value: 60,000 gp.

    90-91 +3 Monkan Bracelets: These specialized magical bracers are created with two distinct forms, fashioned of a special dragon skin and mithril claw, stitching, weights, etc. in its construction. Both bracers or adjustable to fit any M sized creature, but only exhibit their special + 3 magical powers when worn by a monk, brawlers, knife fighters, or martial artists. The 2 the types of gloves are listed below:
    The Claw: This device is the series of 5 mithril claws which are 5 in. long that can strike like the large predatory cat in the hands of the proper wielder. The claw inflicts 3-18 + 3 points of damage whenever it makes a successful to hit roll. This claw may strike up to 2 times per round, added to any other multiple strikes allowed to class or magic items possessed.
    The Cesti: This weighted device is sewn with a series of mithril rolls of washers sewn together with adamantine thread. This glove is weighted in order to inflict the maximum possible stunning force from the gloves impact. Reinforcing bands of mithril help convey the force of the blow on to the target. It inflicts 3-12 + 3 points of damage to any creature struck on a successful to hit roll. The device also possesses a + 35% to the stunning force to the STR % (bend bars %) in order to stun a creature with a blow. Roll for a random intelligence as for INT swords in the DMG. Value: 65,000 gp.

    92-93 Armband of Beserkness: This 2" wide magical armband is made of red dragon hide sewn with magical golden thread which holds six fire opals worth 500 gp @ equidistantly around the armbands circumference. This magical device gives the wearer a + 2 to armor class and saving throw while it is worn. Furthermore, the device possesses a magical beserkness usable up to 3 times daily lasting five rounds per usage. This beserkness grants a + 4 to hit, - 3 to armor class, 2x the normal number of attacks, and doubles the wearers strength while in this state (up to a 28 Max). The wearer must rest for 1 turn, from total exhaustion, after the berserk state ceases. The armband wearer controls the devices berserk fever completely, but 10% of these devices confer a random form of lycanthropy upon the wearer, which is rolled randomly when the device is located. Value: 50,000 gp.

    94-95 Hat of the Vortex Mage: This blue cone-shaped mage hat is still with platinum threads and mystic symbols. This device radiates a strong magical field that appears to raise the device wearer’s level by + 4 (delusional). After one turn of wearing the hat the devices curse is activated and reveals its true intent. This device opens a whole to Deep Space which automatically sucks the mage and any creature or item within 10 ft in to the rift created by this device. If the wearer were aware that the device has the power to open this rift it can be used as an offensive weapon by the devices owner. In order to do this the command word "Vacculate" must be spoken in the top of the hat and the lower edge of the brim of the hat is held open to suck in those within 20 ft. of the open mouth of the hat. This device offers no saving throw to its original use, or the secondary use outlined above. This magical power can be used up to three times per day. Those creatures sucked into the vortex suffer 10-120 points of damage each round due to the vacuum & cold of space. Value: 25,000 gp.

    96-97 +4 Vorpal Boomerang: This black V shaped obsidian boomerang is highlighted with gold runes and along both edges in gold leaf. This device is of a + 4 quality when it is hurled at targets inflicts 2-8 + 4 points of damage to any target struck by the device. Furthermore, on any to hit roll exceeding the necessary roll by 3 will cause the head of the creature aimed at to be struck in the random percentage of their head to be cleaved off by a vorpal attack. Unfortunately for the thrower the Boomerang also receives a to hit roll onto the owner as it returns to their hand, as it doesn't protect the casters hand from a vorpal attack if they attempt to grasp it on its return. Roll for random intelligence like a magic sword under the DMG random roll Tables. Value: 15,000.

    98-99 + 2 Rod of Sleep : This orange crystalline rod is shod with a engraved golden head, which is approximately 25 in. long and set with a 10,000 gp sun drop gemstone on its top. This sundrop gemstone it illuminates a 30 ft. diameter whenever the devices held by the owner. When used as a weapon is of a + 2 quality inflicting 3-8 points of damage per strike in combat. The device possesses 41-50 charges of the special magical power, which is a super sleep magic that affects all creatures within 10 in. diameter of the rod holder. Creatures of 4 hit dice and less are allowed no saving throw verses falling asleep, while creatures with 4 + 1 Hit Dice up to 10 hit dice are allowed a - 4 saving throw verses magic rod, to avoid falling asleep for 3-8 rounds. Creatures of 10 + 1 Hit Dice or greater are allowed a saving throw verses magic rod to avoid being put to sleep for 1-6 rounds. A creature that makes it saving throw verses magic of this device will automatically be slowed for 1-3 rounds in any case. This rod is allowed to roll for magical intelligence as a magic sword from the DMG tables. Value: 35,000 gp.

    100 + 6 Force Great Blade: This ornate 10 in. yellow crystal magical sword hilt is engraved with many golden runes and highlights, and a 10,000 gp thunderstone gemstone in the pommel of the device which illuminates all within a 10 ft. diameter as if illuminated by a light spell. The only problem is the item appears to have no blade for the hilt. Upon the utterance of the command word "Ablaze" a weightless 6' blue magical blade of force appears in the proper place where a blade would be. The glow of the blade illuminates a 60 ft. diameter equal to full daylight of a light blue coloration. This magical weapon is of the + 6 qualities inflicting 3-30 + 6 points of damage to any creature struck by this enchanted blade. Furthermore, on a successful to hit roll which exceeds the necessary roll by 3 a random critical hit percentage roll is made to determine the nature of the critical hit. This lady is so light that it has a weapon speed factor of two and is allowed to strike twice each round it is wielded in combat. Any fighter class individual will also gain more multiple attacks as they achieve higher levels. This device is a magical sword requiring a random intelligence roll from the DMG tables. Value: 100,000 gp.


    More to come. If you have any question about an items functions please feel free to post.

    Cool Wink

    Later

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever

    Randomize it adds spice to a predictable games plot line (especially if they have read it before).

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Tue Mar 27, 2007 8:55 pm  

    Cool Happy

    Next batch of those who seem to be viewing these. I hope you find a few useful.

    Table IV
    By Matan Thunder


    01-02 Figurine of the Blue Dragon
    03-04 + 3/+8 Bastard Sword of Sizzle
    05-06 Chest of Space
    07-08 + 2 Whip of Pain
    09-10 Headband of Thrust
    11-12 +4 Scythe of Golbic
    13-14 +4 Axe of Ruston
    15-16 Ring of Shockey
    17-18 Gold Pearl of Vendetta
    19-20 Helm of Ethereal Cyclone
    21-22 Armband of Negatives
    23-24 +6 Dagger of Slag
    25-26 Shinguards of Protection
    27-28 Gem Demon Eye of Betrayal
    29-30 Glove of Darts
    31-32 +4 Shield of Magnetics
    33-34 +3 Sickle of Corp
    35-36 +4 Long Sword of Heart Finding
    37-38 Alarum of Assasins
    39-40 +3 Helm of Rapidity
    41-42 +3 Longbow of Lightness
    43-44 Manual of Trackers
    45-46 Rams Horn of Capturing Bubbles
    47-48 Rams Horn of Backblast
    49-50 Blowgun of Hot Oils
    51-52 Green Emerald of Door/Gate Bar
    53-54 + 3 Longbow of Entanglement
    55-56 Bottle of Strength Wine
    57-58 +3 Net of Entanglement
    59-60 Snare Drums of Combat
    61-62 +3 Chains of Entanglement
    63-64 Shackles of Submission
    65-66 +2 Rapier of Ice
    67-68 Headband of Intellect Destroying
    69-70 Tethers of Entrapment
    71-72 Figurine of Golden Griffon
    73-74 Robe of Gems
    75-76 Medal of Concussion
    77-78 Ant of Terrible Powers
    79-80 Chest of Irradiation
    81-82 Bolts of Flames
    83-84 Tiara of Dragon of Panic
    85-86 Broach of Immediate Healing
    87-88 Padded Armor of Reverse Damage
    89-90 Feather of Stoning
    91-93 +4 Rapier of Swiftness
    94-95 +3 Arrow of Sight
    96-97 Model Ship in a Bottle
    98-99 Armband of Blinking
    100 Medallion of Force Armor


    01-02 Figurine of the Blue Dragon: The base of this blue crystal figurine is highlighted in silver and has silver runes adorning it, and it is approximately 12 in. long and 4 in. high with 2 dragons tear gems worth 500 gp each. Upon the command word "Agalimph", this device will grow in to an Age 8 "Old" Blue Dragon which will follow the device activators commands. It is 110' long with a tail of 65' length, armor class - 4, Breath weapon 16-128 + 8 points of damage, Claws 1-8 points of damage x2 , bite 3-24 points of damage, Wizard Spells 3,2 , & MRS % 35. This dragon can also speak common tongue to any creature it meets, and will serve as a flying mount for its owner up to the duration limitations. The dragon will come equipped with a saddle which the device owner can use to safely fly the dragon mount. It can carry up to four creatures on this saddle. This creature will serve as a mount, companion, combat assistance force, etc., and it is generally a friendly creature but is somewhat literal in its interpretation of orders given by the devices owner. The dragon will also demand a share of any treasure found while it is a companion to the device owner. The dragon will be available at a rate of one hour per 1000 gp given to the dragon, up to a maximum of 24 hours in any given week. Value: 125,000 gp.

    03-04 + 3/+8 Bastard Sword of Sizzle : This magical bastard sword is comprised of a red alloy of mithril & steel, which has a golden hilt and cross guard with many platinum runes etched along its surface. The blade is of a + 3 to hit and damage quality and upon the command words "Ax Weber Denim" to magical belated glows in the molten red color which increases the damage inflicted by the blade up to a + 8 to damage quality. This power can be activated for as long as the blade wielder wishes during the course of a day, and the damage increase can be shut off by repeating the command words in reverse order. On any to hit roll which exceeds its necessary THACO by 4 or more causes the target creatures blood to boil instantaneously resulting in instant death. This blade can be an intelligent weapon and requires a percentage roll whenever the blade is discovered in the DMG intelligent blade roll charts. Value: 45,000 gp.

    05-06 Chest of Space: This device is a black obsidian Chest 6 in. x high 3 ft. long x 1 ft. wide when, which is covered with golden changes, inlays, and runes of an undermine the nature about its surfaces. This magical device has a single keyhole through which any thief can easily attempt an open lock check. Unfortunately a creature attempting airlock pick check on this device must make a saving throw verses death magic or be bodily sucked through the keyhole in one melee segment. A successful saving throws verses the death magic indicates that the lock picker successfully avoided the trap and opened the lock. The lock is inset into the chests front facing. When the chest is opened unfortunately all magic users will immediately recognize a sphere of annihilation rising out of the chest and approaching the nearest magic using creature. The interior of this chest is the only area where a sphere of annihilation cannot touch any surface. This is due to the fact that a strong magnetic field exists in the interior of the chest preventing it from actively touching any part of the chest. The sphere of annihilation moves at 10 in. per round, and after all creatures within a 6 in. radius have been touched and destroyed the sphere automatically returns to the chests interior, and the chest automatically resealed itself. Value: 15,000 gp.

    07-08 + 2 Whip of Pain: This black demon hide whip is 6 ft. long and has a black steel handle, and the high part of the whip has black steel cables wound within its length. The device also has several golden strands will open within the whips length, which is studded with black diamond fragments worth 1000 gp. The weapon as a + 2 quality to hit and damage whenever it is used in combat. With the diamond fragments it inflicts 4-24 + 2 points of damage whenever it strikes a creature. It also bestows an amazing gripping capacity due to the sharp diamond fragments, allowing it to be used in a way similar as demonstrated in the movies featuring Indiana Jones, as a rope to swing on, capable of grabbing a foes leg and being pulled to the ground or off balance, etc... Whenever the whip strikes a creature on a THACO roll which exceeds the number by two the victim will suffer -2 to armor class and to hit rolls, which can be cumulative, due to pain and stiffness caused by the strikes of the weapon. The creature is allowed a saving throw verses wands to cause the penalty to be reduced to - 1, and all such damage will dissipate after one hour +1-8 rounds of the moment that it occurs regardless of whether the save is successful or not. Should a creature ever reach -20 to armor class and -20 to hit the pain becomes so intense that the creature dies. No saving throws. This magical weapon as with other magic weapons rolls a percentage roll on the DMG intelligence weapons table. Value: 30000 gp.

    09-10 Headband of Thrust: This to insert wood of gold it is studded with ( 500 gp black opals and the device is etched with platinum runes around its circumference. Whenever a creature with psionics wears this device the wearer instantly notes its highly psionic nature. A creature without psionics may use this device, but first must undergo basic psionic skills from a wild psionic or psionicist. This device provides an extra 100 PSP points for its wearer attack mode and 100 PSP to the defense modes. It also bestows an innate ability to use a psionic mind blast similar to a mind flayer’s blast & the defense power called the Tower of iron will, which is bestowed innately upon the wearer. It also can use a single psionic discipline, chosen at random from the tables, and works as if to cast by a 12th level psionicist. The device recharges daily every 24 hours at midnight. Value: 50,000 gp.



    11-12 + 4 Scythe of Bolbic: This device has a 49 in. length of yew with a 3 in. diameter, with reinforcing orachalium banding along the length of the shaft. The scythe blade is also made of 25 in. and made of orachalium Witch's 3 in. wide at its base in tapering to its tip. The entire device is crisscrossed with golden highlights, criss crossing bands, and runes along its entire length of the shaft and the blade. This device is of a + 4 to hit and damage quality and inflicts a messy the 3-24 + 4 points of damage whenever it strikes an opponent. It requires at least 18 strength to wield this device. Whenever the attacker exceeds his THACO by more than 3, it will sever legs of the victims in the scything sweep in the single motion. This magical weapon must also make the necessary percentage roll in order to check for intelligence from the DMG tables. Value: 20,000 gp.

    13-14 + 4 Axe of Ruston: This magical battleaxe is 48 in. long with the redwood handle and 2 axe blade heads 12 in. long with a full 150 degree sweep of red crystal blade. The device is adorned and wrapped with adamantine bands and reinforcing cables on the shaft of the handle. This magical weapon is of the + 4 quality to hit and damage, and inflicts 2-16 + 4 points of damage to any creature struck by the axe. The red crystal of the blades is a strong as the adamantine used on the shaft, the also inflicts a rusting rot to any form of mental weapon or armor that the blade touches in the course of a combat. This what causes a weapon to become nonfunctional in one round an armor to be corrupted and falloff in two rounds? Magic weapons are allowed a saving throw verses acid at - 2 whenever struck by the blade of this weapon. The rot is so potent that even a brushing contact bestows the rotting nature of its magic. This magical weapon must also roll a percentage roll to determine magical intelligence in the DMG tables. Value: 40,000 gp.

    15-16 Ring of Shockey: This magical ring is made of blue mithril with golden runes upon it surfaces. It has 3 blue diamonds & 3 thunderstones inset around its circumference which are worth 500 gp each. Any creature who has CON of less than 17 will immediately take 8-48 points in electrical damage and go into a spasmodic twitching for 1-6 rounds, during which time they suffer more electrical damage each round of 8-48. Creature is with a CON of 17 or greater will suffer the initial 8-48 points of damage and go into spasms for 1-6 rounds, and suffering the same 8-48 points of damage each round. If the creature with the 17 constitution or greater survives is damaging they will find that the ring possesses an innate electrical intelligence which has accepted them as the device wielder until his death.
    Once accepted the ring relays the following powers to the wearer that the 16th level of efficiency: the ring allows the wearer to Canfor 2-16 points of electrical damage through metal weapons or with their bare hands and feet whenever striking another creature. This power is available automatically each round, which could prove a problem if someone tries to shake his hand. Also once per day the device owner is capable of launching a lightning ball or a chain lightning spell at the above stated level of efficiency as if they were cast in the magic themselves. The device finally provides total immunity all electrical or lightning based attacks as long as the device wearer has the ring on. The ring itself will never allow itself to be removed from the hand of the wielder willingly, so it is a beneficial curse in some ways to its wielder. Another curse related to the device is that the owner will glow blue, illuminating a 10 ft. diameter area, at all times day or night. Value: 35,000 gp.

    17-18 Gold Pearl of Vendetta: This device is an 8" diameter pearl worth 5000 gp as a gemstone. This device has the magic power which activates upon touch and teleports a creature to the nearest ceiling of the largest predator within a 10 mi. radius whenever the pearl is touched. The victim of this device will find his feet are glued to the ceiling by an innate wizardly super bonding glue. The glue permeates the footwear of the creature affected by this gemstone, and the gemstone itself will glue itself to the hand or hands of the victim touched the pearl. The only way to remove the glues effect is a successful dispel magic cast by a 12th level spell caster, which usually means someone else as the victim has the least 1 hand glued to the pearl. (No somantic component spells). A victim of this device has a -10 to their armor class, and if a creature approaches close enough for combat they suffer a -6 to hit and damage penalty, and finally the creature has a - 6 saving throw verses all spells sent in his direction. Value: 5000 gp.

    19-20 Helm of the Ethereal Cyclone: This silver helm is studded with 20 firestar gemstones worth 500 gp each which are studded about the outer rim of the helm, and the helm has many golden runes and highlights on its exterior surfaces. The device is of a + 2 quality to armor class and to saving throws when worn. Upon the command word "Monisco", a wearer can travel into the border ethereal plane for 1 turn each day. This power may be used 1-8 times before the curse of this item is triggered. The curse involves an ethereal cyclone pursuing in the devices wearer approximately 1-4 rounds after the ethereal transition as occurred, whereupon, the device where hears sound of the ethereal cyclone (freight train sound) closing in on their location. The cyclone causes the creature is pursuing to make a 1/2 power DEX check to be made each round in order to avoid the suction which this vortexes creates. It single-mindedly pursue the device wearer until the 1 turn duration has expired, and the device wearer is expelled back into the prime material plane. This pursuit can only be thwarted by a full wish. Value: 45,000 gp.




    21-22 Armbands of Negatives: This device is made of crystal dragonskin, 2 in. wide, which appears translucent when it is worn about the upper arm of its owner. The device is stitched with golden runes and highlights, and it also has 6 black diamonds worth 500 gp around its circumference. If this devices put on arm of a creature it will delude its wearer into thinking it gives him a bonus of + 4 to armor class and + 4 to fighter level abilities. The device really is a conduit to the negative material plane which automatically drains one level of experience or Hit Dice of a creature daily as long as it is worn. (No save) This draining of magical energies from the creature will not be noticed until the creature attempts to access abilities which would normally be bestowed and accessible at the higher levels of experience. The victim’s delusions will provide dozens of reasonable sounding cover stories for the inherent abilities losses that they are suffering from the curse this device places upon them. When the level draining power of this device cause the devices wearer level to fall to zero it causes them to die. When the creature reaches - 1 levels or Hit Dice it arises as a skeleton or zombie, and will continue to achieve - 1 level or Hit Dice for each day worn up to -10 Hit Dice. As these negative hit dice are achieved the wearer will evolve into an undead creature of the appropriate Hit Dice and most common within the hundred mile region around this device. When the creature achieves the -10 hit dice maximum the Armband will fall off of its own accord, awaiting its next victim. Value: 10,000 gp.

    23-24 + 6 Dagger of Slag: This magical daggers handle is 7 in. long with a silver handle and hand guard with 6 sundrop stones set in the hilt and cross guard areas worth 1000 gp each. The blade of the dagger is 18" long and made of green crystal which is etched with many mithril runes along its length. This weapon is of a + 6 quality that inflicts 3-12 + 6 points of damage per hit on targets, but it's so light that it handles like a dagger instead of a short sword. This magical weapon treats all armor class is as if they were armor class 9, adjusted by a dexterity bonuses of the target creature. When the blade hits the target on a roll of 3 over the score needed to hit, and if it penetrates into a piece of metal, it melted inflicting 3-30 points of damage as the device it penetrates melts. Magical armor and weapons are also susceptible to this magic items melting effect. Magical items struck by this magic dagger suffer a - 6 saving throw verses magical fire or be melted as if they were the normal items they represent. This magical dagger must roll for intelligence in the DMG tables, to see if it possesses an innate intelligence & special powers. Value: 65,000 gp.

    25-26 +2, +4 Shinguards of Protection : This set of plate shin guards, that protect the knees and shins of wearers, are made of a green steel alloy with many golden runes upon its surfaces. At the knee joint plates there are to green diamonds worth 1000 gp each on the sides of the plates. This magical set of shin guards will grow or shrink to fit a new owner. This set of magical shin guards and protection grants a + 2 to the armor class of anyone wearing them, and it bestows upon the wearer a + 4 saving throws. This magical set of shin guards also possesses the power to cause an opponent to trip over the device owner’s leg. This power made be used up one time daily and will causes saving throw verses magic spells or the creature tripped will fall to the ground for 1-3 rounds of recovery time. Value:30000 gp.

    27-28 Demon Eye Gem of Betrayal: This 3" diameter octahedral black diamond is worth 5000 gp, which has a set of mithril eyes which look out piercingly from the center of the gem. The gemstone is known as they demoneyes, and comes equipped with a random intelligence similar to that possessed by magical swords, but always of an evil nature. (Roll randomly on the DMG table). This magical gemstone with intelligence likes to give away the position of stealthy or sneaking characters for shits and giggles. It will shout "Hey you guys", in the deep demonic voice in order to give away the position of its owner. It uses its magical powers in order to inflict as much pain and suffering as possible to the party members as well as the innocent. For evil NPC'S and PC'S it can be an except will servant using its powers in their favor, but they must be evil and use their powers for Evil purposes. This magical gemstone feeds on emotions at 10 in. radius, especially those of the evil or negative nature. It was always seeks to increase the potential of these types of emotions been present at its location. This magical gemstone can see, smell, hear, and sense other emotions within that 10 in. radius. Value: a 15,000 gp.

    29-30 Gloves of Darts: These magical gloves are made of 1 in. squares of compacted of brown glass with gold flecks captured within its surface. All the squares are linked together was small golden cables interwoven to provide an unbroken surface for the set of magical gloves. Each square has a small golden rune etched upon its surface, which blow slightly within a darkened room. These magical gloves can shoot 3 bolts of + 5 qualities inflicting 6-10 points of damage for each bolt in any given round. These bolts can be thrown out to ranges of 12 in.. The gloves come equipped with 9 bolts per day in any case. Each bolt will form within the device owners hand magically whenever they mentally will it to do so. Value: 25,000 gp.




    31-32 + 4 Shield of Magnetics: This plain looking 28 in inch round shield is made of the dark grey metal, which is covered with many etched platinum runes. This magical shield is of a + 4 quality to armor class and saving throws and is approximately 1 1/2 inches thick, but its magic makes its wielder feel that the shield is feather light. This magical shield buffets foes off their feet 75% of the time, as long as they are man sized or less. The shield can also generate a strong magnetic pull on all incoming weapons 65% of the time, by simply using the command word "Galrobin". This magnetic pull is centered on the front of the shield, and it will draw strikes from weapons used to that surface. This magical shield will take no damage from normal weapons regardless of size and strength of the blow. Magical weapons inflict one point of damage for each plus they possess, subtracted from the 60 hit points which the shield possesses. When the hit points have all been used the shield crumbles into dust. Value: 30,000 gp.

    33-34 + 3 Sickle of Corp : This magical sickle has a handle made of living black oak which is 8 in. long, and a curved 16 in. long green crystal blade covered in bronze runes and engraving along the blade which never shows any wear. This weapon is a + 3 quality to hit and to damage, but because of its intense magical nature in inflicts 2-16 + 3 points of damage with each successful hit. It also bears a magical enchantment which drains away a cumulative 1-6 points of DEX with each successful to hit roll. This causes creatures to become disoriented and lose their equilibrium, but allows a recovery of DEX point for each 1 turn of motionless rest. If the creature has their dexterity reduced to 2 , they fall to the ground and cannot get up until they recover at least one dexterity point . This magical weapon requires an intelligence check out of the dungeon Master's Guide to determine innate intelligence. This device is prized by druids as their primary physical weapon . Value: 45,000 gp.

    35-36 + 4 Longsword of Heart Finding: This 30 in. long red orachalium plate is set with three 1000 gp black opals in the hilt, which is wrapped with heart leather from a black dragon. The cross guarded hilt is engraved with many golden runes and so on with golden thread in the hilt wrapping leather. If this weapon is used to lunge at a foe it reveals its + 4 to hit and damage, but it then reveals its curse which is to reverse the hilt and blade ends instantaneously causing the wielder to be impaled upon his own weapon. The wielder takes damage equal to that which would have been inflicted upon the target creature if the blow had been successful. The device reveals nothing of its magical nature to identify spells, but the construction of the weapon would seem to indicate in magical nature to most PCs. This weapon must roll for innate intelligence in the DMG. Value: 10,000 gp.

    37-38 Alarum of the Assassins: This magical tome is 10 in. long by 1 in. thick by 8 in. wide, which is constructed of demonhide and gold bindings with a large single golden rune in the center front of the tome. If an assassin reads this tome for an uninterrupted two month period of time any assassin, ninja, or bounty hunter type the reader of the tome will receive enough experience points to achieve the middle of the next level of experience which they are trying to achieve currently. I.E. + 1 level. Any creature touching this magical device that is not of the appropriate class will have 2-20 points of electrical damage inflicted upon them. After the tome is read it disappears from the device owner. Value: 40,000 gp.

    39-40 + 3 Helm of Rapidity: This magical helm is constructed of a blue mithril/steel alloy with a 1" wide circlet of gold around of the brow of the helm. In this circlet of gold are ten 500 gp blue tiger eye gemstones inset equidistantly are around it circumference. This magical device bestows a + 3 to armor class and saving throws of any creature wearing it for a continuous 48 hours, after which it may be taken on and off without affecting the bonuses listed above. The device must be worn in order to be granted the bonuses listed above. The helm can also bestow hasted status to any creature who knows the proper command word which is "Distarkal". This hasting has a maximum cumulative duration of the 60 rounds per day, which may be turned on and off like a light switch in order to conserve its magical function. For each 60 rounds of duration the device wearer suffers one year of aging to their metabolism, which is similar to that afflicting usual users of a haste spell. Value: 40,000 gp.




    41-42 + 3 Longbow of Lightness : This quality constructed longbow is made of a large piece of perfectly smooth beach wood with golden runes marking its length, as well as gold cable twisting about the body of the bow to strengthen it. This magical bow is strung with a very strong but fine golden cable. This magical bow is of a + 3 to hit and damage quality, but also confers any strength bonuses granted to the wielder to any arrow fired from this device. This strength bonus conferring has a to maximum of 20 strength. When this magical bow is fired any arrow set to its string is encased in a rippling rainbow colored bolt of force. When fired but the arrow will fly as normal, but if it hits a target it will cause the target to levitate uncontrollably at a rate of 144 ft. per second which lasts for 1-6 rounds before the levitation cuts off. This rapid and uncontrolled levitation in inflicts an additional 2-12 points of damage, and the fall will inflict damage equal to that normally sustained in a fall from the appropriate height that the victim reached. Flying creatures are also afflicted by the uncontrolled levitation, but would find they could fly when the rapid levitation ceases. This magical weapon requires an intelligence check from the DMG sword Tables. Value: 85,000 gp.

    43-44 Manual of the Trackers : This thick magical tome is 10 in. wide by 6 in. long by 2 in. thick and bound in a strong hardened grizzly bear skin cover with silver bindings, and many small silver runes etched upon the front cover of this magical tome. If this magical tome is read over a two months period of time by, any of the following classes: (ranger, wood ranger, bird masters, or a bounty hunter), will achieve the midpoint of the next highest level in experience points due to the magical nature and insights bestowed by the magic of this tome. Any creature touching the book which is not of the appropriate class will suffer 2-20 points of electrical damage from the contact. After the Tome has been read it disappears. Value: 40,000 gp.

    45-46 Rams Horn of Capturing Bubbles: This magical device is a 14 in. diameter rams horn with a full 1 1/2 spiral to the horn which is covered with many golden runes upon it, with much gold embossing on it. When this device is sounded in magical Sphere of energy 1 ft. in diameter is created at the end of the mouth of the ram’s horn. It is a sphere that glows purple, and will grow 1 ft. in diameter each round is sounded until the devices owner wishes to release it. The special energy bubbles are permeable from the outside, but cannot be penetrated but from the inside once the creature has been captured within the bubble. Oxygen passes freely through the bubble energy field, and the interior exhibits 0 gravity to any creature caught inside its interior walls which are similar to a wall of force. Bubbles created by this device can grow to a maximum of 20 ft. in diameter, and once the creature has fallen in partially they are quickly and absorbed into the bubble within the next round regardless of their attempts to escape. The interior of the bubbles lining is 100% immune to magic spell of 6th lvl or less, which will just fizzles when it contacts the bubbles lining. Magic of 7th level or higher is capable of penetrating the bubbles interior prior to the command word of releases being spoken. All physical blows or weapons are unable to affect the interior wall of force material in anyway. Only the command word "Alathrax" can cause a bubble to burst and allow a creature entrapped inside to escape the bubbles interior. Any creature touching the exterior portion of the capturing bubbles it will find themselves snared and captured by the bubble in one round. The magical bubbles are directed by the device owner’s index finger pointing towards a chosen target, and it moves at the rate of 12 in. per round until it makes contact with the designated target foe. The device can only create one sphere at a time, although multiple creatures might find themselves entrapped within the confines of the single sphere. Value: 80,000 gp.

    47-48 Rams Horn of Backblasting: This magical device looks like a Rams horn of capturing bubbles in all respects, except this version is cursed. When this horn is sounded the horn blasts a cloud of poison spores violently into the lungs of the blower in one melee segment. These magical spores will cause the afflicted creature to make a saving throw verses Poison at - 2 or die in one round. As a secondary magical effect of the spores will grow into a type 2 demon in a explosive (no save) one round growth spurt which causes the victim to explode violently spewing gore over a 20 ft. radius as the creature materializes within the host. Only a cleric of 12th level or greater has any chance of stopping the secondary effect on round 2 after sounding the horn, I simply casting a cure disease and a neutralize poison on the horn blower in the first round after the horn sounded. Value: 15,000 gp.

    49-50 Blowgun of Hot Oils : This 3 ft. long blue mithril alloyed blowgun is 1 in. in diameter, and it is etched with many electrum runes along its length. If this blowgun is blown it produces a dense oily mist which covers an area equal 5 ft. wide at the base by 60 ft. long by a 20 ft. wide width at the terminus of the cone-shaped effect. The mist is hot, sticky, and makes it hard to breathe for any creature caught within this area of effect. If the mist touches the creature within the cones area of effect the creature will sustain a 2-20 points of heat damage from this oily cloud. If a open source of flame touches the area of effect the oil will ignite for an additional 2-20 points of damage the first-round, and 1-10 points of damage on the second round as the Oils ignite. This oily cloud can be emitted up to three times per day, and will settle to the ground in three rounds after it was originally emitted. The oil remains allowing the area to be ignited by an open flame which causes it to burn for 1-8 points of damage for one round. The oily mess also requires a DEX check to be made or fall to the ground due to the slipperiness which this oily mist leaves. The oily cloud also obscures vision to 1-10 ft. for the three rounds that the cloud remained suspended over the area of effect. This vision is obscured only along the cones path for the three rounds it takes to settle, up to a height of 10 ft.. Value: 45,000 gp.




    51-52 Green Emerald of Door/Gate Barring: This 5000 gp flawless green emerald is inset with ten special mithril runes on each of its facets. This magical gemstone radiates a green aura over a 10 ft. diameter area constantly. Upon the command word "Holdatta", while this magical gem is held within the device owners' hand, this device will cause any door or aperture to become wizard locked at the 16th level of ability. It will remain the wizard locked until it is magically dispelled by higher level spell caster. Part of the magic this device instills upon the aperture is to create a force like wall blocking the aperture to any creature attempting to break through it. Value: 20,000 gp .
    53-54 + 3 Longbow of Entanglement: This black yew bow is 5 ft. 6 in. long and varies from one to two inches in diameter along its length. This magical device is strengthened with a crisscross pattern of platinum bands as well as a platinum bowstring. This magical weapon is of the + 3 to hit and damage quality, but when the boat is first carried into combat it transforms itself into an 11 ft. long flexible manacles which enwrap the device owners hands and legs in one round. This magical device effectively hogties its owner, and can only be released on the command word "Dexstarla". Unfortunately, this leaves the devices owner a tasty snack or a victim for creatures they were engaging in combat with when this transformation takes place. This magical device also is allowed to rule for innate intelligence in the DMG tables for swords, but it will in no way reveal its cursed nature to its owner as it has a mental block which snaps into place whenever the entrapping curse is activated. Value: 10,000 gp .

    55-56 Bottle of Strength Wine: This normal looking brown earthenware jug is sealed with a cap inset with a golden rune on its bottom. If uncorked this jug will reveal in normal looking deep rose colored wine. If a fighter type drinks the wine they will find that they have increased their strength by a + 2 or + 20 % (for 18 Strength ) due to the wines effect. This will function only one time for each character capable of drinking one of the 10 doses possessed by each jug. This wine has an unfortunate side effect which causes the imbiber to suffer from uproariously drunkenness for eight hours after the wine has been drunk. During this time the affected creature gains a + 4 to STR for the period of the drunkenness . They will insist on singing, babbling, shouting, etc. for the entire eight hours they are drunk on this beverage. Another unfortunate side effect is the 3 day blazing hang over the suffer from this beverage no saving throw. Magical healing will not affect the hang over. This magical strength to fighters can exceed normal racial limitations. Value: 30,000 gp .

    57-58 + 3 Net of Entanglement: This magical net has a 20 ft. diameter and is made of mithril wires and weighted with 40 lodestones worth 250 gp @. Upon the command word "Ulload", the net compacts into an easily throw able 1' mass which can be hurled up to distances of 30 ft.. Upon the command word "Firrable", the net will spring open to its full 20 ft diameter in one melee segment trying to entrap targets visually seen and mentally commanded by the device owners will. This device possesses a + 3 to hit qualities regardless of range to which it is hurled. Once the net ensnares the targets, the device owner speaks the command word "Encapturia", in the lodestones will snap together locking target creatures within the confines of the net. Only creatures possessing a strength of 26 or greater can break apart the bonds of the lodestones prior to the device owner’s mental command to open. Only weapons of a + 6 quality or better have a chance of inflicting damage upon the strands of the net, which requires 25 hit points of damage on one strand to break its hold, and it requires 10 strands been broken to escape from the net; this will destroy the net. Value: 40,000 gp .

    59-60 Snare Drums of Combat: These side by side mounted snare drums are 18 in. in diameter and made or a orachalium shell and have blue dragonskins as striking surface. This device is trimmed with golden highlights and runes, as well as, being studded with 20 aquamarine gemstones worth 300 gp @ , with 10 per drums. The device possesses a leather shoulder strap made of blue dragon skin. The drums come complete with two blue 12" long crystalline drumsticks which are totally indestructible. These drumsticks can be magnetically attached to the drum set to prevent loss and easy storage. If a martial tune is played upon these drums all creatures engaged in combat within a 10 in. diameter of the drum player will gain the benefits of + 2 to hit, - 2 to armor class, and + 2 saving throws as long as they are friendly to the drum player. If the foe hears the same martial music they are afflicted with a - 2 to hit, + 2 to armor class, and suffer a - 2 to their saving throws for the duration the drums are played. If a bard acquires a set of these drums then the bonuses and penalties become + 3 or - 3 while the Bard please this magical device. Value: 40,000 gp




    61-62 + 3 Chain of Weapon Entanglement: This chain is constructed of a heavy orange crystal which hums loudly as it is swung about by it wielder. The device has an 18" long blue alloy titanium & mithril handle with 6' of orange crystal chain attached to it, and each link is 2" long by 1" wide by 1/4" diameter links. The chain is woven with mithril/silver alloyed cable in order to add strength to this whip-like weapon. This magical weapon will bestow an automatic weapon proficiency for any creature wielding it. This is a + 3 weapon to hit and to damage inflicting 2-12 + 3 points of damage in real physical damage, and it can inflict 6-36 points of submission damage if the device wielder chooses to do so. Any creature struck with a THACO exceeded by 4 allows the chain to enwrap a target creature’s selected limb or even around up the target creatures and neck. Whenever this form of attack succeeds one of the following effects are inflicted upon the target creature, either 1 or 2 feet or legs will be entangled (roll randomly). If both arms are entangled a target creature cannot attack with weapons other than under ft., if a single arm is entangled the M sized creature lose their DEX armor class adjustments, and will be - 2 to hit and to damage for the duration of the entanglement. If both legs of the target creature are entangled the chain wielder automatically causes the target to fall prone if they possess only two legs. They will remain on the ground until an entangled, and if a single leg is entangled the creature must make a - 4 dexterity check in order to remain upright, with a further penalty - 2 to hit and to damage for the duration of the entanglement. If the targets neck is entangled they will begin choking for unto 3 rounds, inflicting 1-4 points of damage per round for up to one round per constitution points the target has for , at which point the target dies. This magical device cannot be broken by any strength less than 27 , and the device is magically magnetic towards itself when it enwraps a target requiring a -25% bend bars check in order for targets to free themselves from being entangled by this device. As with all magic weapons this devise rolls for an innate magical intelligence on the DMG intelligence tables for swords. Value: 50,000 gp.

    63-64 Shackles of Submission : These devices are created of a green alloy of steel and adamantine which exudes a green slime like coating which causes open wounds to fester and become gangrenous within one hour. This affliction inflicts 1 hit point of damage per turn which these devices are worn. This device is a full set of shackles, with one shackle for each limb up to four. The shackles magically grow and shrink to fit any creature with 4 limbs on the command word "Stigmarth" out to a range of 6 in., in a single round commanded by the device owner’s silent act of targeting the chosen creature. There is no saving throw verses the enshackling attack of this device, and no saving throw. . Even though this device is not an offensive weapon it possesses a + 5 quality in strength whenever they are subjected to damage from weapons or possibly a bend bars attempt suffered from creatures attempting to escape them. Value: 40,000 gp.

    65-66 + 2 Rapier of Ice : This magical rapier has a mithril hilt and cross guard which is 8 in. long supporting a needle like Rapier created of enchanted ice which is 30 in. long, magically flexible with many golden runes along its blades length. This weapon is of a + 2 to hit and damage quality and inflicts 2-8 + 2 points of damage whenever engaged in melee. It is capable of striking twice round without the normal fighter modifications, and is capable of being used by any class including mages. It is most favored by thieves for its quickness and light weight. It is capable of striking in one melee segment in the hands of a skilled wielder. Every strike which exceeds the THACO needed to hit by 3 will cost the creature struck to be turned into a dense glacier like ice unless the creature makes a successful saving throw vs. magic wands at - 2. This transmutation takes only one melee segment to occur in creature’s unfortunate enough to fail their saving throws. This magical sword is required to make an intelligence check role in the DMG Intelligence Weapons table. Value: 35,000 gp.

    67-68 Headband of Intellect Destroying: This headband is 1 in. wide and 14 in. in circumference and is constructed of pink mind flayer skin stitched with platinum wire and runes around its circumference. It has an adjustable quality, which automatically sizes itself to the wearer. Its circumference is set with 10 snow tear gemstones set equidistantly around the device. The power of this magical device is to train and suspend all intelligent thought of the device wearer when the device is first worn. This baneful magical device reduce the wearer’s intelligence to 3, and causes them to act like an automaton which is incapable of no independent thought. Only a full wish can remove this device from the victim's head and restore their original intelligence levels. Except death of course which automatically causes the device the falloff. Value: 30,000 gp.

    69-70 Tethers of Entrapment: These devices are a set of two 20 in. long red dragon thongs each sewn with strengthening adamantine cables which are intertwined about the thongs. These tethers can only be broken by creatures possessing a 26 Strength or greater when the creature is entrapped. The devices possessor become attuned with a new owner 24 hours after the are first possessed by a new owner. These devices are activated by the command words "Aushek Muro Delasta", which will cause them to you fly at 24 in. maneuverability Class A at a target indicated by the device owner’s forefinger out to ranges of 6 in.. Once the flight process is complete the device owner must make a THACO roll to find if they successfully strike the target. If the to hit is successful the target will find their hands bound together at the wrist, or upon the device owners and mental command about their ankles, which causes an instant DEX check in order to determine if they fell to the ground. This device offers no saving verses its effects, and if the device owner is unable to make the necessary to hit roll the devices will fly back to the possessors hands in the end of the round. The device owners hand must be free in order to retrieve this weapon by raising one of his hands. Value: 30,000 gp.




    71-72 Figurine of the Golden Griffon: This magical figurine is 10 in. long by 6 in. wide by 4 in. tall fashioned from pure gold with 2 black ruby eyes and platinum highlighting on this magical device. The device appears to be a griffin preparing to take flight complete with the saddle but no rider. Upon the command word "Mount", a figurine will grow in one round into a full-size Griffon complete with saddle and tack for a long ride. The creature created by this device becomes a full-size Griffon in all respects which can be used for any 24 hour period up to one time per week. This usage period cannot be broken into smaller increments, and must be used for 24 consecutive hours. It will willingly serve the activator as a willing mount and defender throughout this period, following the activators silent mental command for the 24 hour duration. Value: 35,000 gp.

    73-74 Robe of Gems: This magical device is a full-size robe and hood constructed of 2 layers of overlapping gemstones which ripple with magical flexibility, accompanied by a scintillating faceted visual display. A wide variety of gemstones or used in its creation, with each gemstone being approximately one-half inch in diameter and interwoven within an adamantine web like matrix. This magical device serves as a form of armor for its wearer in conferring a base armor class of ( - 2 ), which can be further augmented by magical cloaks, rings, and DEX adjustments to this base armor class. When struck this device suffers no damage whatsoever as a magical force field enshrouds the device in a force like magic for each strike. This device also confers a + 4 saving throws to its wearer (or a + 6 for mages) whenever a saving throw is required. The greatest power of this device is its ability to confer + 4 levels of experience to any creature wearing it that possesses a player characters class. This augmentation includes the ability to cast higher level magic spells then would normally be allowed, but does not supply spells of the higher level innately when level increase occurs. This increase in levels only remains in effect until the robe is taken off, at which time all spells, abilities, etc. will fade instantly from the device wearers mind. The device requires one hour to acclimate itself to the new owner, during which time and the robe must be worn for the full time period. The device must be recharged with moonlight for 12 consecutive hours each week on a worlds where moons are present. Otherwise sunshine may be substituted. This device is of such a high magical quality that it requires a percentage roll check in order to determine if it possesses an innate intelligence, using the DMG intelligent swords table. As with all devices of that nature the magic item may take over control and dominate the robes wearer, especially when alignments clash comes into existence. Value: 150,000 gp.

    75-76 Medal of Concussions: This silver 2" long lightning bolt shaped medal is inset with 3 thunder stone gemstones worth 500 gp @, which are set into 100 gp turquoise inlays. This device causes a lightning bolt to be emitted from the device owners forefinger out to ranges of 6 in., up to 3 times daily which inflicts 2-12 points of damage to the single target designated as stated above. This would be a useful magical device except for those days when cloud cover exceeds 41% of the total sky. On these days when first exposed to the overcast and upon entering the outdoor environment it causes a deafening thunderclap above the device owners head each round. (75% of the time) It automatically stuns device wearer for one round no saving throw. If this was not enough, 1-4 rounds after the thunderclap is heard the cloud cover will generate a single lightning bolt inflicting 8-48 points of damage to the device wearer (no save). The victim is allowed a saving throw vs. death ray to only sustain 1/2 damage from lightning bolt. On the fourth round after the original thunderclap is heard this process will repeat itself until the device owner is dead or the cloud cover reduces to 40% or less. The interior of this medal possesses a captive Lightning Elemental that wishes to escape its constricted prison. If the lightning bolts strike the medal 10 consecutive times, thereby conferring damage from 80-480 points of damage to the device wearer, this elemental is free to escape and return to its home plane. But when the device wearer is killed his smoking corpse will remain, but the medal is totally unscathed by lightning based attack forms of any kind. Value: 15,000 gp.

    77-78 Ant of Terrible Powers: This 8 in. long adamantine figurine of a ant is inlaid with 500 gp of white opals with 2 green emeralds worth 1000 gp eyes. When this magical device is touched activated it instantaneously grows into a 30 ft. long bite 10 ft. high by 15 ft. wide gigantic ant. This magical figurine disappears one round after activation beginning to blink on the third round of activation and initiates attacks on all creatures within 100 ft. of the activated figurine. It will attack the closest creature first and then proceed outwards in a concentric circle. The creature has the following statistics: armor class 2, move 18 in. per round, bite inflicts 2-20 points of damage +3-30 points of poison damage for which a saving for verses poison is allowed to sustain only 1/2 damage, trample foes ( 1-4 ) for 1-10 points of damage @, it possesses 100 hit points, possesses an average intelligence, and a standard magic resistance. This creature will remain activated for 10 full rounds in any 24 hour period, but must use its times consecutively. It makes no distinction between friend or foe, it's simply attacks the closest creature first. At the end of the 10 rounds it shrinks back into the normal figurine. Value: 30,000 gp.

    79-80 Chest of Irradiation: This device is a green jade chest 4 ft. height by 4 ft. wide by 2 ft. long, with golden runes, hasps, locks, and hinges. The chest is inset with 12 of red pearls worth 500 gp each, with 3 on each side, top, and front facing. This magical device contains a brightly glowing 6 in. diameter green metallic orb which is slightly warm to the touch. It is a globe of enriched uranium 238, which affects any creature coming within 30 ft. of the open chest. These creatures are afflicted with intense radiation sickness 24 hours after exposure to this orb. Creatures afflicted with radiation sickness will be - 2 it to hit and damage, +2 to armor class, and will generally feel nauseous if not cure it with a neutralize poison spell. This will accumulate each hour of exposure, or even faster if the orb is handled as detailed below. After a 24 hours in which time the creature should receive a neutralize poison spell the radiation poisoning becomes debilitating and there is no saving throw as the affected creatures will die. Even if the creature is healed prior to the 24 hours elapsing they will still glow greener equivalent to a light spell for 30 full days after exposure to the chest. For each turn of close exposure or handling of the orb one hour is deducted from the 24 hour base, in order to avoid radiation sickness and death by use of the neutralize poison spell. Value: 17,000 gp.




    81-82 Belt of Flame: This magical is formed of red dragon skin inset with 12 fire opals which are 2 in. in diameter but and worth 500 gp each. The belt has a gold buckle inset with 2 rubies were 3000 gp @, and is sewn with gold thread in gemstone mountings. The entire device is covered with silver runes of power around its entire circumference. The belt bestows a + 5 saving throw protection when verses magical flame and heat, and it allows saving throws vs. flames etc to inflict 1/2 or no damage on saving throws. This device owner can cause any weapon held in the owners hand to burst into flame upon the command word "Inferno". The flaming weapon inflicts 2-12 points of damage in addition to normal weapon damage for up to five consecutive rounds up to three times per day. This magical device can also activate the second power is usable twice a day, which is the ability create a wall of fire, at ranges up to 60 yards, as if cast by a 12th level spell caster. On silent mental command by the device owner this wall of flame can be moved at rate of 3 in. per round in any direction the device owner desires. The device owner must maintain concentration in order to orchestrate the directional changes that the owner wishes to cause the wall to move in. If the owner breaks concentration the wall dissipates harmlessly in one melee segment. This magical wall effect can be maintained as long as concentration is continuous from the device owner. Value: 50,000 gp.

    83-84 Tiara of Draconic Panic : This silver and platinum Tiara is a 6 in. circumference device in the shape of 2 entwining Kara Tur celestial dragons which this inset with 4 blue emerald eyes worth 500 gp each. This device is activated by the command word "Auria", which causes an aura up to a 10 inch diameter sphere of effect lasting 1 turn causing all creatures to suffer from "Dragonfear", to any creature within the area of effect. Creatures are allowed a saving throw verses magical spell to avoid it 1/2 of the duration of the fear. Those creatures actually able to see the device wielder will perceive the creature of incredible power which causes them to make a saving throw verses paralyzation or be paralyzed for 1-6 + 4 rounds, while those creatures making their saving throw successfully are only afflicted by the paralyzation for 1/2 the duration listed above. Value: 35,000 gp.

    85-86 Broach of Immediate Healing: This small red gold brooch is a 1 in. by 1 in. cross is inset with a 5000 gp heart stone in the center of the magical device with yellow gold highlights along the outside edges. This highly potent magical device protects its wearer with access to healing spells of all varieties up to five times per day. The spells accessible by these healing magics are: cure light wounds, cure serious wounds, cure critical wounds, neutralize poison, cure disease, and the greatest magic spell power which is HEAL. These may be activated by the devices owner silent act of mental activation, requiring only one melee segment to activate the desired power upon themselves. The device owner may be of any class desired, and may by silent mental act of will transfer these healing magics to others they touch if so desired. This device is usable by any class of player characters . Value: a 55,000 gp.

    87-88 Padded Armor of Reverse Damage : This suit of padded armor is camouflage green color and sewn with many mithril threads, runes, and symbols. This magical device adjust to fit any size a player characters up to M size. This Padded armor will hang to the knees of any creature who dons it. It has 8 elf stones set equidistantly in the collar of the armor are worth 1000 gp each. The base armor class of this magical device is armor class 9 for any creature attempting to strike the owner, and any dexterity adjustments if the owners so wishes to use them. This is unlikely though, as it would make them harder hit. The power of this magical armor is totally reflect 100% of all attacks of a physical nature back on to the creature which initiated the physical attack which successfully strikes the armor wearer. Any attacker will experience a momentary sense of reversing vertigo, whereupon, their physical attack form reverses direction in a split-second and strikes them with full force. The drawback to this magical armor is its susceptibility to magical attacks for which it has no innate protections, although the spell caster could conceivably construct defensive magics which would protect the armor. This magical armor is especially susceptible to natural critical hits ( i.e. 20 's), which will cause the device to degrade, after 20 cumulative critical hit becomes a useless rag. It struck with the natural 20 this magic device becomes useless for one round, and the critical hit it will strike the padded armor wearer in any case. It inflicts normal damage from such a hit to the device wearer. Value: 80,000 gp.

    89-90 Feather of Stoning : This normal looking 18 in. long peacock feather, but its actually the feather of a cockatrice concealed by a permanent Illusion. Creatures with high intelligence can see through the illusion, as well as creatures successfully disbelieving the illusion. The illusion remains even after it is touched, which causes the creature touching it to make the saving throw verses petrifaction or be turned to stone in one melee segment. Value: 15,000 gp.




    91-93 + 4 Rapier of Swiftness: This blue steel/titanium/orachalium alloyed blade has a full basket hilt hand guard which is etched and trimmed with gold. This devices of the + 4 quality to hit and to damage which inflicts 3-12 + 4 points of damage to any creature struck by its blade. This magic weapons speed factor is 1. If the wielder is a fighter, thief, or outlaw this magic weapon will strike twice as many times as normally allowed for other weapons. This magical device also bestows a + 2 to the dexterity of its wielder up to a 19 maximum. This magical weapon must also roll for innate magical intelligence on the DMG sword intelligent table. Value: 45,000 gp.

    94-95 + 3 Arrow of Sight: This clear crystalline arrow has a barbed diamond splinter tip, which is fletched with colorful peacock feathers. This magical device is + 3 to hit and damage in quality, and on any to hit which exceeds its THACO by 3 this magical bolt will pierce the eye of the target creature killing them instantly. The magical arrow will inflict 2-12 + 3 points of damage on normal successful to hit roll that does not penetrate the eye of the target creature. This magical arrow has the innate ability to reappear on the bowstring after any successful attack in one melee segment after impact, possibly allowing for multiple usages in a single round. If the arrow misses the target it must be retrieved manually, and may suffer breakage 50% of the time from a missed tip roll. These devices are found in groups of 1-3. Value: 15,000 gp @.

    96-97 Model Spelljammer Ship in a Bottle: This magical device appears to be an 8 inch bottle with a 6 in. long longship inside of the bottle. This long ship possesses a small silver a chair amidships, which is a minor spell jamming helm when the device is enlarged. If the cork is removed from the end of the bottle all creatures within 10 ft of the bottle must make a saving throw vs. magic spells or be shrunk to a size comparable to the miniature longship and teleported on board of the little ship. Then the 500 gp emerald cork pops back into the bottle in one melee segment sealing it solidly for one month, or until a wish spell is expended in order to loosen the cork. Upon loosening the cork the creature and will emerge and grow back to normal size in one round. While trapped within creatures will find that the glass is impenetrable to magic or physical weaponry of any type. Oxygen it passes freely this magical glass but this is the only material that can. In the small galley in the forecastle area, there is a magical kitchen which restocks itself with necessary food supplies every day. This food selection here is limited to normal mundane food for as long as the creature is a captured within the ship. In a quirk of fate this magical device can actually achieve spell jamming speeds while within the bottle, and any mage and cleric can sit upon the minor spell jamming helm. The creatures inside the bottle can take a marvelous adventures even though they cannot experience the outside, unless the proper sequence of events I.E. A wish is spent in order to exit this magical prison.

    98-99 Armband of Blinking: This plain red gold magical armband is 2 in. wide and inset with six aquamarine gemstones equidistantly about it circumference worth at 1000 gp @. This magical armband has the power to allow its wearer to blink for 1 turn up to four times per day. This device can be recharged by exposure to sunlight for 12 hours every 3 days in order to allow the device to recharge for regular usage. The magical blinking this device provides allows the device wielder to select a location within a 10 in. radius where they will bring to in one melee segment. It doesn't allow extra attacks, but it does allow this device wielder to appear to be in several places before he actually attacks its selected foe. The device wielder and actually select the direction they are facing when they appear to attack their target. Value: 45,000 gp.

    100 Medallion of Force Armor : This powerful triangular 3 in. medallion is made of mithril and is inset with 3 dragon tear gemstones worth 10,000 gp @. This magical medallion is set with a gold chain, and the whole device glows with a blue aura of arcane magical energy. This magical energy encapsulates the device wearer in a blue field of energy which is directed towards preventing penetration by physical attacks of any nature, thereby conferring an armor class of -10 to its wearer. This magical armor will be defined by its heavy blue lines of magical energy corresponding to a properly constructed suit of plate mail armor composed of this magical energy. The medallion wearer must utter the command word, "Enshroudomine" in order to activate the suit of armor. The magical armor remains in effect for five concurrent rounds of usage, whereupon, the device takes one round to recharge and the device owner may then reactivate this magical armor. In other words every sixth round this devices wielder is unprotected for one round. This magical device is susceptible to critical hits, natural 20s, for which the device owner must keep a record of how many natural critical hits have hit the particular magical medallion they possess. If this devices is ever struck by 20 natural critical hits it disintegrates one melee segment after the 20th strike. Value: 100,000 gp.

    More to come

    Later

    Wink Cool

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Let them keep what they kill!!

    Randomize it adds spice to a predictable games plot line (especially if they have read it before).
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Apr 14, 2007 8:52 pm  

    Cool Laughing

    And in this corner we have table number 5; a fine magic item table with a hint of lime. Try out the dice of power, they not be a Deck of Many Things, but what is.

    Table 5
    By Matan Thunder


    01-02 + 3, + 10 Daggers of Shocks
    03-04 + 6 Padded Thieves Armor
    05-06 + 2 Shortbow of Speed
    07-08 (2-20) + 3, + 6 Arrows of Cold
    09-10 Robe of Mechanical Invisibility
    11-12 Ring of Fast Stops
    13-14 + 3 Tunic of Knowledge
    15-16 + 3 Mace of Blood
    17-18 + 4 Dagger of Rot
    19-20 Dust of Bouncing
    21-22 Scarf of Strangulation
    23-24 Rope of India
    25-26 Gloves of Force
    27-28 Horn of the Ghoolegh
    29-30 Bracers of Cowardice
    31-32 (2-20) +2 Arrows of Paralyzation
    33-34 Dust of Missile Returning
    35-36 Green Emerald of Webs
    37-38 Gloves of Healing
    39-40 + 5 Bastard Sword of Limbo
    41-42 (1-10) + 3 Arrows of Returning
    43-44 + 4 Longbow of Ranging
    45-46 Bag of Capturing
    47-48 Dwarf Node of Reverse Gravity
    49-50 + 3, + 10 Short Sword of Coals
    51-52 + 5 2 handed Sword Disintegration
    53-54 Jade & Emerald Figurine of the Manticore
    55-56 Red Gold Tunic of the Fighters
    57-58 Belt of Fumbles
    59-60 + 3 Helm of Disguising
    61-62 Ring of Resting
    63-64 (1-10) + 4 Arrow Between the Eyes
    65-66 + 4 Level Medal of Prowess
    67-68 + 3 Medium Lance of Piercing
    69-70 + 3 Throwing Mace of Holding
    71-72 + 3 Staff of Life Force Stealing
    73-75 Silk Scarf of Leadership
    76-77 Black Opal of Undead
    78-79 + 2 Staff of Landfall
    80-81 + 4 Rune Staff of Traps
    82-83 4 Sided Dice of Power
    84-85 6 " "
    86-87 8 " "
    88-89 10 " "
    90-91 12 " "
    92-93 20 " "
    94-95 + 4 Elemental Axe
    96-97 Mirror that Melts Armor
    98-99 Ring of Immediate Dressing
    100 Ring of Fiery Blasts

    01-02 + 3, + 10 Dagger of Shocks: This 12 in. long magical dagger is shaped like a lightning bolt and is made of mithril. The hilt of the weapon is wrapped lightning demon hide and has a 3000 gp red diamond and the hilt pommel. This magic weapon is of + 3 to hit and on any THAC which is exceeded by 2, the weapon will inflict an additional + 10 lightning damage no saving throw. This weapon requires an intelligence roll to be made for the weapon upon its discovery. Value: 25,000 gp.

    03-04 + 6 Padded Thief Armor: This black padded armor is actually a full body suit plus a specialized facial mask. This magical armor is sewn with (20) 500 gp black diamonds around the cuffs and neck of the outfit. This device is of + 6 to armor class and saving throw whenever it is worn by a creature. It magically sizes itself to any M sized creature whenever it is first worn. This magical armor is access to 8 inner pockets which all are extra dimensional spaces capable holding up to 30,000 gp in weight. Adventures should be warned that other extra dimensional spaces placed within these pockets causes the dimensional rift. The final power of this magical device allows its wearer to move at 3 x normal speed for as long as it is warm plus, it also endows the ability to leap 30 ft. vertically or 70 ft. horizontally. Value: 65,000 gp

    05-06 + 2 Shortbow of Speed: This nondescript magical bow seems to be made of freshly cut saplings while wound with mithril Tables and the set with a 1000 gp to diamond at each end of the bows body. This magical bow is strung with road runner gut, and it is of a + 2 quality to hit and is able to confer full strength bonuses possessed by the bow wielder up to 18 (00). This magical bow bestows the ability to fire 4 arrows per round, and each arrow inflicts 2-12 points of damage regardless of normal damage potential. This magic weapon should roll for magical intelligence upon discovery as detailed for swords in the DMG. Value: 30,000 gp.

    07-08 + 3, + 6 Arrows of Cold (2-20): These blue magical crystalline arrows are fletched with artic bird feathers and each arrow is tipped with a 500 gp snow tear for its arrowhead. These magical arrows are of a + 3 to hit quality, while inflicting + 6 to damage from cold upon a successful to hit on any creature. With each firing which misses its target the arrow has a 50% chance of breaking and being destroyed and simply melting away. These magical arrows appear in groups of 2-20 whenever they are discovered. Value: 3000 gp a piece.

    09-10 Robe of Mechanical Invisibility: This nondescript tattered brown robe will magically size itself to any creature up to 20 ft. tall. This magical world does not radiate any magical aura, and its power originates from the way it is sewn. The wearer of the robe simply needs to concentrate on becoming invisible, and they will become mechanically invisible. This mechanical invisibility bends all light rays are around the robe wearer which allows creatures to view what ever is behind the robes wearer without detecting the location of the robes wearer. All magical attempts to view a wearer of this robe will fail due to the fact that the invisibility is mechanical in nature. The ability to turn on and off this mechanical invisibility may be exercised as many times as necessary during the day. Value: 75,000 gp.



    11-12 Ring of Fast Stops: This silver ring is adorned with a 2000 gp elf stone and a 2000 gp dwarf node and radiates a light blue aura of the magic equal to a light spell in the 10 ft. radius. Whenever a spell caster casts an identify spell upon this magic ring it will appear to be a ring of haste. Once put on the creature’s finger the creature is able to move at 2 x their normal speed and attack 2 x their normal amount as long as the ring is worn. Unfortunately, whenever the creature first enters a combat situation the they will find themselves affected by a Slow spell level 3 until the creature can find a spell caster mage or cleric of 12th level or greater in order that they can cast a remove curse on the ring so it may be removed. The creature may wear the ring several times before they enter combat situation, and still be able to remove the ring. Once the creature has entered combat the ring will be on removable until the necessary remove curse has been cast. Value: 10,000 gp.

    13-14 Tunic of Knowledge: This purple silk tunic is highlighted by gold and platinum threading, and is further enriched by a 15 blue topaz around its collar and 5 blue topaz around each cuff. Each of these gemstones is valued at 500 gp each. Any creature who put on this magical device will gain a + 1 to their intelligence and wisdom for as long as the device is worn. It also gives the wearer the benefits of 3 levels of experience, which affects the number of spells available to spell casters but not increased levels of access to higher levels spells. All class abilities scores are further more advanced by this + 3 level experience for the duration of this devices being worn. The final power of this magical device bestows its wearer with ESP up to ranges of 6 in. away, as well as allowing them to read any magical language, with both of these abilities been able to be used 3x daily for up to 1 turn in duration with each usage. Value: 40,000 gp.

    15-16 + 3 Mace of Blood : This magical means is made of a white oak and handle wound with mithril cables, and has a head made of a red mithril/steel alloy which is etched with several platinum runes. The haft of this weapon is adorned with two black rubies worth 2000 gp a piece. This weapon is of a + 3 to hit and damage quality and on any to hit roll made 3 above that needed to score a to hit will drain the 10 hit points of the victim's blood. This blood slowly oozes from the handle of this mace and penalizes its wielder causing them to fumble on any rule of 1-5 whenever trying to strike the creature instead of just the 1. The magical fumble created by this magic item also causes the creature to fall to the ground to 50% of the time or a 50% chance that they have struck themselves with the weapon and suffer 10 hit point in blood loss plus the weapons standard damage. This magical weapon must also roll upon the DMG intelligent weapon chart whenever it is discovered. Value: 20,000 gp.

    17-18 + 4 Dagger of Rot: This entire weapon is made of 14 in. of brown teak with a handle containing 6 black diamonds worth 600 gp a piece and sewn with orachalium cross guard and about the hilt. This magical weapon is of a + 4 quality to hit and damage doing 1-4 + 4 points of damage , and it can inflict 3-12 + 4 points of damage on any successful to hit roll which exceeds its minimum number by 4. This extra damage is a magical rotting which continues after the original successful to hit putrefying 2-8 points of damage each round in the wounded area. This rotting will continue unto death unless a cleric of 12th level or greater successfully cast a cure disease spell upon the victim. This magical weapon must roll for innate intelligence in the DMG weapons chart whenever it is first discovered. Value: 30,000 gp.

    19-20 Dust of Bouncing: This brown magical dust is usually found in the green lizard skin pouch. If this dust is cast upon a creature it will be still upon that creature the ability of leaps 60 ft. vertically and 100 ft. horizontally which will be used in conjunction with a modified feather fall spell which allows the recipient to land lightly upon their feet. The recipient of this spell will slow down within 10 ft of its landing area. The effects of this magical dust will last for 2 turns per pinch of magical dust used. In these lizards in pouches 11 - 20 doses of the magical dust will be present. Value: 2500 gp per pinch.




    21-22 Scarf of Strangulation: This magical yarn scarf is 8 ft. long a and 6 in. wide sewn with lengths with gold and mithril threads throughout its length. This scarf also has 10 smokey topaz sewn 5 to each end of the scarf which are each worth 500 gp. This magical scarf can be hurled out to distance is 8 ft. away, and through use of the command word "Squeeze", this magical scarf will constrict around the neck of the creature whose neck has been targeted. This device can sprinkle the creature in 2-20 rounds if the successful to hit roll has been made. This magical device consisting up to 50 hit points at armor class 5, and it will regenerate damage done to it at the rate of 3 hit points per round magically. Any damage done to the scarf automatically damages any creature currently being strangled by this device. This magical device will release itself from the target creature on the command word "Let go ". Value: 15,000 gp.

    23-24 Rope of India: This 50 ft. long knotted hemp rope is interwoven with gold and platinum cables and at each end of the device has a 4000 gp yellow diamond attached to it. When the command word "Arise" is spoken the rope will leap vertically up to its 50 ft. length. At the top of the knotted rope and extra dimensional space is produced similar to that created by the level 2 rope trick magic spell. The owner of the rope may then pull the rope into the extra dimensional room (which can hold up to 7 creatures) creating a semi secret extra dimensional space in which to hide or recuperate. The device has no duration limitations but can only be activated three times per day. This magical device releases itself from the extra dimensional space on the command word "It's time". Value: 25,000 gp.

    25-26 Gloves of Force: These magical gloves are made of clear crystal which is composed of 1/2" squares sewn with mithril thread throughout its constructed form. These magical gloves will shrink or grow to any creature holding them magically. This device possesses charges which are charged with 41-50 charges when found. This magical device can create a wall force, similar to the level 5 magic user spell, as it created by a spell caster of 12th level. This device will allow the caster to create up to 12th interlocking 10 ft. by 10 ft. squares of magical force which is invisible out to ranges of 30 yds. This is immobile magical wall is totally unaffected by most spells including dispel magic, but it can be disintegrated or affected by rod of cancellation or sphere of annihilation. The wall is immune to blows, missiles, cold, sweet, electricity, etc. including breath weapons.
    This magical wall force and also be formed in the spherical shape up to radius of 12 feet or a 18 feet hemisphere as the device owner wishes at the devices activation. Any of these force constructs will last for 22 rounds before it dissipates an ending that charge. Value:35000 gp.

    27-28 Horn of the Ghoolegh: This device is derived from the "Chronicles of Corum" written by Michael Moorcock. This 12 in. long magical horn made of blue alloyed metals has many silver and gold runes, highlights, and the silver mouthpiece. This magical horn possesses several powers. The first power of this morning is upon the command word "Keronos" which will summon forth 4-24 giant wolves of Krenos. These wolves have white fur, yellow eyes, and blood red mouths. These giant wolves have the following statistics: movement 18 in., armor class 5, 6 Hit Dice, and one attack for a bite 2-12 points in damage, leaping ability of to 18 ft. in height. . These wolves are 7-12 ft. in length and 5' + at the shoulder. The second power of this magical horn will summon 1-2 hound masters who are undead abominations approximately the size of a hill giant at 16 ft. tall and have pasty white skin and dead black eyes. These creatures possess the strength of a hill giant (19 STR) and are customarily armed with huge broadswords approximately 12 ft. in length which can inflict 3-30 points of damage to any creature struck by them. They are unaffected by most blows they can be chopped apart in order to destroy them. They have the following statistics: moved 12 in., Hit Dice 24 due to their lack of feeling pains or bleeding, and are the masters of the hounds of Krenos detailed above. They can direct the hounds attacking formations with hand gestures and horn sounds. They are undead which causes them to be exceptionally slow in combat with a + 5 initiative modifier whenever they become involved in combat. If this magical horn is sounded a 3rd time both the hounds and the ghoolegh will disappear into a misty backdrop approximately 100 ft. in diameter in 1-6 rounds. This magical device can be sounded up to three times per day with each usage lasting 3 turns in duration. Value: 60,000 gp.

    29-30 Bracers of Cowardice: These magical braces are made of red steel with golden highlights and runes all about their surfaces. Each bracers is inset with 8 orange diamonds worth 750 gp a piece set equidistantly about their circumference. These magical bestow upon their wearer a + 2 to armor class when they are first put on, but the next time the wearer enters combat a slow creeping fear will start at the base their spine and slowly over power their normal combat the desires. This fear causes the wearer to flee from the combat area at maximum speed after dropping and all held items as they turn and flee in cowardice. Any item that prevents them from fleeing at top speed will be flung aside as the continue to move away at top speed until a 10th level spell casters successfully cast a level 3 dispel magic upon the creature and then a successful level 3 remove curse spell are concurrently cast upon the victim of these magical items. The victim will literally you run themselves into the ground and die if magic is not promptly rendered, apply all appropriate fatigue rules as the victim continuous run away from combat. If the spells are successfully cast on the victim then bracers fall off of their own accord. Value: 20,000 gp.




    31-32 +2 Arrows of Paralyzation (2-20) : These arrows are fashioned from green crystal with a wickedly barbed arrowhead made from emerald chips melded together. These arrows are fletched with giant horned owl feathers. These arrows are + 2 to hit and it will inflict 2-12 points of damage because of the nature of the barbed arrowheads which are part of this arrow. If these magical arrows strikes a target it forces the creature to make a saving throw verses magic wands or become paralyzed for 2-12 turns or until a successful dispel magic is cast upon the victim of the arrow. Those creatures making a successful saving throws vs. magic wands are slowed to 50 % of normal speed for 1-4 rounds no saving throw allowed. A cache of these areas are found in bunches of 2-20. Value: 3000 gp apiece.

    33-34 Dust of Missile Returning: This red-gold flecked crystalline powder is always found contained within a blue dragons skin pouch sewn with mithril thread. If this magical dust is cast into the air a faint red and gold hemisphere appears within air the around the dust user with a 2 in. diameter. This magical hemisphere has the power to reflect 100% of missiles weighing less than 25 lbs. at their caster/firer. The hemisphere affects larger missiles as follows, 75 % of missiles weighing 26-50 lbs. are reflected, 50% of missiles weighing 51-75 lbs are reflected back to their source, and 25% of missiles weighing 76-100 lbs. will be reflected back to their source. Missiles that weigh 101 lbs. or more are totally unaffected by this hemispheres magical powers. This missile reflection goes on regardless of the range limitations that the missile would normally possess, as the hemisphere's magic makes sure it strikes at the target creature with the THACO with which it was launched at the target creature in the first place. This magical hemisphere does not move and will dissipate at the end of 2 turns. Each magical pouch contains 11-20 pinches of this powder. Value:3000 gp apiece.

    35-36 Green Emerald of Webs: This 10,000 gp oval cut emerald has a green mithril alloy rune on both sides of this magical device. When this device is first used, there's a 50% chance that the emerald is turned in and the wrong direction which causes the devices holder to be afflicted with the webbing power of this device. The command word is "Shalizar ", which will eject a 2x Strength fire resistant webbing at ranges up to 10 in. distant. This ejection of webs covers up to 8 (10 ft. cubes) in 12 seconds falling of the command word being spoken. The magical web created by this magic gem causes a 50% reduction in the amount of webbing broken through each round after a creature is targeted by this device. This device may be used up to five times per day. The device holder must roll a successful to hit roll for target against their base armor class plus their dexterity are considered when determining the base armor class of the target creatures being affected. Value: 35,000 gp.

    37-38 Gloves of Healing: This set of white leather gloves are sewn with mithril thread and runes cover its surfaces. Each glove is set with 4 white diamonds worth 1000 gp a piece in the palm of the glove. This magical device attunes itself to its user in the form of psionic cell adjustment to heal creatures that the devices owner wishes to affect. The magical power of this device allows the owner to heal 1 hit pt. for each level of experience they have attained on a daily basis. The owner of the device can steal a number of creatures equal to their experience level on a daily , but each creature may only be healed once daily. If the Devices owner is already a psionic creature possessing cell adjustment as a psionic power, the healing of this device may be added on to the other psionic healing powers. Value: 45,000 gp.

    39-40 + 5 Bastard Sword of Limbo: This strange magical sword is made of white adamantine etched with gold, covered in gold runes, and has a white marble pommel. Near the hilt of the sword 2 white diamonds adorn each side which are worth 5000 gp apiece . This magical bastard sword is + 5 to hit and to damage, but has an additional power whenever it exceeds to hit roll by 3, which causes the creature struck to be hurled into the murky depths of Limbo no saving throw. Creatures afflicted by this special power find themselves floating in the grey mistiness of the outer plane of Limbo. If the creature does not possess the necessary powers to return to the prime material plane they will be stuck in limbo for ever, unless helped by some outside force. This outside help can appear in the form of a 5% chance per year of encountering a githyanki/githzeria that may or may not help the stranded creature. if the sword wielder accidentally strikes them on a fumble they will be hurled into Limbo without the Sword. This magical weapon also must roll for innate intelligence in the DMG whenever the sword is discovered. Value: 65,000 gp.




    41-42 + 3 Arrow of Returning: This magical arrow of a special alloy of red gold and mithril architect with a specially formed black ruby arrowhead and it is fletched with white swan feathers wrapped in platinum thread. This magical arrow is of a + 3 to hit and damaged quality, with the additional power to inflict a random critical hit to any creature struck by the arrow. These arrows are found in caches of a 1-10 arrows. These magical arrows are specially cursed so that when they are fired the third time all the arrows in the cache will leap from the quiver and in flight to home in on the archer who fired this cursed arrow. All of the arrows will strike the target creature and inflict the damage stated as above. The reaction of the flight of these arrows is such that only one melee segment passes between the boomerang effect and the archer being pinned cushioned from the flight of arrows. Value:4000 gp apiece.

    43-44 + 4 Longbow of Ranging: This bow is 6 ft. 6 in. tall made of yellow yew wood and is wound with orachallium cables, as well as being carved with golden runes. This magical recurve bow is set with four sundrops gems spaced equidistantly all the bows face worth 1000 gp a piece. This magical bow is of the + 4 to hit and damage quality for any arrow fired from it + any strength bonuses granted from having a high strength. The strength of this magical bow is such that all arrows fired from it inflict 2-12 + 4 points of damage + any strength bonus. This magical bow requires at least a 17 strength to wield it. This magical bow is capable of firing air was at 2 x the normal range normally allowable for longbows. The final power of this magical bow is to perform precisely located shots up to four times a month by simply mentally willing it when the arrow is fired. A minor power of this device comes from the sun drop gems which illuminate a 20 ft. diameter at all times regardless of the user's wishes. As with all magical weapons this device can possess an innate intelligence as described in the DMG. Value: 60,000 gp.

    45-46 Bag of Capturing: This seemingly worn leather bag is made of green dragonskin sewn with silver and platinum wires which help to reinforce this magical bag. The bag is normally a 2 ft. Cube in size. The magical nature of the flexible bag allows its owner to reshape the bag so that the mouth of the bag is approximately 10 ft. in diameter and up to 10 ft. deep after 3 rounds of stretching, after speaking the command word " Gulstrix". At this time of the device owner will lay the bag upon the ground where it assumes a camouflage form similar to a cloak of elvenkind. The device owner may then under the command word "Salkint", which will cause the bag to leap upwards in one melee segment and capture any creature currently walking over it within the 10 ft. cube limitation. The bag automatically draws itself skintight over a captured creature stifling all the creatures’ movements, unless they can be released by creatures outside the bag. The magical nature of this bag causes suffocation of any creature captured that breathe air number of rounds equal to the creatures constitution score. The magic of this device will prevent creatures of 25 Strength or greater to be rendered helpless without outside assistance. The bag itself is impervious to all forms of attack and magic, even teleportation magics are blocked by the nature of the bag. Upon the utterance of the third command word "Wiluza", the bag will release any creatures caught within its interior in one round. The bag slowly releases its pressure upon the creatures and falls to the ground in the 10 ft. diameter. It will then continue to shrink until it reaches its 2 ft. Cube size in its dormant state. Value: 80,000 gp.

    47-48 Dwarf Nodes of Reverse Gravity: This magical device is a gemstone worth 7500 gp which is enwrapped in a platinum netting attached to a mithril necklace. Upon the command word "Engulf", a 1 in. diameter red ray shoots forth to ranges of 10 in., and at its terminus it creates a 30 ft. diameter pulse of red light that causes all creatures within the area of effect to the saving throw verses magical wands or be afflicted by a reverse gravity spell for five rounds. This reverse gravity affect is totally uncontrollable to affected targets even if they possess the ability to fly, but at the end of the five rounds period it they can fly or feather fall they regained control of their body in the air . This magical device has 91-100 charges and they be recharged by the application of a reverse gravity spell. Value: 35,000 gp.

    49-50 + 3 Short Sword of Coals : This magical Roman style short sword is 21 in. in length and made of a red alloy of mithril and gold and complemented by a full basket hilt etched in golden runes . The hilt is highlighted in platinum and has 10 firestar gemstones inset into the hilt with each being worth 1400 gp. This magical weapon is of a + 3 to hit into damage quality, but upon the command word "Enflamed", the blade glows red hot and showers sparks on creatures struck by the blade. During this time the blade bonus to damage is increased to + 10 to damage, and will last for 1 turn up to three times daily. The final magic power of this blade is encountered when a creatures makes a successful to hit roll which exceeds its base number of success by 5, upon this occurring the creature struck by the blade must make a saving throw verses magic spells or be turned into a pile of charcoal. A successful saving throw indicates that the spell has failed to take effect. As with all magical weapon this weapon has the potential to be an intelligent weapon, and should be rolled for whenever the blade is discovered originally. Use the table in the DMG. Value: 70,000 gp.




    51-52 + 5 2 Handed Sword of Disintegration: This old Irish styled 6 ft. long tapering adamantine sword is etched in platinum and has 4 large blue emeralds worth 5000 gp set into its large cross guard. The hilt is wrapped in beholder eyestalk skin (the disintegrating eye), and is held in place by mithril wiring. This magical blade is of a + 5 quality to hit and to damage with a base damage potential of 2-20 + 5 points of damage to any creature struck regardless of size. This magical device also has the potential on a successful to hit roll, which exceeds its base number by 3 three, to cause the creature struck by the blade to be disintegrated (a 10 ft. Cube) with an audible popping occurring due to the vacuum created by this magical effect of the blade. Creatures affected by the disintegration power are allowed a saving throw verses magical spells in order to avoid the affect all together if successful. As with all magic weapons this weapon should be checked for magical intelligence using the tables in the DMG. This magical device has an innate drawback, wherein a wielder fumbles and a blade strikes them. The wielder must then make the second to hit roll verses their armor class to determine if the disintegration power is activated accidentally, whereupon they must make the saving throw verses magic spell or be disintegrated like anybody else. Value: 85,000 gp.

    53-54 Figurine of the Emerald Jade Manticore: This beautiful 6 in. wide by 10 in. long by 4 in. high figurine is made entirely of creamy color green jade with electrum highlights and it has 2 steel green diamond eyes worth 2500 gp each. The device owners speaks the command word "Dessseray" and figurine will grow into a full-sized green manticore the possessing 75 hit points. This specially created true neutral manticore will serve its owner one consecutive 24 hour period in each seven days. In all other respects this special manticore is 15 ft. long , armor class 4, Move 12 in. / Fly 18 in. MC:E, has 6 + 3 hit dice, has 2 claws in ft. the 1-3 points of damage each, one bite inflicting 1-8 points in damage, and it specialized form of attack. This specialized attack is Fiery and a volley of 1-6 tail spikes out to the range about 180 yds, as a light crossbow, with each spike capable of inflicting 1-6 points of damage. The manticore can fire 4 such vollys each day at the device owners wishes. This magical device will heal damage sustained at rate of one hit point per day, and if the hit point total is ever exceeded this magical devices destroyed no saving throw. This magical device can be used as a mount or as a bodyguard as the device owner wishes. Value: 35,000 gp.

    55-56 Red Gold Tunic of Fighters: This flexible red gold shirt has yellow gold highlight and runes about its many (6) pocketed surface area. The shirt has 8 front, 2 cuff, and 6 pocket buttons that are really 500 gp amber gemstones. Only fighters and Warriors are allowed to wear this device, and all other types that try to wear it will suffer 2-20 points of heat damage each round that it is worn. This magical device will bestow upon a fighter a + 3 to armor class, + 2 to their saving throws, raises the sure wearers strength and dexterity 2 up to 19 maximum, and its final power allows a fighter to gain + 3 levels of experience as long as the tunic is worn. Value: 50,000 gp.

    57-58 Belt of Fumbles: This belt of blue dragon hide is sewn with mithril wires and inlays of blue topaz worth 3000 gp total. This magical device will seem to be able to shape change its wearer into a huge ancient blue dragon, but it is actually only an illusion which only the device owner’s friends will see and perceive. When the device wearer first enters a combat situation the true magic power of this device will be revealed, which is to make of the wearer fumble all spells and physical combat attacks in the upcoming melee sequence. This affliction will persist until this device wearer is free from the device by the application of the level 3 dispel magic cast by a 10th level mage and a Level 3 remove curse cast by a 12th level mage or cleric. These magical spell will allow the wearer to remove the device. The wearer of the device wearer will always perceive themselves to be a blue dragon and that his fumbling is simply a matter of him becoming used to the new larger body. Value: 15,000 gp.

    59-60 + 3 Helm of Disguising: This Trojan-style helm is made of a rainbow colored crystal which is covered with many platinum runes, with 10 rainbow diamond evenly spaced around the crown of this helm worth 2000 gp each. This magical device bestows upon its wearer + 3 to armor class and saving throws and it is usable by all player character classes. The device owner is also capable by silent mental act of will to change their appearance through the illusions of the helm. It creates illusions of human humanoid-like creatures of the same height that the devices owner possesses. These illusions are so seamless that only a creature using the level 6 spell True Sight or a robe of eyes is capable a penetrating it. This magical ability is usable any number of times throughout the day that the device wearer wishes, but it requires one round for each change to take effect. During this time the device owner’s true form is revealed. Value: 55,000 gp.


    61-62 Ring of Resting: This magical ring is made of a blue mithril alloy with many runes of red gold upon its outer surface. It is also adorned with two gemstones one is a 4000 gp moonstone and the other is a 4000 gp dunestar gemstone. When this ring is slipped on the device owners hand it welds itself into the flesh of its wearer. The device owner then falls into an enchanted sleep which lasts for 1-20 years and prevents any saving throw whatsoever. Even elves are affected by this sleep magic. Creatures afflicted by this curse cannot even be rescued through the use of wish based magics in any way. The only benefit from the ring is that while under the sleep curse is that their body is impervious to all physical and magical attacks from outside forces that may wish them harm. Value: 20,000 gp.

    63-64 (2-20) + 4 Arrows of Between the Eyes: This arrow is made of a violet orachalium alloy shaft which is covered in many platinum runes, and it possesses a sharp penetrating point. The fletching of this arrow is made of giant horned owl feathers. These magical arrows are + 4 to hit and to damage inflict 2-12 + 4 points of damage to any creature which they strike. If the wielder of one of these arrows scores a to hit which exceeds the minimum roll by 3 then this magic arrow will strike the target between the eyes and penetrate its brain if located in this area. This kills the target instantly with no saving throws. Value: 5,000 gp @.

    65-66 + 4 Level Medal of Prowess: This magical medal is made with a 3 in. oval of yellow topaz worth 3000 gp which is affixed to a red gold chain which is etched with many minute yellow gold runes on each link. It is circled by 12 emeralds worth 1000 gp each. This magical item must roll for a randomly chosen alignment, as each device is unique and usable only by that alignment of creature. It adds + 4 levels of experience or Hit Dice to any creature who wears it around their neck. Creatures with the alignment different than that possessed by this device will be afflicted by a - 4 levels of experience or Hit Dice until the device is removed. Creature is gaining the benefit of this device course spell casters will gain spells of the levels of which they have access to at that given time, but will not allow access to higher level magics simply by wearing this device. Player characters of other classes will gain access to any special abilities or gain expertise in Inability already possessed by a character class. The not gain extra proficiencies regardless of the type of creature which wears this device. Value: 65,000 gp.

    67-68 + 3 Medium Lance of Piercing: This magical medium lance of an old English style is made of black oak with a mithril barbed head, and the shaft is wrapped with mithril cables which strengthen its length. Around the guard area is a circle of four black diamonds and four silver pearls worth 2500 gp each. This magical devices of a + 3 to hit and + 3 to damage, with the additional ability of inflicting 2x normal damage whenever it's used to charge a foe. This magical device has the additional ability to treat all armor classes encounters as if they were armor class 9 if they are a metal armor. Leather armor is treated normally. This magical lance has additional ability to cause a random critical hit if the minimum number to hit is exceeded by five or more. Use my random critical hit Tables. This magical device also has the abilities to possess an intelligence as outlined in the DMG. Only creatures possessing a 16 or greater strength may wield this device. Value: 50,000 gp.

    69-70 + 3 Throwing Mace of Holding: This green adamantine alloy and with silver runes & highlights all about it surfaces, including its four flanged mace head, which is topped by a 1000 gp green sapphire. The shaft has a counter balancing lodestone on the bottom of the shaft which is enchanted so that the mace can be thrown without penalties, as long as the owner is proficient with the mace. This magical weapon is of a + 3 to hit and to damage quality which in flakes 2-12 + 4 points of damage with each successful attack made. The magic of this mesa allows it to be thrown at targets up to 9 in. away with the above stated damages. It also causes any creature struck by a to make the saving throw verses magic spell or be held as if struck by a holding spell. The magic of this device also allows the caster to recall the weapon to his hand with the command word "Hearken". As with all magical weapons this magical device is allowed a possibility of possessing an innate intelligence through use of the DMG intelligent sword tables. Value: 45,000 gp.




    71-72 + 3 Staff of Life Force Stealing: This 7 ft. long and 2 in. in diameter black oak staff is shod in mithril ends & wrapped in reinforcing mithril cables, and the mithril ends have 5,000 gp black diamonds mounted on them. This magical devices of a + 3 to a hit and to damage quality which inflicts 1-6 + 3 damage on any successful to hit roll. Whenever this device strikes the target it also releases a burst of negative plane energy that brings one level or hit dice of experience from any creature struck. This magical device does not possess any charges, and is only usable by a character class's of a clerical nature. As with all magic weapons this magical device allows a possibility of possessing an innate intelligence through the use of the DMG intelligence sword tables. Value:30,000 gp.

    73-75 Silk Scarf of Leadership: This large magical blue silk scarf is sewn with gold and platinum wires and runes about it surface. It has 14 blue diamonds inset around its edges which are worth 250 gp @, which or held in the silk with golden mountings. This magical device will make the wearer seeing a + 2 to charisma and ego whenever this device is worn. The magic of the scarf also allows the wearer to become a leader and tactician, and the character actually gains a tactical proficiency. There is a minor curse associated with this device which causes the wearer to act harshly to anyone questioning their authority or intrusions upon their tactical command in or out of combat. They will react violently whenever someone notes that their demeanor has changed since they have worn this magical device. They will attempt to stop all attempts to remove the magical score from them unless a successful remove curse is cast upon them by a 12th level spell caster. Of course the removal also removes the special benefits which this magical device bestows. Value: 20,000 gp.

    76-77 Black Opal of Undead Influence : This magical device is an 8000 gp black opal with a round cut would set into a golden locket. The magical device possesses several platinum runes on its surfaces also. This device allows any class of player characters radiate and undead turning aura as if they were of 10th level cleric, for as long as they gaze into the depths of the opal which requires total mental and visual concentration upon this magical device. Any clerical classed individual will gain an innate + 4 to their levels of clerical undead turning ability when they wear this device. This magical device can only affect 20 hit dice or levels of undead it any given time, but the device may be used on other undead if it destroys a particular undead creature on a previous round of concentration or usage. All undead to be affected must be within the 30 ft. radius of the user of this device. Value: 40,000 gp .

    78-79 + 2 Staff of Landfall: This magical staff is 6 ft. 2 in. tall and 1/2 inches in diameter made of a grey steel/mithril alloy which is topped with a single 10,000 gp yellow diamond. The entire length of the staff is in great with yellow gold runes, and has a mountain like design on its length also. This magical devices of the + 2 to hit and to damage quality in inflicting 1-6 + 2 points of damage per successful strike whenever it is wielded. Also upon the command word "Dragonama" and the staff is touching the ground with the yellow diamond creates a single 10 ft. by 10 ft. by a 30 ft. deep pit is created directly in front of the area where the staff is touching the ground. It materializes in one melee segment. It can allow access into areas which its depths can reach or drop the foe into a 30 ft. pit by surprise. This magical part of the device possesses 21-30 charges and the magical nature of the staff allows it to be recharged with a lvl 4 dig spell. The magical pit created by the magic of this device will fade after 1 turn, which causes any creatures caught within its confines to be hurled out of the closing pit and lie prone on the ground for 1 round. The closing of the pit leaves no telltale signs. As with all magical weapons this devices allowed a chance at having an innate magical intelligence as per the DMG sword tables. Value: 35,000 gp .




    80-81 + 4 Rune Staff of Traps : This magical staff is 8 ft. long and 2 in. in diameter composed of 1/2 deep red crystal 1/2 deep blue crystal with many silver runes upon it. This device has a 6 in. long orachaluim skull upon the top of it with a 2500 gp snow tear in one eye socket and a 2500 gp heart stone set in the other eye socket. This magical devices of a + 4 hit and + 4 to damage quality inflicting 2-12 + 4 points of damage per successful strike. This magical device has three special powers the draw upon the 41-50 charges which this device possesses. The first power of this device is the ability cast to a fire trap spell level 3 as a 12th level mage inflicting 16-64 points in damage within the 10 ft. diameter sphere from the desired item, with all other spell particulars as detailed in the player's handbook. There is no saving throw for the damage inflicted by this spell. These magical runes may be placed upon any surface where it glows red for one melee segment then goes invisible awaiting any creature that break the magical runes surfaces. The second power of this device is the ability to place a cold trap similar to the firetrap as detailed above, inflicting 8-32 points of damage within a 20 ft. diameter of the rune which glows blue for one melee segment before disappearing. There is no saving throw for the damage inflicted by this spell. The third power of this device is the creation of the meteor swarm trap which inflicts 8-48 points in damage to all within the 30 ft. diameter sphere that glows purple for one melee segment upon completion and then disappears. This trap allows no saving throw for damage inflicted by the rune.
    All of the powers of this device requires two rounds of uninterrupted concentration which is the time necessary to create the rune upon the surface. Only 3 powers may be activated in any 24 hour period. This magical device may possess an innate intelligence as described in the DMG intelligent sword . Value: 60,000 gp.

    82-83 4 Sided Dice of Power: Value: 5000 gp
    84-85 6 Sided Dice of Power: Value: 10,000 gp
    86-87 8 Sided Dice of Power: Value: 15,000 gp
    88-89 10 Sided Dice of Power: Value: 20,000 gp
    90-91 12 Sided Dice of Power: Value: 25,000 gp
    92-93 20 Sided Dice of Power: Value: 30,000 gp
    These varied colored jewel-like crystalline dice are embossed with gold numerals etched into the surfaces of the dice regardless of the number of sides the dice possesses. These magical dice have the following random powers or disabilities which are indicated when the dice are rolled and the particular number present itself. Any player characters class we roll the dice, and any dice can be rolled twice by any player character before they must be passed on to another player character so they may roll their own dice. 1) This magical dice roll allows its recipient earn enough experience points in 30 days to gain 2 levels and achieve the midpoint of that second level. 2) This dice roll allows the recipient to gain 1 ft. in height and gaining 50 lbs. of weight which leads to a + 1 to strength . 3) This magical disability will not reveal itself until the recipient next goes into a combat situation. The ruler is then affected by a consistent two weeks of rolling fumbles in combat situations regardless of what the dice roll actually shows. This curse requires 2 full wishes to end the fumbling spree prior to the actual of two weeks expiring. 4) This potent disability causes a gravitational flux upon the dice, which increases the gravitational field 10x. In 1 horrific round the dice ruler will collapse upon themselves and die in a bloody puddle. 5) This dice roll causes a grey negative material plane beam of force to emanate from the dice striking the ruler in the chest and draining 2 levels of experience in one melee segment . 6) This roll of the dice causes the afflicted creature to loose 1 ft. in height and 1 strength point in one round . 7) This roll of the dice bestows upon the dice roller to gain 2 additional usable arms and a bonus of + 2 to dexterity to help with their usage. This roll of the dice allows a spell casting recipient to regenerate 40 levels of spell power at will one time. This regeneration may be withheld until the spell caster wishes it to be used. The spell caster will glow briefly for 2 rounds as they regenerate and assimilate the spell power . 9) This dice roll causes the roller to be afflicted with deafness for one year duration. 10) This dice roll causes a magic item to materialize directly in front of the dice roller, which is unfortunately wielded by a Grey Slaadi . 11) This dice roll afflicts the recipient with the loss of flesh his senses of smell and taste for the duration of one year . 12) This dice roll allows its recipient to create a temporary magical mirrored directly in front of them. This magical mirror encases an entity which is of a superior intellect which will answer questions 50% of the time they will lie and 50% of the time they will tell the truth. The question is phrased in 12 words or less, and may relate to anything on the prime material plane upon which the dice roller finds them . 13) This dice roll causes the recipient to become blind for one year, unless they use 2 wishes to negate this horrible affliction. 14) This dice roll causes the recipient to become the electrified with 2-12 points of damage for the duration of one month. During this time to touch or metal weapons can confer this electrification as a bonus to damage during this time period. The recipient of this power will glow blue in a 10 ft. diameter equal to one-half daylight. 15) This magical power bestows upon the dice roller of the ability call a flame strike upon a target designated by the recipient with a pointed index finger. The flame strike materializes directly above the target creature and it is of a 16th level of potency, afflicting creatures up to 24 in. away . This is power can be withheld until desired by the dice roller, but they will be aware that the power is stored ready for use. 16) This bestows upon the dice roller the ability to shoot a purple ray from their eyes at ranges up to 6 in. every three rounds for the next 24 hours. The power which is ray afflicts the target with is an unconditional submission which allows a saving throw verses magic spells to avoid its effects. If the saving throw is successful the power is negated, but if the saving throw fails the target creature will unconditionally serve the eye beam user for 1-4. 17) This dice roll bestows upon the recipient the ability to generate a critical to hit roll at will. This power may be saved until a critical battle is taking place. The use of this power requires the command word " Die ". 1 This dice roll afflicts it roller with a maniacal form of insanity which causes the dice roller to become a homicidal maniac. This homicidal streak lasts for 30 days during which time the recipient will try to kill any creature in the encounters friend or foe. The recipient of this horrible power can negate its affect with the use of 2 wishes cast concurrently. 19) This dice roll causes all things carried by the dice roller to fall to the ground at their feet including their clothing the next time they enter a combat situation. The power also causes one random item to become ethereal, at random, and hovers in the border ethereal until discovered or lost. 20) This dice rolled bestows upon its roller the ability to generate an extra special ability from the Arduin Grimiore Tables immediately upon this dice roll . (For other gamers without the necessary tables feel free to grant a special ability).




    94-95 + 4 Elemental Battle Axe: This dwarvish style 5 ft. long great double bitted battle axe is made of different elements for each different variant for which this axe is created for. The forms are:
    01-25 elemental air grey alloy bit beach handle silver runes on the head
    26-50 elemental earth brown alloy bit teak handle yellow gold runes on the head
    51-75 elemental fire red alloy bit red-wood handle red gold runes on the head
    76-100 elemental water blue alloy bit driftwood handle platinum runes on the head
    These magical axes are each enchanted to a + 4 to hit and + 4 to damage and is capable of inflicting 3-24 + 4 points of damage due to the elemental aura which enshroud each type of blade. The holder of this magical device exudes an aura of ozone air, dusty earth, heat shimmer fire, and misty cloud water out to range of 6 in. which inflicts 1 hit point of damage each round which a target creature is exposed to it. Another power of this magical axe is based upon the use of the specialized command word (different for each elemental), and the device wielder striking a vertical stroke which opens a magical gate way into the elemental plane which it represents. This power can be used up to once a month, and it summons 1-3 randomly sized elementals of 1-16 hit dice to serve the devices owner for 1-6 days without question of the orders which the device wielder may request. The elementals will even serve the device even unto their own death. This magical device may possess an innate intelligence as bestowed to intelligence swords in the DMG tables. Value: 70,000 gp.

    96-97 Mirror that Melts Armor: This magical device is an 8 inch disk of black obsidian outlined in yellow gold and runes cover the front facing surface of the device. If this device is held with the rune covered side facing outwards and the command word "Dissilution" is spoken all creatures, within a 6 in range and a 45 degree arc of the front of the device, will have any normal metal items they currently possess melt with no saving throw. This melting inflicts 1-6 points in damage for each device melted in this manner to the creature it that wore it. Magical metal items are allowed a - 5 saving throw verses heat or magical fire whichever is worse, and inflict damage as stated above. Items that are made of other substances will also be forced to make a saving throw verses magical heat or magical fire as they are damaged by the melted metals which slough off the affected victims. The dungeon master has the final say over what is affected and how. Value:80,000 gp.

    98-99 Ring of Immediate Dressing: This green mithril alloy ring has a 5000 gp green emerald set into its outer ring. This magical ring has the power to record the location of items worn by the device owner, as well as any item held by the device owner when the command word "Setopholis" is spoken. This priming of the device allow any item which is removed to come flying back into place in one melee segment by pressing down on the emerald. The items which are removed can only be replaced if they are within a 10 in. diameter range of the spell caster, and they become misty and insubstantial when they are returning to their preset location in one melee segment. The replacement process can even pass through warded or magically sealed areas, as long as they are not contained in a solid lead container. All of the items that are replaced through the magic of this ring will appear as they were when the item was primed. This magical device does not count against the total number of rings that a player character may wear due to an unique innate magical quality which the ring possesses. Value: 25,000 gp.

    100 Ring of Fiery Blasts: This magical ring is made of a red alloy which is etched with yellow gold runes about its surface, with a 4000 gp red ruby which is set in the top of the ring. Upon the command word "Broilella", this magical ring will emit a fiery blast capable of inflicting 10-100 of damage in the 40 ft. diameter out to ranges up to 12 in. distant. This device will function up to eight times per day, and it must be recharged in sunlight for one hour each day or it will not function. This magical fiery blast if causes all magical and the mundane items to make the saving throw verses heat and fire separately, to determine if they are destroyed. Value: 80,000 gp.

    Well using this magic table may make your campaign Dicey at best !!

    More to come,

    Later

    Wink Exclamation

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sat Apr 28, 2007 9:45 am  

    Happy Cool

    This table features a number of useful magic items. I found the Short Bow of Force to be one of the best items for a thief, and the Staff of Power Stealing can give you a great combo items in the form of a staff.

    TABLE VI
    By Matan Thunder


    01-02 Horn of Bronze Dragon Summoning
    03-04 + 2 Sap of Knockout
    05-06 Hemlock Crown of Goodness
    07-08 Hemlock Crown of Badness
    09-10 Skullcap of Power
    11-12 + 2 Collar of Abilities
    13-14 Armband of Gold Coral
    15-16 + 5 Short Spear of Returning
    17-18 Skullcap of Wizardry
    19-20 + 4 Shield of Reinforcement
    21-22 + 2 Bracers of Strength
    23-24 Rope of Submission
    25-26 Gauntlets of Monkain Hits
    27-28 Padded Helm of Reverse Damage
    29-30 Lavender Diamond of Golem Summoning
    31-32 Silver Mug of Legend Lore
    33-34 Platinum Ring of Resurrection
    35-36 Silver Mirror of Quests
    37-38 Red Gold Medal of Repulsion
    39-40 + 6 Battleaxe of Degeneration
    41-42 Mantel of Spell Resistance
    43-44 Electrum Chain of Chain Lightning
    45-46 + 2 Footman's Flail of Control
    47-48 Cassock of Religious Fervor
    49-50 Anklet of Change
    51-52 Blowgun of Cloudkill
    53-54 Bear Medal of Repulsiveness
    55-56 Pendant of Shocks
    57-58 + 5 Long Composite Bow of Accuracy
    59-60 Chest of Mazes
    61-62 + 4 Bastard Sword of Damaging
    63-64 + 3 Mancatcher of Jaws
    65-66 + 4 Bow Staff of Monkain Hits
    67-68 (2-20) + 1 Quarrels of Hurt
    69-70 Brass Knuckles of Knockout
    71-72 + 3 Helm of Paralyzing
    73-74 + 3 Bracers of Beguiling
    75-77 Gloves of Cancellation
    78-79 + 2 Collar of Absorption
    80-81 + 3 Dagger of Disruption
    82-83 Tiara of Illusion
    84-85 + 4 Aklys of Killing
    86-87 + 3 2 Handed Axe of Damaging
    88-89 +3 Shortbow of Force
    90-91 + 3 Short Sword of Earth Moving
    92-93 Bronze Elf Warrior Figurine
    94-95 Megaphone of Blinding
    96-97 + 5 Staff of Power Stealing
    98-99 Pheasant Feathers of Commanding
    100 + 4 Helm of Prismatic Spheres



    01-02 Horn of Bronze Dragon Summoning: This is a 2 ft. long bronze dragons horn which is embossed with gold inlays and runes. There are 12 dragon tears gemstones, six per side, which are worth 1000 gp each with a violet jade mouthpiece which is of itself worth while 1200 gp. When this magical device is sounded its magical powers will call the nearest bronze dragon to the devices sounders location in 5-240 rounds. The sounder of the horn will glow brightly in the eyes of the dragon which is summoned by this magical device. The arriving dragon will have one of the following ways of approaching the horns sounder. This is in addition to the standard reaction roll which is made for every encounter. In 25% of the cases the dragon will arrive and find themselves instantly attacking the horns sounder for their insolence; in 25% of the cases the dragon will approach cautiously and the player character makes the standard reaction roll to determine the nature of the encounter; in 25% of the cases the dragon will land near the horns sounder and asked "What is the bargain to be"; 25% of the time the dragon will land near the horns sounder and will serve as a riding mount if their reaction roll is positive towards the player character. This dragon will all ways seek to do what is in their best interest regardless of the situation. This magical device can be used for up to seven days in any 60 day period, and the device owner is in control of how long any particular encounter with a dragon will last. The summoning period will always be counted towards the elapsed service time of this device in any case. Value: 75,000 gp .

    03-04 + 2 Black Sap of Knockout: This 8" long black sap/blackjack is sewn with mithril threads and runes about its gorgon skin hide black leather. The handle of this device is made of a single 2000 gp bloodstone which is also covered in mithril runes. this device is of a + 2 to hit and to damage quality inflicting 1-6 + 2 points of real damage with each strike, and it inflicts 3-18 + 2 points of submission damage when used in submission attacks. The target creature also needs to make the saving throw verses wands or they will be knocked unconscious, it struck in the head, for 1-8 rounds. Creatures making a successful saving throw are simply stunned for one round and fall prone when struck in the head by this device. The secondary powers of this device will function only on creatures of up to 10 ft. in height or large size. Creatures of greater size are unaffected by this device is magic. This magical weapon can possess an innate intelligence so roll on the DMG intelligent sword Tables in order to the term and if the device possesses any intelligence. Value:3000 gp.

    05-06 Hemlock Crown of Goodness: This device looks like a crown of gold hemlock leaves from Roman days. If the creature cast as they detect magic spell upon this item it reveals nothing of its magical nature to the creature who cast the spell. If this device is put on though the creature will gain + 3 levels of experience for as long as the device remains on their head. The magic on this device allows it to size itself to its new owners skull size, and can be worn in addition to other headgear which the device owner may possess. The device will size itself to fit on the other item. The magical powers of this device only if the affect creatures of a good alignments and evil creatures who wear this device will suffer a - 3 levels of experience until the devices removed, which requires no additional magic to remove. Value: 60,000 gp.

    07-08 Hemlock Crown of Evilness: This magical device functions in exactly the same way as the device stated above in the Hemlock Crown of Goodness, except that it will grant + 3 levels of experience to any creature of the evil alignments. Of course it will inflict good creatures wearing it with - 3 levels of experience as long as the device is worn. Value: 60,000 gp.

    09-10 Skullcap of Power: This gold 12 in. wide skullcap is covered in red gold designs which swirl about its surface, which also has three rubies worth 700 gp each and a single emerald in the forehead which is worth 1500 gp. Once this device is put on spell caster it will magically size itself to fit in its wearer's head. If the creature other than a spell caster wears this device they will suffer 2-20 points of damage from psychic shock in one round, at which time the cap will be off their head. When this device is first put on its wizardly spell casting wearer will go into a dreaming stare for 1 turn. After that time the spell caster will be able to relearn his spells on a daily basis in 1/2 the normal time and if a manna system is used the spell caster only pays 1/2 the normal cost of a spell when cast. The mage will also have a power boost of + 2 levels of experience when determining a spells range, duration, area of effect, and damaging potential. This does not grant extra spells to the skullcaps wearer. Upon the removal of this magical device these bonus levels are lost immediately. The magic of this device will seek to keep it on the head of its owner once it is sized to their head and the attuning time is paid. Value: 65,000 gp.




    11-12 + 2 Collar of Abilities: This black mithril/carbon alloy has many platinum runes on its surface and has inlays of gold around both exterior circumferences. The caller also has 10 sundrop gemstones inset equidistantly around its circumference, which produce a visual aura equal to full daylight within a 10 ft. radius of the device wearer. It possesses the illumination up to 1/2 daylight out to ranges of 30 ft. while this device is worn. This magical device possesses a + 2 quality to armor class and saving throws for its where as long as it is worn. This magical illumination can be turned inward which will bestow a + 2 to all ability scores possessed when the magical light is turned inward to power the increase in abilities scores. The light goes out while this is accomplished, as the device owner turns the power inwards. The final power of this device is that it will block all attempted vorpal or decapitation attacks for as long as the devices worn, as it provides full protection to the neck region. Value: 50,000 gp.

    13-14 Armband of Coral (Gold) : This magical devices is made of an elaborate gold coral circlet that will fit a bicep of up to 8 -12 in diameter. This magical device possesses for black diamonds which is spaced equidistantly around its circumference worth 1250 gp each, that are set very deeply into the coral material. This magical device will size itself to fit creatures within the parameters stated above. Once this magical device is put on the gem stones will pulse with a blacklight as the devices wearer has their soul drained from them no saving throw in one melee segment. The power of this magical device will send the soul to serve a outer planar creature for all eternity from the powers of this magical device. Undoubtedly it was fashioned by an outer planar creature to help provide servants and entertainment in the lower planes. Value: 18,000 gp.

    15-16 + 5 Short Spear of Returning: This 6 ft. long Trojan style spear is mad of ash with mithril cables reinforcing its shafts strength has an 18 in. long blade made of adamantine. Imbedded in the shaft of this device or to white diamonds worth 5000 gp each which pulse with an inner light. This entire magic spear is almost weightless to its owner as the power of the magic gemstone help lighten its overall weight. This devices of the + 5 qualities to hit and to damage which can inflict 2-16 + 5 points of damage per strike of the weapon. An additional power of this device is its ability to be hurled 3x the normal range limits of a spear, I E 3 in. short range, 6 in. medium-range, and 9 in. long range maximum. The final power of this magical device is its ability to return to the hand of its thrower with the command word "To me". The magical spear will return to its owner's hand magically 2 melee segments after the command word is spoken. This magical weapon may possess an innate intelligence as described in the DMG under intelligent sword Tables which should be rolled for upon discovery of this weapon. Value: 55,000 gp.

    17-18 Skullcap of Wizardry: This magical skullcap is made entirely of platinum which is slightly pointed at the top of the head, which has 2 blue sapphires worth 4000 gp set into the forehead area one above the other. The entire top of the skullcap is etched with silver runes and artistic swirls of silver which meet at the point at the top of the skullcap. This magical device duplicates the powers for a ring of wizardry as described in the DMG magical ring tables, which allow the wearer of this device to use one of the following powers to double the number of spells normally allotted for a given level of spell casting power. Only magic users can use this device . This device will increase the following powers:
    01-40 first level spells worth 10,000 gp
    41-70 second level spells worth 20,000 gp
    71-80 third levels spells worth 30,000 gp
    81-88 fourth level spells worth 40,000 gp
    89-94 fifth level spells worth 50,000 gp
    95-99 sixth level spells worth 60,000 gp
    100% seventh level spells worth 70,000 gp

    19-20 + 4 Shield of Reinforcement: This magical item is made up of a steel/orachalium alloy with six white diamonds worth 2000 gp each inset into the shields face. The magical device has many runes of gold and highlights of red gold around the outer rim of the device. This magical devices of a + 4 quality the armor class and saving throws when the device is held. Furthermore, fighter classes will gain a further bonus of + 4 levels in experience as long as the magical shielding it is held, but it only lasts as long as the shield is held. The final magical power of this device is it can produce a wall of force in the shape of a circular wall 10 ft. tall and covering 180 degrees directly in front of the shield facing, which is activated by the command word "Defencia". This magical wall of force will last for 2 turns per activation and may be used up to three times daily. The wall of force reacts in all other ways as if it were the level 5 magic user spell in regards to what it repels. Value: 80,000 gp.




    21-22 + 2 Bracers of Strength: This set of blued mithrl alloy forearm bracers are 8 in. long and covered with golden runes and designs upon its outer surfaces. This magical device is of the + 2 quality to armor class and saving throws whenever worn on the forearms of the owner. The wearer of these magical bracers will also gain a + 3 to their strength as long as they are worn, up to a 21 maximum strength. The power of these magical bracers also allows its wearer to selectively regenerate 20 hit points of damage on a daily basis, with only fire and acid damage being unaffected by this regeneration power. This magical regeneration occurs at 2 hit points per round up to the 20 hit point maximum. Value : 35,000 gp.

    23-24 Rope of Submission: This 50 ft. long rope made of mammoth hair is wound with leather from a type 6 demon/tanari mixed with several strong adamantine cables. This magical rope conceals itself as a elven cloak does. This magical rope is of the + 5 to hit quality and functions as a rope of entanglement which are: the ability to lash 30 ft. forward or 10 ft. upwards to entangle and tie fast up to 8 man sized creatures. This power is activated upon the command word "Attache" and it is released on the command word "Departioa" . The power of this magic rope could also tie fast up to one storm or fire giant; 2 frost, stone, hill, giant's; 3 ogres; 4 bugbears; 6 gnolls; 8 men; 10 elves; 12 dwarves; or 16 gnomes or kobolds. The power of this magical rope can only hold up to 40 hit dice or levels of creatures in a single situation. All such entanglements take a single melee segment to strike, another melee segment to entwine , and another segment to tie up the target creatures. The whole entanglement process requires three segments total. The rope cannot be broken by sheer strength and normal weapons cannot damage it in any way. The power of this magical rope requires a weapon of sharpness, vorpal, or magical force blade to damage the rope. The rope still possesses an armor class of - 2, and can sustain 22 hit points at a specific controlled location of the rope. Damage of less than 22 hit points will regenerate itself in 6 turns in any case. The primary power of this magical device is its ability to force creatures to make the saving throw verses magical wand or become dominated or submised to the ropes holder for 1 turn + 1-6 turns duration. After the duration of submission expires the creature could still find themselves entrapped in a rope. As with all magical weapons this device could possess an innate magical intelligence using the DMG magical intelligence sword tables. Value: 45,000 gp.

    25-26 Gauntlets of Monks : This set of gloves are comprised entirely of 1/2 inch mithril squares stitched together with green orachalium cable/thread, and each square has a golden rune etched on its surface. This device is of a + 3 to hit into damage quality, but possesses an additional quality similar to a monk's quivering palm ability that lends a + 25% chance that a target struck will be stunned for one round. This percentage change can be further augmented by high strength of a creature using the bending bars percentage score added to the + 25% listed above. Additionally on any to hit score the exceeds its minimum by 3 will inflict 1-4 points of damage per strength above 10 they possess to the target creature, and grants an additional power of killing the target creature out right 10% of the time. The target creature is also physically hurled 2-12 ft. away from their current location leaving them prone on the ground for an additional round. Each additional 1-4 points of damage provides a + 20% to the chance that the creature struck would be stunned for one round. Value: 40,000 gp.

    27-28 Padded Helm of Reverse Damage: This padded Mongolian style helm is sewn with gold wire, but is otherwise a non-descript mundane beaten and old looking helm. Whenever this magical helm has its fully face covering padded faceplate pulled across and cinched into place only the device wearers eyes will be exposed. This helm/mask provides only armor class 10 protection to the device wearers head area, but when a successful to hit is made on the device wearers head the blow will reflect back on to the attack initiators head regardless of the distance from which the attack was launched. The attacker receives no saving throw from this reversal of their attack. This magical device can absorb up to 10 critical hits before this magical device scrambles to dust. Only critical hits count towards this 10 strike total as normal to hits do not count. Value: 35,000 gp.

    29-30 Lavender Diamond of Golem Summoning : This large lavender diamond is worth 15,000 gp and is covered with several platinum runes and strung onto a platinum chain. If the command word "Aklahnar" is spoken the power of this magical device can manifest itself as a device owner pictures the golem type which they had personally seen in operation to magically appear after one round of concentration following the speaking of the command word. Any type of golem may be conjured 3 uses this device and will serve the devices owner for up to 24 hours in any 30 day period. This conjure golem must remain within 12 in. of the device for as long as it is in service. It will follow the verbal commands issued from the diamond holder to perform any actions desired during its duration of existence. Value: 55,000 gp.




    31-32 Silver Mug of legends: This magical mug is 8 in. high and 4 in. in diameter, with its outer surface is covered in gold runes and it has a see through crystal bottom of the mug. This mug also has 4 red rubies set equidistantly on the outside of the mug which are worth 1500 gp each. Upon the utterance of the command word "Historica" this magical device will cause any object viewed through the bottom crystal of the mug to reveal a pictorial history of expects past in 1 turn of examination. This magical history is replayed on the crystalline bottom of the mug in the fast forward fashion, which will reveal all of its innate magical powers for the mug owner to review. The power of this magical device to review the magical powers of an item are fixated on the usages of its powers, so as to reveal only history related to the use of the magical powers for device being viewed. This magical device can be used up to 10 times per day.

    33-34 Platinum Ring of Resurrection : This magical recession is set with 3 sundrop gemstones worth 5000 gp each, up which represent the mind, body, and soul of the creature which is to be affected by this magical beings power. Whenever the powers of this magical ring are called upon it creates a glow equal to 1/2 daylight in the 10 ft. radius. This magical band is 3/4 of an inch in diameter and possesses 41-50 charges which allow this device to function exactly like a rod of resurrection as described in the DMG. The magical ring must be in contact with the body of the creature to be affected with the power of this magical device. The device wearer must spend 1 turn of concentration in order to activate the processes necessary to resurrect the dead body which the device owner wishes to affect. Value: 45,000 gp.

    35-36 Silver Mirror of Quests: This 8 in. by 12 in. by 1/2 inch thick silver mirror has a red gold frame set with 12 aquamarine gemstones worth 1200 gp each. This magical device will affect all creatures viewing it within a 10" range whether they can actually see their reflection or not. This magical device will affect up to 45 degrees of viewing area directly in front of this magical mirror. Creatures viewing this magical mirror are held enraptured by the powers of this magical device until the device owner places the desired quest objectives before the afflicted creatures. The power of this magic device allows no saving throw for any creature caught within the power of this magical mirror. Creatures who tried violate or fail to undertake the quest objectives placed before them will become ill and weak until they undertake the quest set forth before them by the mirrors owner. This is the same as the level 6 Quests spell in all details, and for the device owners review. This magical device can only be used for one time per 4 days and will only affect up to 100 Hit Dice of creatures during that period. Creatures possessing an intelligence rating of 3 or less are totally unaffected by the magic of this spell. Value: 75,000 gp.

    37-38 Red Gold Medal of Repulsion: This red gold medallion is in the form of a dragon skull with 2 blue emerald eyes worth 2500 gp each. This magical device creates a 20 ft. diameter globe of force outlined in the light blue aura. Any creature attempting to touch the outside of this blue aura will be afflicted by a repulsion magic field which hurls them 10-60 ft. away from the sphere and inflicts 1-6 points of damage for each 10 ft. that they travel via the repulsion magic. This magical aura of repulsion last for 1 turn and can be called upon up to three times daily. Value: 45,000 gp.

    39-40 + 6 Battle Axe of Degeneration: This magical battleaxe is 4 ft. 8 in. long and made with a black obsidian double bitted axe blade with a black mithril/crystalline haft. The entire axe blade is etched in red gold runes and the haft is wrapped in red dragon skin, with a mithril pommel. This magical acts is of a + 6 to hit and damage quality capable of inflicting 2-16 + 6 points of damage to any creature it strikes. The secondary magical power of this device is to cause a cellular degeneration in any limb struck by this magical weapon on any successful to hit roll which exceeds its minimum roll by 5. This cellular degeneration can inflict up to a 1 ft. Cube of flesh which rots and withers away over the course of one round after the blow was struck. As with all in magical weapons this device rolls for an innate intelligence on the tables within the DMG for magical swords. Value: 60,000 gp.




    41-42 Mantel of Spell Resistance : This specialized type of magic clothing is placed over the head and covers 4 in. of the shoulders covering the chest front and back. This magical devices created from blue silk sown with gold wire, gold brocade, and has 25 white diamonds and 25 green emeralds sewn into its exterior surface front and back worth 20,000 gp. The magical powers of this device provides for an innate 25% MRS magic resistance which the attacking spell must penetrate prior to any saving throws being initiated. The wearer of this device can memorize spells in 1/2 the normal time. One of the most unique powers this device possesses is the ability to 100% reflect incoming magical spells up to 5 times a day for up to 5 rounds per usage. This reflected magic spell will seek out its original caster and strike them with full affect regardless of range limitations which could ordinarily prevent the spell from reaching its original caster. This magical mirror of reflection has no affect on outgoing magic spells. A final magical power this device possesses is a + 1 spell bonus for each level of spell is known, and the band + 1 extra spell of the next highest level which the spell caster normally would not be able to cast. Value: 65,000 gp.

    43-44 Electrum Chain of Chain Lightning: This magical item is a 18 in. diameter electrum chain with 10 thunderstone gemstones spread equidistantly about its circumference which are worth 1500 gp each. The magical electrum chain of this device is created from has 20 links, and all the command word " Arcaniusmagor" the device owner can project a 16-96 points of damage chain lightning spell which will leap from target to target up to 16 times total. It reduces the damage potential by 1-6 points of damage with each leap, but is drawn towards large concentrations of metal first. The device owner designates the first target by pointing their index finger towards them. The device owner is immune to all lightning damage and cannot serve as a target for his own devices chain lightning spell. While this device is worn it bestows a second power of conferring 1-8 points of damage to any solid metal weapon which is wielded by the chain wearer. Value: 50,000 gp.

    45-46 + 2 Footman's Flail of Controlling: This magical flail is made of a blue mithril/silver alloy, with mithril chains interlinking them to the white dragon bone handle. This flail is of the + 2 quality to get into damage inflicted in 2-12 + 2 points of damage when used in combat, and possesses a further power which is activated when the minimal number needed the hit is exceeded by 2 which leads to a random critical hit. The curse of this item is that once it enters combat the arm and hand wielding the flail will immediately start striking its user with the same benefits and magical powers that it possessed when striking any targets. The arms strikes is it the caster were wielding the flail. This magical control of one arm wielding the flail will continue until the vice owner is killed by the assault. Only a full wish may release the arm and hand which is wielding the enchanted weapon before death occurs with the device wielder. As with any magical weapon this device will need to roll for an innate intelligence in the DMG magical swords table. Value 12,500 gp.

    47-48 Cassock of Religious Fervor : This red silk cassock is adorned with gold symbols which will reveal its religious significance to any player character of a clerical nature. Besides the gold symbols this cassock is sewn with many lines of silver brocade and a single tiger eye emerald servers as a clasp/top button worth 2000 gp. This magical device can be used by any clerical class which spends one week attuning them to the device by using it in their own secular rituals. This must be done in total seclusion though. Once the device has been worn for one week it attunes itself to its wearer providing them with a + 2 levels of experience whenever it is worn. The device naturally senses good or evil, alignments, or class of any creature that will within a 6 in. diameter. The device is also capable of bestowing a + 1 spell for each level of spell casting which the device owner is capable of, with a + 1 spell of a level higher than the spell caster is normally capable of. The owner of this device is also able to discern how their deity feel about individual actions they undertake during their day. This would yield a good or bad feeling regarding the individual actions by the device owner to determine the best way to serve their deity. This power is a useful way to determine whether an action is out of character for their religion. Value: 55,000 gp.




    49-50 Anklet of Change: This gold anklet is inlaid with amber worth 4000 gp with a single platinum rune etched onto its talisman of gold. The talisman is shaped in the appearance of a 4 in. long eye highlighted in red gold and platinum rune stated above in the center. This magical item bestows upon its owner the ability to detect invisible, ultravision, infravision, and true sight. Each of these powers is usable 1 at a time up to three times per day with a 1 turn duration for each usage. Unfortunately in this item is cursed, as the device owner will find out 24 hours after first wearing this device. The curse is to change the sex of the devices owner and it produces a random alignment shift as well. Unfortunately, other player characters who try to inform the cursed individual that their sex has changed will find themselves looked at funnily and told they are out of their mind. This random change is permanent unless the anklet can be removed with the use of a level 9 Mordekainen's Dysjunction. Value: 25,000 gp.




    51-52 Blowgun of Cloudkill: This 3' long and 1 in. diameter blowgun is made of a blue crystal etched with golden runes along its length as well as billowing cloudlike inlays. The mouthpiece is made of a single aquamarine worth 1000 gp, which has a specialized in internal valve which is one way. When the device is blown into the other end close with a bright blue light for 3 rounds as the device builds up pressure for its magical cloud creation. As the device owner directs the device he speaks the command word "Latannakahoe", and blowing into the device a last time will eject a level 5 cloud kill spell as if cast by a 12th level spell caster, which covers a 60 ft. by 60 ft. by 10 ft. tall area within 2 segments of its initiation sequence being completed. This cloud kill kills all creatures of 4 Hit Dice or less on contact, creatures possessing 4 + 1- 5 + 1 Hit Dice are allowed the - 4 saving throw verses poison in order to avoid death, creatures of 5 + 2 Hit Dice - 8 Hit Dice are allowed a saving throw verses poison or die due to the toxicity of the cloud. All creatures making a successful saving throw from 4 + 1 Hit Dice - 8 Hit Dice will suffer a - 2 to hit, + 2 to armor class, and be blinded by tears for 1-4 rounds after exiting the cloud. Value: 65,000 gp.

    53-54 Bear Medal of Repulsiveness: This the 3 in. diameter electrum medal of a bear's head has 2 red star sapphires for eyes were 1500 gp each, and is mounted upon a mithril stickpin. If this magical devices put on the wearer will know that he can turn into a were-bear for up to 1 turn daily, requiring one round of transformation for each time the device wearer makes the transformation from a man to bear or bear to man . This magical device possesses a curse that will cause its wearer to loose -1 point of charisma for each month that the device owner where's the device. The transformation takes place slowly with each transformation slowly converting their racial features into a more bear-like appearance. The wearer of the device also becomes more vulgar and possesses a crass sense of humor due to the curse which this device possesses. The owner of this magical device will never willingly part himself from it after first putting it on. In order to remove the device from the victim it will require a level 3 remove curse spell cast by a 14th level cleric or greater. Of course, the device owner would need be unconscious or enspelled because of the device owners wish to keep the magic medal regardless of the harmful curse it bears. Once the item is removed the device owner will know of its cursed nature and never want to wear it again. Value: 11,000 gp.

    55-56 Pendant of Shocks: This platinum pendant is on a 16 in. diameter chain, which is affixed to a medallion of a blue dragon's head. This magical medal is 4 in. long by 2 1/2 inches wide and 1/2 inch thick, which is covered with dark blue turquoise inlays which are valued at two dozen gp. The eyes in the medallion are 2 blue sapphires worth 5000 gp each, and the whole device has many small gold runes on its surfaces. When the device is first worn it will begin to emit a high-pitched humming, and it will begin to glow with a faintly blue light. If the device owner concentrates on activating in magical powers that this device could possess it will cause an instantaneous transmission of electrical energy to pass through the devices owner inflicting 100 hit points of lightning damage. The wearer of the device receives no saving throw whatsoever, and any mundane or magical objects which the creature possesses will be forced to make the - 6 saving throw verses lightning or be destroyed by the electrical overload which is object produces. Value: 20,000 gp.

    57-58 + 5 Long Composite Bow of Accuracy: This great bow of elvish make is 6 ft. 6 in. tall and comprised of yew wood, dragon bone, and strung in reinforced with adamantine wire which helps reinforce the power which this device can store. Along the front facing of the bow are 10 deep blue elf stones worth 2000 gp each, as last several gold ancient elvish runes along the back surface of the bow. This magical devices + 5 to hit and will inflict 3-18 + 5 points of damage, + strength bonuses if applicable, to any missile which is fired from this magical bow. The wielder of this magical device must possess an 18 or greater strength rating in order to operate this magical bow properly. Whenever this device exceeds its minimum required to hit roll by 3 the bow shooter will strike the desired area of location, as if they had made a called shot attack roll. This will inflict the appropriate damage for the target area selected by the bow wielder, and the addition will inflict an additional 2-16 points of damage if the arrow does not kill its target out right. Whenever this called shot is successful one of the elf stones emit a dark blue bolt of magical energy which guides the successful called shot to its specified striking point which is a 6 in. by 6 in. square maximum. As with all magical weapons the device owner will roll for the possibility of possessing an innate intelligence when the device is first discovered using the intelligent weapon tables from the DMG to determine if the weapon is intelligent. Value: 45,000 gp.




    59-60 Chest of Mazes: This magical chest is 2 ft. wide by 2 ft. long by 6 in. deep which is inlaid with mother of pearl of a near-perfect nature. The device has gold inlays, hasp, and hinges, as well as being inset with 4 blue pearls worth 1500 gp each on the top of the device. When these four gemstones are touched simultaneously the lid of the chest will open, otherwise this device will thwart any attempts to open it by any other means. It is encapsulated in a force like spell that prevents any attempts to open the device by any other means than the one described above. Unfortunately this device is a trap for the unwary, for soon as it is opened a giant 20 ft. long sticky tongue lashes outwards striking its opener with unerring accuracy. Once the creature is struck by this tongue they are immediately shrunk to the size of a fly as the victims are whisked into the extra dimensional space of the chest. Each individual standing within 20 ft. of the tongue are afflicted with an individual level 8 Maze spell which is manufactured to be comprise dungeon-like corridors of solid adamantine. Only level 9 wish spell can end this imprisonment prior to the normal expiration time that the maze spell normally inflicts. Those using a wish based magic will find themselves at the exit of the maze, which when opened allows them to materialize directly in front of the chest. Upon exiting the chest creatures automatically resume their normal height. All devices and magical powers function normally inside the chest. The amount of time it takes the creature to escape the spell which this device possesses is described in the spell description and is not repeated here. Value: 30,000 gp.




    61-62 + 4 Bastard Sword of Damaging: This Spanish style sword is made of gold colored orachalium hilt and a opaque crystal blade 36 in. long etched in gold runes. The hilt is covered in inlays of black onyx set with gold runes, and has 6 black rubies worth 900 gp each. The grip of this magical device possess the power to conform to its wielders wishes on silent mental command when the device is first gripped. The device may never be dropped or disarmed unless a fumble has occurred on the blade wielder. This magical devices of a + 4 quality producing + 4 to hit and to damage inflicting 8-32 + 4 points of damage on a successful to hit roll plus the strength bonus if any. This weapon causes bleeding wounds of a ripped nature which is reflected in the massive damage which this weapon causes. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 45,000 gp.

    63-64 + 3 Man-Catcher "Jaws" : This 10 ft. long mithril pole has a 36 in. diameter man catching grappler which expands magically expanding outwards to a 10 ft. diameter when enclosing a target creature within its shark toothed grasping mechanism. The handle of this device is wrapped with type IV demonhide and mithril wires and on either side of the catching mechanism all are 2 white diamonds worth 3000 gp each. This weapon is of a + 3 to hit quality and on any hit that exceeds its minimum number by 3 the arms of the target creature will be pinned to their side no saving throw is allowed. Also on the command word "Terminate" the interior edge of the jaws of a man catcher will become lined with a row of great white shark teeth which will then constrict upon the target creature inflicting 10-60 points of damage as it attempts to bite the creature in half; this power is usable three times per day. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 35,000 gp.

    65-66 + 4 Bo Staff of Monkain Hits : This 6 ft. long staff of an oriental style is made of a gold/blue orachalium alloy which is engraved with many mithril runes along its length. This magical weapon is of the + 4 quality and inflicts 1-8 + 4 points of damage to any creature struck by it. The staff automatically bestows 2 attacks per round due to the lightness of the staff. Furthermore, the staff will have a 100% roll which will either inflict a 75% chance to trip a foe forcing them to lose initiative on any to hit roll which exceeds its minimum by 2, and also forces the target to make a + 5 DEX to be made or they will fall to the ground for 1-3 rounds. On the other 25% roll the target creature will be struck in the head stunned for 2-8 rounds, and will drop in the object they are carrying due to the force of the blow. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 30,000 gp.

    67-68 (2-20) + 1 Quarrels of Hurt: Each of these bolts are made of a 12 in. long clear crystal with a barbed mithril head and fletched with feathers of a grey owl. The feathers a bound with gold wire, and it has a resealable hole which can be used to store acids, poisons, etc. inside the bolt. Under normal circumstances acid inflicts an additional 6-36 points of damage to the base damage of 1-6 + 1 points of damage to any creature struck by the bolt. There is a valve at the rear of this device which allows for the recharging of liquid material which is injected when the crossbow bolt hits. This creation is very durable and is only destroyed when the bolt firer rolls a 1-2. Each time the bolt strikes it uses all the material in the reservoir with each strike. Value: 2500 gp @.

    69-70 + 2 Brass Knuckles of Knock : This 3 in. wide set of brass knuckles is studded with 5 red diamonds worth 2000 gp each, which can be used on the right or left-handed. This magical weapon it is of a + 2 to hit and damage quality inflicting 2-12 + 2 points of actual damage or it can inflict 4-24 + 2 submission damage. On any successful to hit roll which exceeds its minimum number by 3 will knock the foe unconscious for 1-6 rounds. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 35,000 gp.




    71-72 + 3 Helm of Paralyzation: This mithril/gold alloyed helm is covered with many platinum runes and has a single green diamond worth 14,000 gp in the middle of the forehead of the device. This device confers a + 3 to armor class and saving throws to its wearer, and it may also emit a 12 in ray of a green light from the gem in the forehead to strike targets within the range limitations. The wearer of the device mentally activate the ray by silent mental act of will. Any creature struck by the ray must make the saving throw verses magic spell or be paralyzed for 3-18 rounds. This magical ray of energy can only affect a single creature each round. The device possesses charges numbering 41-50 when it is first discovered. Value: 30,000 gp.

    73-74 + 3 Bracers of Beguiling: This set of gold colored bracers are made of a mithril/steel alloy, with each bracers having six common rubies imbedded into each of the bracers worth 1000 gp each. This magical device bestows upon the wearer a + 3 to armor class and saving throws whenever they are worn. The bracers have a limited storage charges equaling 21-30 when found, but in order to use its special magic power both bracers must be worn by the wielder. Upon the command word "Beguiled", the device emits a 2" radius magical field beguiling similar to the rod of the same name. Each charge lasts for 1 turn, and creatures outside the magical fields affect area will hear the command word spoken. Only creatures with a 3 or less intelligence are unaffected by the beguiling effects of this magic bracers. Creatures who are beguiled will see the device wearer as a true friend and mentor until the magical power wears off 1 turn after it starts. When the creature is removed from the beguiling effect they will react in a way determined by the dungeon master to this magical effect they were exposed to. Value: 45,000 gp.

    75-77 Gloves of Cancellation: This set of brown dragon's skin gloves are sown with golden thread, runes, and brocade around the cuffs. On the back of each glove are 5 star rubies worth 2700 gp each. The first magical affect of these gloves is that they cannot be harmed by normal or magical physical weapons of the any type. The gloves also have an ability to drain the magical powers of any magic item in a single melee segment of touching. This effect mimics the rod of cancellations powers in many ways. The final power of this device is only usable by an Incantrix who would gain a + 3 levels to their experience while these devices are worn. Value: 35,000 gp.

    78-79 + 2 Collar of Absorption : This device is a 1 in. wide collar of rainbow colored crystal taken from the plane of mineral, which is engraved with gold inlays of runes and filigree. The caller is also set with 5 silver pearls set equidistantly are around the collars circumference which are worth 1000 gp each. This magical device bestows upon its wearer a + 2 to armor class and saving throws whenever the device is worn. This device also bestows immunity to any attack which would strike their neck such as sharpness, force blade, or vorpal attacks that would sever the wearer's head. This device also functions as a rod of the absorption and can store from 41-50 charges which are used to absorb in redirect magical powers that are directed within 10 ft. of the devices wearer. The absorption power functions in one melee segment whenever it is activated by the wearers silent mental act of will. Value: 65,000 gp.

    80-81 + 3 Dagger of Disruption: This Egyptian style 15 in. long dagger formed of white marble has a mithril hilt and cross guard with the single white diamond set in the pommel base worth 2700 gp. This magical item is of a + 3 to hit and damage quality in sleeping 3-12 + 3 points of damage per strike. If a creature of undead or negative plane is struck by this device they will be affected as if they are being turned by a 14th level cleric each time they are struck. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 25,000 gp.




    82-83 Tiara of Illusions: This magical device is made of 6" arc of gold shaped into the shape of a rainbow with 20 white, 20 red, 20 and green, 20 blue, and 20 violet diamonds in concentric bands to form the rainbow effect with each gemstone worth 300 gp . Whenever the devices wearer places his forefinger on the rainbow arc the device holder can see invisible creatures, illusions, and the device activator also possesses ultravision as long as a forefinger remains placed on the device. The device also has a command word which is "Formation", and allows the device wearer to form a pre programmed illusion inside the device wearers mind which will take form within 24 in. of the device owner and last for 3 turns after concentration is broken by the devices wearer. This power can be used 3 times per day. All Illusions have all sensory affects except for tactile sensations when they are created, and the Illusion may be set up to perform a sequence of events which the device owner wishes. The only limitation is that the device owner must seen creatures of the type or materials of the type that are to form the basis of the illusion. The device owner may practice changing his own shape and form with the use of this magical power as long as the mirror is present in order for the user to use the power upon him. The illusions created by this device are 95% effective. Value: 65,000 gp.

    84-85 + 4 Aklys of Killing: This red gold handled club of black oak is 26" long on a 10' long unbreakable elastic-like demonhide tether with a protective mithril wrist brace attachment. The black oak wooden head it is etched with golden runes and has for black rubies inset into the weapons head which are worth 4000 gp each. This weapon is of a + 4 to hit into damage quality inflicting 4 + 5-30 points of damage with each individual strike. This magical weapon can be thrown at ranges up to 20 ft. distant from the weapon holder. Once the club is thrown at a target it can be recovered in three melee segments because of its tether. In this fashion it could be used more than once in a single round by a high level fighter. The device owner may also use the unbreakable tether to entangle a foes weapon whenever the minimal to hit score is exceeded by three. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 45,000 gp.

    86-87 + 3 2 Handed Axe of Damaging: This 6 ft. long Dwarvish style but double bitted battleaxe has a redwood handle which is wrapped it strengthened with mithril cables. It has a lodestone pommel stone worth 1500 gp and an ox skin hide wrapping the handle of the weapon. The blade of this weapon is made from mithril etched with gold runes along the weapons haft and axe head. This axes of a + 3 to hit and to damage quality inflicting 3 + 3-30 points of damage per strike to any creature struck by it. Furthermore, it can also make it horizontal scything attack on all forward foes in a 180 degree arc in the same attack motion. This form of attack increases the armor class of the attack creatures by a - 4 to their standard armor class as the wielder attempts to strike more than one foe in a single attack. A to hit roll is rolled for each individual target creature, and if successful the damage will be dealt to each target creature individually. Unfortunately, this also adds + 4 to the armor class of the axe wielder as he puts himself wholeheartedly into each sweeping attack of the axe horizontal to the ground. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 45,000 gp.

    88-89 + 3 Short Bow of Force : This magical Mongolian style short bow is made of black crystal which is covered in mithril runes about its surfaces, and possesses a mithril bowstring. There is a single black diamond worth 8000 gp set in the front face of the bow aligned with the arrow guide on the bows frame. This bow is of a + 3 to hit and to damage quality which will be added to any strength bonus that the wielder of this device they possess which is conferred to the arrows strike. Whenever an arrow is fired from this bow it is encased in a glowing black bolt of power as it strikes its targeted area. This magical encasing energy will cause a concussive-like force which inflicts a random critical hit as designated below:01-25 double damage; 26-50 triple damage; 51-75 quadruple damage; 76-100% will inflict a random critical hit on the appropriate missile weapon table. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 65,000 gp.




    90-91 + 3 Short Sword of Moving Earth: This 28 in. long short sword is made of the specially alloyed brown mithril, with a large full pure mithril basket hilt. It has a number of a golden runes along the blade on both sides, and the hilt is wound with xorn skin. On either side of the basket hilt and at the pommel stone there are 3 dunestars worth 2100 gp each. This weapon is of a + 3 to hit into damage quality inflicting 3 + 3-18 points of damage per hit. This weapon allows its holder to move through earth and unworked stone as if they were moving through air normally, with the ability to stair step their way up or down at the rate approach 10 ft. for each 20 ft. horizontal distance covered. This is similar to the power of the Ulgo race in the Belgarion Series of books, which can move through earth as if it were air. This magical weapon can also activate upon the command word "Slide", is special ability which is activated by plunging the blade into the ground and picturing how the device wielder wishes the terrain to be altered similar to the level 6 move earth spell as if cast by a 14th level spell caster. The final power of this magical short sword is its ability to cut through all metal types, even magical, as if it were cutting through a stick of butter which treats all armor classes as if they were the base armor class of 10, adjusted for dexterity bonuses. This power can be used up to three times per day, and requires very little concentration or strength to strike through the much less an armor class of the wielders foes . As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 45,000 gp.

    92-93 Bronze Elf Warrior Figurine: This 8" tall figurine of a elf warrior has 2 green emeralds as eyes were 1700 gp each, with gold runes covering its body. Upon the command word "Sentinel", the statue grows to a life-size creature possessing armor class 0, 80 hit points, move 12 in. per round, 18 (00) Strength + 3 to hit , + 6 damage & an 18 Dexterity, which is a split classed individual acting as an 8th/8th level Sentry/Archer. It is wearing standard elvish chain mail, and wields a boat, long sword, & dagger. It will follow any instructions given by its activator for up to 36 consecutive hours of service before reverting back to its true form as the figurine. This magical device can be used up to four times in a given month. Value: 50,000 gp.

    94-95 Megaphone of Blinding: This 18 in long cone-shaped megaphone made of ivory covered in gold runes with a tapering gold gun-like handgrip beneath it. The device has 10 blue sapphires are around the large circumference end of the cone which are each worth 1100 gp each. The magical power of this device affects creatures within 3 in. of the speaker will hear the speaker's voice amplified, while those creatures within 3-10 in. will experience a painful sound blast which causes deafness and magical blindness in any creature of < 6 Hit Dice no saving throw. The blindness and deafness lasts for 1-6 turns for each round of exposure to the devices magical powers. Creatures of 6 + 1 Hit Dice or better to saving throw vs. magic spell or be blinded and deafened for 1-3 turns if they fail their saving throws, and if they succeed in their saving throws it negates the devices effect. The powers of this magical device can be used up to six times per day . Value: 70,000 gp.

    96-97 Staff of Power Stealing: This is a 8 ft. long staff sectionalized into 5 completely separate segments of the following colors: clear, blue, red, green and gold. The staff is bound with gold wire and runes along its length, with the single rainbow diamond on the top of the staff worth 12,000 gp. This magical staff is of a + 5 to hit and to damage quality inflicting 1-6 + 5 points of damage on any to hit roll made. This is possibly one of the most powerful magic items I designed: it has the ability to absorb permanently the enchantment of up to five separate magic items. It stores one magical items powers both latent and active powers are permanently transferred to one of the segmented areas. The power of this magic staff can transform itself into each of the item separately, but will still maintain all active powers simultaneously regardless of the formed the staff is taken at the time. Latent powers can be activated one at a time while holding the staff by the wielder. To introduce a magic item in to the staffs crystalline segmentation the device owner need only touch the staff to the other magic item and it will be drained into it magically and permanently. If the magic device possesses charges when the charges are permanently gone a section of the staff will be able to drain and another magic item into that space. Any magical +'s possessed by a magic item drained into the staff are not cumulative in effect, but are instead separate when the staff takes the form of the individual magic item drained into the section desired. As with all magical weapons this device should have an innate intelligence rolled for it when it is first discovered using the DMG intelligent weapons tables. Value: 175,000 gp.

    98-99 Pheasant Feathers of Commanding: This magic device is two 18 in. long pheasant feathers attached with a platinum medal of the proud generals head in profile. When this device is attached to a hat or helm the magic of this device will activate the stilling upon its wearer and 18 charisma with a + 50% reaction bonus towards any creatures that the wearer meets. This power is activated only when the device wearer is actively recruiting or leading troops in a combat situation. Up to 3 times a day for up to 2 turns each usage this device can also command creatures, plants, and animals within 6 in. to become the militaristic unit at the command of the device wearer, which allows no saving throw for creatures of less than 10 hit dice. Creatures with 10 + 1 or greater hit dice are allowed a saving throw verses magic spell which if successful will negate this items affect. While these units are under the command of the device wearer they possess a 19 morale for the duration of the commanding sequence.
    The where his voice can be heard up to 24 in. away, no problem, for any unit under his command. This power can be used for up to three times a day, but after the third usage the device wearer suffers laryngitis for three hours total. If the wearer does not use the third charge they suffer no ill effect from this loud booming voice. Value: 60,000 gp.

    100% + 4 Helm of Prismatic Sphere : This rainbow colored crystal helm has 5 rainbow pearls set equidistantly or around the circumference of the brow of the wearer's head which are worth 2000 gp each. The entire helm is covered in platinum runes and designs as well as possessing a orachalium visor which covers the lower face of the helm wearer. This device grants a + 4 to a saving throws and armor class to any creature who wears it. It also gives the wearer the ability to use the level 9 spell prismatic sphere up to 5 times per day with 1 turn duration each time it is activated. This prismatic sphere can protect multiple creatures within its 6 in. radius, which greatly exceeds the normal sphere created by the spell. This device also grants its wearer the ability to use a continuous level 6 true sight power, as the spell of the same name. This power is activated whenever the visor is pulled down over the lower face of the device wearer. This lowering of the visor also provides a specialized detect enemy spell to all creatures within the 6 in. radius, which operate continuously to warn the device wearer of creatures with a hostile intention entering the protected zone. Value: 90,000 gp.

    More to come,

    Later

    Exclamation Wink

    Blood and souls for my lord Arioch!!!!!!!

    So let it be written,
    So let it be done!!

    Let them keep what they kill!!
    Apprentice Greytalker

    Joined: Mar 16, 2007
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    Sat May 26, 2007 4:19 pm  

    Shocked Cool

    Table VII
    By Matan Thunder


    01-02 + 4 Shield of Strength Draining
    03-04 Tapestry of Journeys
    05-06 + 3 Garrote of Strangling
    07-08 + 3 Robe of Plant Control
    09-10 + 5 Darts of Slaying
    11-12 Tome of Ignik Soboche
    13-14 Headband of Deterrence
    15-16 Vortex Bottle
    17-18 + 3 Collar of Twisting
    19-20 Urvile Loremaster Staff
    21-22 Boots of Striding and Sticking
    23-24 + 3 Stiletto of Life Force Stripping
    25-26 Holly of Druid Spell Storing
    27-28 Horn of Subsonics
    29-30 + 3 Long Sword of Shooting Blades
    31-32 Wand of Explosions
    33-34 + 2 Belt of the Whipping
    35-36 + 7 Helm of Wisdom
    37-38 Flask of Liquid Hole
    39-40 Tome of Isef
    41-42 Whip of "Gotcha"
    43-44 + 3 Claw Gauntlet
    45-46 Librahm of the Silver Golem
    47-48 + 4 Military Pick Axe
    49-50 Bracelets of Truth
    51-52 Horn of the Deathkiss
    53-54 Cloak of Blinding
    55-56 + 4 Long Composite Bow of Zanian Mot
    57-58 Book of Asrar Nemon
    59-60 + 3 Bracers Icicle Bolts
    61-62 Jonah's Ring
    63-64 Fireflight Necklace
    65-67 + 4 Hand Crossbow Crystalkill
    68-69 Mirror of Magic Drain
    70-71 Horn of Protest
    72-73 + 3 Sling Staff of Protection
    74-75 Book of Dominium
    76-77 Key of Contortion
    78-79 + 4 Buzzsaw Shield
    80-81 Ring of the Dragonfang
    82-83 Librahm of the Gold Golem
    84-85 Gloves of Disorder
    86-87 + 6 Spear Bunyina
    88-89 + 3 Helm of Seeing Mists
    90-91 Geode of the Prison
    92-93 Key of Discovery
    94-95 Bracelet of Oops
    96-97 Figurine of the Black Archer
    98-99 Boots of Gravity
    100 + 3 Mace of Pulping

    01-02 + 4 Shield of Strength Draining: This magical shield is made of gold and a red metal that creates a sparkling red alloy of great strength. The center and outside circumference of the shield is decorated in various sizes of rubies worth 20,000 gp. This magical device bestows on its user a + 4 to armor class and saving throws whenever it is worn on the owners arm . The primary magical power of the shield is its ability to project a red sparkling ray which is launched from the center of the shield which is able to lash out 6" range and affect 1-6 creatures within 20 ft. of each other. All creatures must make the - 4 saving throw verses magical spell or they will sustain a temporary strength drain of - 3 points which takes six hours to recover from. If successful saving throw negates the power of this magical ray. If a creature loses all their strength points through use of this magic item then they die. Once the magical ray has struck a set of creatures it returns to the shield all of which requires only one melee segment. This strength draining ability confers the drain strengths of the target creatures into its wielder up to a 25 strength maximum. When the strength drain hits 18 it requires 1 strength point for each + 10% in strength advancement until it reaches 19 strength. This magical strength conferring on to its owner dissipates at the rate of one strength point per hour. Due to be exhaustive nature of this magical ray the user may only activate this power one time for each constitution point they possess. Value: 75,000 gp.

    03-04 Tapestry of Journeys: This simple blank tapestry is 4 ft. high by 5 ft. long of red material is activated by the command word "Threshar". Once activated the magic power of this device will continue operate until the command word is repeated a second time. During this time in magical needle and thread appear on the device and follow the path of adventurer who activated it. The magical power records the adventures in rich embroideries upon the tapestry surfaces in a continuous left to right fashion as the player character continues upon his given tasks. The tapestry richly embroiders key segments of the venture in small 1 in. by 1 in. pictures on it surface, with written notations based upon the key events. Upon the command word "Clearessa", the device will clear its surfaces and start again if the command word above is once more used. Value: 25,000 gp.

    05-06 + 3 Garrote of Strangling: This device is made of the finest dragon leather and mithril wire, with 2 blue crystal handles at either end of the device. The strength of this device is so great that it requires a 22 of greater strength to break it. The garrote stores itself within the crystal handles when not in use, and is 4 ft. long if fully extended. The device owner can mentally preselect the amount of garrote will links that they require in any given situation. The weapon itself if properly used inflicts1-4 + 3 points of damage to a single target in the single round. The device continues to inflict a continuous 2-12 + 3 points of damage each round that the device owner maintains pressure on the strangulation of the creature targeted with this device. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 70,000 gp.

    07-08 + 3 Robe of Plant Control: This magic robe is made of many tiny green jade tiles with a golden great oak engraved upon each of them. Their sewn together with meteorite cable/thread for each individual tile. The robe is of the + 3 quality for determining armor class and saving throw bonuses that the device confers. The device also confers a + 3 to the wisdom of the device wearer for as long as it is worn. The device also provides the power to its wielder to control 1 unintelligent plant life form within 6 in., which can be up to 12 ft. tall, and command it to attack targets chosen by the device wearer each round of its activation. The plant will remain activated for up to one hour daily. The plant can never be compelled to attack the device owner in any way. This device is usually used to create a living tree, possessing one hit dice per 1 ft. in height and armor class of 2. The animated plant can move up to 9 in. per round and is very supple in its movements. Each lamb of such an animated plant can inflict 2-12 points of damage per strike, and the strikes are mentally controlled by the device owner when this power is activated. Value: 60,000 gp.

    09-10 + 5 Darts of Slaying: This 12 in. dart is comprised entirely of a golden crystal and fletched with small roc feathers sewn to the shaft with gold wire to stabilize it in flight. This device functions as an "Arrow of Slaying" in all ways for determination of class or creature type to be slain refer to the DMG magic item description for determination of the type. Each time this device is successfully used it breaks apart upon the failed saving throw of the target creature in the blast of golden sparks. Value: 10,000 gp.



    11-12 Tome of Ignick Soboche : This heavy demonhide leather bound tome is always trapped with a 17th level, firetrap spell level 3. If this trap is not removed the entire device will be destroyed in the conflagration that takes place upon the activation of the trap. If the device owner removes the trapped they are capable of reading this Tome. The material contained within this magical tome takes three months to read and allows the device owner to successfully capture and control a single lesser Tanari, Baatezu, or Yugoloth to perform a single service for them after the proper sacrifices are made to the creature. The use of this device is considered an evil act in any case as it requires 10 Hit Dice of sacrifices to be made to the creature during the conjuring sequence. The creature will try to twist the conjurer’s word in order to change the mission they were commanded to undertake. There is a base 35% chance that this occurs with a - 5% to that chance for each one hit dice of creature sacrificed in the conjuring ritual which this device details how to undertake. If the wording of the mission is not properly orchestrated it indicates that the creature has found a 75% chance way of causing its conjuror to suffer physical attack or harm from this manipulation of its command. The device owner can command the creature to undertake any tasks regardless of their duration that such a creature is capable of performing. This because a more complex task to take a lifetime to complete if the command is properly worded. The power of this magical device provides all components necessary to summon that creature, except for an actual name which must be garnered from the outside source prior to this spells activation. Once this device is read this device teleport randomly 100-1,000 mi. distant to the random treasure trove. Value: 30,000 gp.

    13-14 Headband of Deterrence: This magical headband is made of solid mithril squares inlaid with a single ruby and gold leaves surrounding it. The device has eight squares of mithril which magically sizes itself to fit at the wearer, and is sewn together with mithril wire. Each tile has a single rune of power transcribed upon it. This magical devices power is its ability to radiate a slowness field in a 2 in. radius which allows no saving throw verses the affect for creatures attacking or seeking to harm the device wearer. The magical device also possesses the power to launch eight beam of blue energy simultaneously at 60 degree intervals out to the range of 5 in. which inflict 5-40 points of damage to any creature caught in the beams one melee segment duration. These magical beams of energy can only be launched once each 3 hours, and are recharged by the sun with 3 hours of exposure daily required to maintain the devices energy needs. The energy of these magical beams will seek out targets with a hostile intent, and easily pass through multiple creatures out to range limitations. Value: 60,000 gp.

    15-16 Vortex Bottle : This black obsidian bottle is inlaid with indecipherable gold runes on its surfaces. The plug on this magical device must be opened in order to activate a powerful magical vortex 180 ft. tall which draws objects and creatures into the magical plane of Limbo. Once this device is opened up its draws everything within a 180 ft. diameter into this magical devices opening magically no saving throw during its 1 turn duration. Only objects that are nailed down are immune to the effect of this device. The portal remains open for 1 turn before the device closes magically by sucking the stopper back into the bottle. Value: 10,000 gp.

    17-18 + 3 Collar of Twist : This sparkling blue crystal collar is etched in silver runs and inlaid with six diamonds around its circumference worth 2000 gp each. Once this hinged device is latched around its owners neck in activates its magical power which is quickly felt. The interior of the collar ejects 6 sharpened spikes 2 in. long into the victim's neck which is accompanied by a rapid twisting motion of the collar which takes one melee segment. This trapped inflicts 10-100 points of damage on a victim of this device. Continues to rotate and inflict damage each round until 24 strength points are brought to bear in attempts to break the latch by the victim and possibly his companions. Value: 25,000 gp.

    19-20 Urvile Loremaster Staff : This device appears to be a common wooden stave with the ends shod in iron. In reality this device functions for all mage class's above 6th level and specifically the creature called the urvile, from the lord foul's bane series of books. This magical staff is of a + 3 quality to hit and to damage and will inflict 1-6 + 3 + 10 points of acid damage to any creature struck by this device . The prime power of this device is to cast 5 hit points per level of potential spell casting energy that is channeled through it in a gout of black acid out to ranges of 1/2 inch base by 5" wide terminus by 10 in. long. The final and most potent power of this device is its ability to channel magical spell energy and other staff, rod, and wand effects through it in the formation known as a power wedge. For each 1 spell level or 1 device charge the staff funnels the additional energy through this device and its activator in a single additionally damaging blast of magical acid. Those who use the staff of their magical energy focusing will need to stand in a triangular formation of 3, 6, 10, 15 individuals in order to utilize the power to the staff. There is no upper limit to this potential additional damage emitted from the staff . All creatures are allowed a - 2 saving throw verses magic staff in order to sustain only 1/2 damage from the acid. The acid can inflict also reduce damage by 1/2 damage further if water is swiftly used to douse the area afflicted by the acid burns. All creatures in the power wedge will take 1 melee segment to focus the magical energy through the staff holder who focuses it on the target area. All creatures involved in the power wedge may take no other actions during the round in which the power is initiated. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.


    21-22 Boots of Striding and Sticking : This magical set of boots appeared to be Boots of Striding and Springing even to the most thorough of magical detection and identification magics. The curse which these devices possess is activated when the creature is next involved in a combat situation within 10 ft of the hostile creatures reach. When this occurs the curse glues the device wearer’s feet to the ground and glues their feet inside the boot. The hostile creature can then wreaks it attacks sequence upon the victim of these cursed devices. The only way to release a victim's feet is to use wine as a solvent for the glue which adheres to the victim. Value: 5000 gp.

    23-24 + 3 Stiletto of Life Force Stripping: This weapon is made of a single piece of obsidian wrapped in a demonhide grip and covered with demonic runes of the lower plane upon the blade. This device is a very potent evil device which hungers for the souls of creatures on attack with it. If this device successfully hits the target creature it is of the + 3 quality inflicting 1-4 + 3 points of damage, but if successful the to hit roll forces the target creature to roll a die 20. If the dice roll is 1-10 they lose all their life force levels in the single strike, but if a 11-20 is rolled only 1/2 of their levels or hit dice are drained away by this device. The dagger howls and moans as it strips the life force away from targeted creatures. Whatever the result 1/2 of the drained hit dice or levels will be conferred upon the device user, but will drain away at the rate of one hit dice or level for each turn after it was originally drained away. Undoubtedly this could cause the character to gain multiple levels on a temporary basis, but is only usable in directing attacks upon other creatures or improving skills that require no learning processes in order to activate in utilize them. The curse of this device is its innate ability which can be turned against its owner if a fumble his rolled and the owner is struck by a weapon by accident. At that time the owner loses the appropriate levels dictated above, but gains one half of them back on a temporary basis. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.

    25-26 Holley of Druid Spell Storing: This appears to be normal holly leaves and berries when discovered by a druidic creature capable of utilizing these items. These devices will be discovered in caches of 5-8 leaves and berries. Each leaf and berry enables the druid to activate a single druid spell of their choosing with one melee segment of thought. This device serves as the material component, if any, for any spell cast with them. The spells cast but these devices are activated at the owner’s level of experience when they are cast. Value: 5000 gp @.

    27-28 Horn of Subsonics : This 18 in. long ox horn is inlaid with golden runes and many small precious gemstones worth 11,000 gp. If this device is sounded a horn emits a cone-shaped blast of sonic energy 2 in. wide base by 6 in. long by 4 in. wide terminus zone of effect which causes all creatures within to make a - 6 saving throw verses magic wands or be afflicted with a loss of equilibrium. This causes all creatures fall down within this zone for 1-6 melee segments, and will even inflict monsters as long as they have auditory organs. The device can be sounded an unlimited number of times daily but the device owner must also make a saving throw to avoid the equilibrium disorienting effect. Value: 30,000 gp.

    29-30 + 3 Long Sword of Shooting Blades: This 45 in. long sword appears to be made of a mithril-steel alloy but is configured to possess 2 exterior blades of 36 in. in length. These extra blades appear opposite sides of the main blade and can be fired at ranges of up to 60 ft. without incurring any range penalties for the shot. The blades are jetted away from the hilt by miniature air elementals captured inside the hilt out to range of a 180 ft. limitation. Ranges out to 60-120 ft. are considered long range and at-2 to hit, while ranges of 121 ft.-180 ft. are considered long range and are made at -4 to hit. When all three blades all are on this device it inflicts 9-30 + 3 points of damage for each blow, but will subtract - 3-9 points of damage from each blade unavailable due to its being shot at some target creature. These blades automatically return to the device one melee segment after impacting the target creature, usually leaving a very large hole. The blades may be shot individually at separate targets in the same melee round. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 85,000 gp .


    31-32 Wand of Explosions : This what is made of a rainbow colored crystal with platinum runes upon its length. There is a single 1000 gp white diamond on the tip from which the magic of this device is ejected. If this device is activated by the silent mental act of will of its owner it detonates the gemstone inflicting 6-60 points of damage within 10 ft, 5-50 points of damage out to 20 ft., etc. to all creatures within the affected area. This takes place in a single melee segment which is followed by a one melee segment of a level 2 magic mouth appearing and saying " Oops, booby trapped!! ". The power of this magical device cursed causes it to reform in one round and then teleport 1-100 mi. in a random direction on the following round. This device is the bane of many magic users. Value: 11,000 gp.

    33-34 + 2 Belt of Whipping : This magical belt will appear to be a normal heavy leather black belt with a gold buckle. The device has five 1000 gp blue diamonds set equidistantly around its length. This device is of a + 2 to hit and damage quality ball whip which inflicts 3-12 + 2 points of physical damage or 6-24 + 2 points of submission damage. Each time this device strikes the target creature it must make a saving throw verses magic wands or be affected by a hold person spell for 1-4 rounds for each strike. The magic of this device allows it to grow or shrink on silent mental will commands of the device owner up to a 30 yd range. The end of the device can follow simple mental commands of its owner to enwrap target creatures within its length, or enwrap structures as needed by the device owner, who is most often a thief. The third power of this device is to become a lasso of + 2 quality and requiring a 20 or greater strength to escape it if the creature is lassoed with it. This device has an armor class of - 2, and it can sustain up to 30 hit points to a specifically targeted cumulative location on it before it is broken or severed. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 35,000 gp.

    35-36 + 7 Helm of Wisdom: This helm is made of a brasslike alloy that has the strength of steel. It is inlaid with many runes and has four large white diamonds set in it effect worth 1000 gp each. This magic device confers upon its owner a + 7 to armor class and saving throws, and gives its wearer a + 6 to Wisdom for as long as the device is worn. During this time a wearer is capable of the having a photographic memory in all senses of the word. The device also gives its owner a 70% chance of sensing danger when within 6 in. of that danger. This heightened sense can pass through any type of substance or blockage, and the owner senses this occurrence as a muffling of sounds around him when the attack is about to occur. The wearer will not know the location or direction the attack will be coming from, only that eminent danger is nearby. Value: 120,000 gp.

    37-38 Flask of Liquid Hole: The substance in this flask has a thick tar like consistency when it is poured out of its nondescript flask. Once the material has been applied to the surface the owner may spread the material in the desired shape for one round after its exposure to air. This magical material will automatically create the hole in any type of substance short of lead or adamantine. The depth of hole is 10 ft., and each flask has enough material for 2-8 separate applications. The surface area covered by this material can never exceed 10 ft. by 10 ft. when it is spread about. This magical hole material may be picked up and reused for up to 2 turns after its original application to the surface. This material automatically ruptures devices such as bags of holding and portable holes as they are extra dimensional spaces. Should this happen DM's should referred to random ejection into the ethereal plane of existence. Value: 20,000 gp
    .
    39-40 Tome of Isef : This device appears to be a plane weather-beaten tome of non-descript nature. Utilization of this device is considered an evil act in regards to alignments of the spell caster. This magical tome requires three months to read completely and upon completion of allows anyone capable of spell casting to call into existence a least tanarri, beaatzu, or yugoloth once the spell caster finds the necessary true name of a specified demon. The conjuration of this device requires sacrifices of living creatures of hit dice or levels equal to the conjured creature. The owner of this device is able to command the creature called forth to perform one action of an indefinite time period which is specified at the creatures conjuration. Creatures of this nature never serve willingly and will seek to manipulate the wording to thwart its conjuror and this devices owner. This tome can be used in a unique way up on a recent battlefield, where it will have a 35% chance of having a successful conjuring and a 70% chance if time is taken to set up the ritual properly in this battlefield situation. Once the device has been read this device teleports randomly to a treasure 100-1,000 mi. distant. Value: 25,000 gp.


    41-42 Whip of Gotcha: This 18 ft. long whip is made of green dragon skin wound with mithril wires & cables with an ivory handle. This magical devices of a + 5 quality to hit and to damage when used in combat. This is a cursed device that will activate only when it is brought into combat against hostile creatures. In this situation the whip will enwrap the device wielder and hold them immobile until a successful remove curse is cast upon its wielder. This device pins the arms and legs of its wielder together and then tightly wrapped around the wielders body. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 10,000 gp.

    43-44 + 3 Claw Gauntlet: This magical retractable claw device is made of a blue silver alloy of mithril which protects the device wielder entire hand in plates of the alloy. This device is of a + 3 to hit and to damage quality inflicting 3-24 + 3 points of damage with each successful to hit. This device can be used to strike twice per round regardless of the player characters class. The device possesses the special reservoir which can contain 5 doses of a selected poison applied into the reservoir prior to the devices being used. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 65,000 gp.

    45-46 Librahm of Silver Golems: This book is 12 in. tall by 3 in. thick by 8 in. wide and made completely of silver sheets sewn together with silver wire. The instructions given within this book which takes three months to read allow its owner to possess the ability to construct a single silver golem with two months of construction time. The reader of this device must also spend 30,000 gp for the necessary materials to make this type of golem. The following spells are necessary for the construction of this device in addition to do this tome: level 9 Wish, level 8 polymorph any object, level 8 permanency, and 10 consecutive level 3 lightning bolts spells. After this magical device has been read it teleport randomly 100-1,000 mi. in a random direction. Value: 35,000 gp.

    47-48 + 4 Military Pickaxe : This weapon has a oak haft, with a silver blue meteorite metal weapon head on the device . The haft is wound with mithril wire and runes about this device. This magical devices of a + 4 quality to hit and to damage inflicted 3-21 + 4 points of damage to any creature struck by it in combat. Whenever this device is used to strikes stone it excavates a 1 ft. by 1 ft. by 1 ft. chunk of that material as it turns into medium-sized gravel. The final power of this device is its ability to detect gems and minerals within the 20 yd radius, and is able to estimate the values of gems or qualities of ore with 1 round of observation of the materials in question. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 45,000 gp.

    49-50 Bracelets of Truth: This device is made of platinum with one black and one white diamond imbedded at either end of the device worth 2000 gp each. The owner and wearer of this device must concentrate on either the black or white diamond in order to discern the following information: the black diamond detects if the lie is spoken within a 6 in. radius of the device owner, and a white diamond detects if the truth is spoken in that same 6 in. radius. Either gemstone glows when such an occurrence happens. Upon the command word "Tharza", the device can be commanded to show an illusion of the truth whenever the lie section of this device is activated which will last until the truth is revealed by the Illusion. This power can be used up to three times a day only. Value: 50,000 gp.


    51-52 Horn of Deathkiss : This device 6 ft. long white elephant tusk is covered in gold in leaves and magical runes as well as having sapphires, emeralds, and diamonds worth 30,000 gp set into the sides of this magical device. This cursed magical device will afflict any creature attempting to sound it in the normal manner. The creature must make a - 4 saving throw verses poison which if successful causes them to sustain 5-50 points of damage and inducing a 50% chance of falling into a coma for 1-6 years no saving throw. Those creatures failing their saving throw are affected by a rapid acting neurotoxin which kills the creature in 4-10 seconds. Value: 35,000 gp.

    53-54 Cloak of Blinding: This long purple cloak is made of silk sewn with mithril and gold thread along its outer edges and possessing 10 gold pearls worth 1000 gp each sewn about the lower hem of the item. Around the collar of this device are set 8 perfect stars diamonds worth the 5000 gp each. These gemstones are set equidistantly or around the collar circumference. This device bestows upon its owner a + 2 to their strength level of ability whenever the device is worn. Unfortunately the curse of this device is activated upon entering combat the first time after it is worn. This curse causes the cloak to swirl up and encase the head of the device owner and obscure his vision. Value: 60,000 gp.

    55-56 + 4 Long Composite Bow of Zanian Mot: This magical bow is made of an unknown flexible blue crystal material with a single white diamond set into the front of the bows face directly above the arrow guide area. The value of the gemstone is 5 5000 gp and surfaces of the blue crystal or covered in gold inlays and mystical runes. The hand gripping area and the bowstring all are made from wound mithril cables and aboleth leather skin. This boat is of a + 4 quality to hit and to damage in inflicting 1-6 + 4 + 20 points of special damage on each successful to hit roll. This special damage is caused as each arrow is fired from the device as the missile is encased in any lightning bolt capable of inflicting 20 points of an electrical damage. Any missiles used in this manner are destroyed in its strike upon the target. Creatures struck by this magical lightning receive a saving throw verses magic wand in order to sustain only 10 hit points of electrical damage from this attack. This magical device must be recharged in a natural lightning storm once per month wherein it is a natural lightning rod and will attract and natural lightning strikes in order to recharge its potent magical story of lightning. The device takes no damage from a lightning strike whatsoever regardless of its source . As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 100,000 gp.

    57-58 Book of Asrar Nemon: This magical book is bound in green demon hide sewn with mithril threads and inlaid writings. The power of this magical book is its capability of summoning greater tanarri, beaatzu, and yugoloth type creatures which the spell caster must possess their secret true name which must be garnered separately from this magical device. This device takes three months to read. Utilization of this magical device is considered a evil act in regards to the alignment of the player character. This device requires the sacrifice of creatures up to the level or hit dice of the creature to be summoned in order to achieve a proper conjuration. Spell casters are also recommended to install the appropriate circles of protection as the summoned creature usually seeks to wreak vengeance upon it summoner by devouring them. A spell caster who owns the device can elect to use a recent battlefield in lieu of the proper sacrifices listed above with a 25% chance that the summoned creature will except this alternative form of sacrifice without the proper conjuration preparation, or 65% chance successful if the proper conjuration preparations are undertaken by the device owner. Once the device has been read this device teleports randomly to a treasure 100-1,000 mi. distant. Value:30000 gp.

    59-60 + 3 Bracers of Icicle Bolts: These 8 in. long magical bracers are constructed of 1/2 inch square pure white marble intricately sewn together with pure platinum wires to bonded these marble pieces together. Each square of marble has a single white diamond set into each square worth 250 gp each. This device is of a + 3 to armor class and saving throw due to a magical field which they exude. The secondary magical power of this device allows its owner to point at the designated target and by silent mental act of will lash out to ranges of 6 in. with a six-foot long bolt of icicle inflicting 3-24 points of magical damage to the single target. The creature is allowed a saving throw verses magic wands in order to take only 1/2 damage. This device has 41-50 charges which can be recharged with the use of a level 5 cone of cold spell. Value: 45,000 gp.


    61-62 Jonah's Ring: This magical rain has 10 blue sapphires set equidistantly around its circumference which are each worth 500 gp. As the name would indicate this is a cursed magic object which causes its wearer to suffer bad luck for as long as the ring is worn. The device magically grafts itself onto the finger of its new owner when it is first worn. Only a successful dispel magic and remove curse by at least a level 16 Cleric can successfully remove this device, unless 2 wishes or used consecutively league. The nature of this curse causes the player character to make 2 dice rolls each time they try to perform a task or function and always take the worst possible dice roll results. This occurs extends itself out to a 20 ft. radius of the device owner and causes all other creatures within this zone to also make 2 dice rolls and take the worst result for as long as there are within the range of this power. Value: 35,000 gp.

    63-64 Fireflight Necklace: This beautiful mithril chain necklace has a single perfect 2 inch diameter red ruby attached to it which is itself covered in many mithril runes etched into its 5000 gp facets. Upon the command word "Iflagrago", this device allows its owner and all this equipment to turn into a white hot ball of magical flame with vaguely human outlines which can move at a rate of 40 in. per round for up to one hour daily, which can be used in smaller increments of time simply by re-entering the command word to shut the power on and off. Any creature coming within 10 ft of the device user while in this form will suffer 3-24 points of fire damage, creatures coming within 20 ft. sustain 2-16 points of damage, and creatures up to 30 ft. away sustain 1-8 points of damage when the flame power is in activation. While in this form the user may use and activate all of its items normally, but should be wearer of this still lies ever encounter cold exceeding 100 hit points in the single round or water damage in that same amount will cause the device to explode violently inflicting 5-50 points in damage to all creatures within 30 ft. of this detonation point destroying the device permanently. The wearer in such a situation will automatically suffer 10-100 points of damage and will need to make saving throws verses magic fire at - 4 for all devices and objects held on their person when this power was initially activated. Value: 65,000 gp.

    65-67 + 4 Hand Crossbow of Crystalkill: This magical device is constructed of the clear crystalline substance with a rainbow hued affect shifting through the crystalline material as light please upon its surfaces . The surfaces of the device are covered in gold inlays as well as possessing a single rainbow diamond worth 10,000 gp set directly under the quarrel guide of the device which ejects the magical power from that point to encase the quarrel. This device automatically re-cocks itself so that it may be fired up to 3 times in a given round. This device is of the + 4 to hit and to damage quality in inflicting 1-6 + 4 points of damage for each successful strike, with an additional 2-12 points of damage inflicted by the magical crystalline encasing of any bolt fired from this magical hand crossbow. The device can be dry fired so that it only inflicts 2-12 + 4 points of damage whenever the device owner is out of ammunition. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 50,000 gp.

    68-69 Mirror of Magical Draining: This magical mirror is made of burnished mithril perhaps 5 in. high by 2 in. wide by 2 in. thick with a heavy golden frame 2 in. thick surrounding its surface. The device has 10 black opals set equidistantly and around the edges of the frame each worth 600 gp. Whenever this device is activated upon the command word "Dilutiono", it emits a beam of grey-blue energy that is 5 in. long by 2 in. high by 2 in. wide along a pathway directly in front of the mirrors facing which causes any magic items or spells in that area to be affected by an ultra powerful dispel magic which neutralizes all spell powers and spell affects in that zone for 1-6 melee rounds. This effect is similar to that exhibited by a magic dead zone as described in the forgotten realms. This device possesses the 51-60 charges when it is first discovered and must be recharged on a monthly basis by allowing it to rest in the zone of dead magic/no magic for 24 hours in every 30 days. This recharging must take place in a continuous fashion. Value: 65,000 gp.


    70-71 Horn of Protest: This 16 in. long horn is made of red crystal with gold runes and inlays about its surfaces depicting a fighter in combat with a giant bear with a sword. The base of the horn has carved red ruby mouthpiece and 6 red rubies set equidistance lead around the mouth of a horn which are worth in total 3500 gp. When this magical devices sounded its becomes apparent to its owner as it teleports a random group of 1-6 monsters within 100 ft. of his location, and heckles them with the following utterance "Hey stupid monster, here monster, come and get your nice death!". This device can be a boon to creatures could make preparation for combat to be initiated on an otherwise uneventful and boring day of questing that is once the first initial encounter has been made. The device will appear to be non magical to identification magics, but will be attacked as a magical item for those seeking to divine its nature. Part of the curse of this device causes its owner to seek to play the horn at least once per day unless they make a successful saving throw verses magic spell to avoid being compelled to sound this device. The device can be sounded any number of times in a given day, but each conjured group of monsters requires one round to appear, and they will not be necessarily evident to the sounder unless the encounter takes place on the featureless plain or in the coliseum. Value: 20,000 gp.

    72-73 + 3 Sling Staff of Protection: This magical staff is made of a specially hardened marble with gold swirling inlays are around its surfaces, with a specially created sling attachment made of white dragon the hide leather. The staff itself has six rows of emeralds, sapphires, and diamonds alternated in rows of around its circumference which total in value of approximately 30,000 gp. This magical weapon is of a + 3 to hit and to damage inflicting as a staff 1-6 + 3 points of damage and as a swing inflicting 1-4 + 3 points of damage on a successful to hit roll. This device can be used in the defensive manner by the device owner foregoing any offensive attacks in a round, which improves the device owners armor class by a + 3. This magical protection surrounds its owner in the 10 ft. diameter sphere of a magical energy which causes blows struck against it to rebound upon the creature initiating the attack attempt. This protection even occurs on attacks from behind. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 35,000 gp.

    74-75 Book of Domonium: This magical device is a book with a golden cover inscribed in runes of power with pages made from a fine silk like material covered in human skin. The book is 12 in. by 12 in. by 1 in. thick and had 7 black opals worth 1000 gp each set around the outer edges of the cover. The use of this magical device is considered an evil act in regards to the alignment of player characters attempting to use it. This device can be used in conjunction with a properly obtained true name of a True beaatzu, tanarri, or yugoloth to summon that creature type into the presence of the device reader. This device takes three months to read. The use of this device requires the slaying in a ritual fashion of creatures of an equal hit dice to that of the creature being conjured at that time. This device can be used in conjunction with the recent battlefield in lieu of the ritualistic sacrificing of creatures to activate the summoning sequence. The chances of success without the proper preparation is that 20% success rate, while its proper preparations are undertaken the ritual is 60 percent likely to succeed in the recent battlefield scenario. Once this device has been used to summon a creature it randomly teleports 100-1,000 mi. distant to a randomly selected treasure horde. Value: 35,000 gp.

    76-77 Key of Contortion: This device appears to be a mithril skeleton key with an ornate handle with a wide variety of gemstones decorating its handle worth approximately 15,000 gp in gemstones. A special magic placed on the device allows identification magics to see individual owners using it to open locks successfully, running them in the fast forward way to show each successful use of their lock picking capability, but concealing the curse of this device. Whenever this device is placed into the keyhole it will automatically succeed at opening the lock, but one melee segment later will inject multiple needles into its owner skin through hidden apertures in the gemstone injecting a virulent poison. The poison causes a saving throw verses poison at - 2 to be inflicted upon the device user regardless of magical or mundane hand protections which are penetrated by the needles created by this device. A successful saving throw indicates that 5-60 points of damage is sustained by the creature using this device, while a failed saving throw indicates that the owner dies in 1-6 rounds in absolute agony. Value: 30,000 gp.

    78-79 + 4 Buzzsaw Shield: This round shield is made of a blue alloy of steel and mithril with the jagged pieces of specially hardened obsidian shards around the circumference of the outer shield rim. The device is decorated with golden inlays depicting the forms of lumber jacks hard at work. This device is of a + 4 quality to armor class and to saving throws as long as it is worn on the arm of its owner. When this device is hurled in the discus like manner and the command word "Kidnarra" spoken the device will fly out to ranges of up to 6 in. distant to strike targets and then return to device owners arm magically one melee segment after its attack sequences. This attack form can inflict 4-24 + 4 points of damage as the shield rotates wildly as it flies to make contact with its target creature. This device makes a loud noise of a buzz saw sawing through wood whenever it is thrown at a target creature, and will alert nearby creatures of its presence. Because of its special nature of this device will be allowed to rule for a magical innate intelligence as presented in the DMG under magically intelligence sword notations. Value: 70,000 gp.


    80-81 Ring of Dragonfangs : This mithril ring is mounted with a giant ruby 2 in. in diameter whose setting has 2 two inch long fangs projecting upward on either side of the gemstone which is worth 2000 gp. This device grants its wearer a + 3 to armor class and saving throws when the device is worn. Furthermore, in combat situations the ring can be used as a weapon as the fangs of the rings will cause any creature struck by a successful to hit roll to make the saving throw verses poison which if failed will cause the target creature to fall into irrevocable death, unable to be resurrected. If the saving throw is successful the strike with the fist inflicts + 1 points of damage due to the fangs on the ring. The neurotoxin in the ring comes from a inexhaustible source which allows it to be used with multiple strikes any single round. Each successful strike requires a separate saving throw. Value: 25,000 gp.

    82-83 Librahm of Gold Golems: This book is 16 in. high by 12 in. wide by 1 in. thick and is made completely of gold of varying thicknesses inscribed with adamantine writing inside the text. If the owner of this device takes three months to read its contents they will be capable of constructing a golden golem at the expense of the 100,000 good points in construction materials. The construction process can be completed in a 30 day period, and requires the following spells in order to successfully create this construct: 10x level 3 fireball spell, level 8 permanency, level 8 polymorph any object, level 9 wish, level 6 enchant the item, and the spell specially prepared inside this librahm known as shape metal which is immediately forgotten when the device has been successfully treated. Among the significant material components in order to create this construct is the brain of a red dragon, and 6 gal. Of red dragon blood which are used in construction of this device. Once this magical librahm has been used to construct a gold golem it teleports itself 100-1000 miles in a random direction away from its previous owner. Value: 50,000 gp.

    84-85 Gloves of Disorder: These gloves appeared to be a pair of fine behir leather gloves sewn with mithril thread and covered in mithril runes about their exterior surfaces. This cursed set of gloves will mislead detection and identification magics into believing that it possesses the skills of a general and tactician of the extraordinary skill. Once these devices are put on the owner will never willingly separating himself from the gloves but will appear to be totally normal to their companions. The curse causes the owner to become chaotic evil and totally mad in a very secretive and insidious way. The owner of the device will seek to kill creatures in a genocidal manner whenever some creature gets in the way of his goals which are world domination. The owner will wait until the best moment to strike at those who prove to be obstacles to this goal. The owner of this device will also prove to be excessively paranoid about the actions of creatures around him in and out of combat. The only way to remove these devices is the use of 2 wishes, or the use of a exorcise spell cast by a 16th level cleric in conjunction with a dispel evil spell caster on consecutive rounds which allow the owner of the device to make the one time saving throw verses magic spells in order to remove this set of gloves successfully. Value: 15,000 gp.

    86-87 + 6 Spear of Bunyina: This spear is a 7 ft. long ash shaft with reinforcing of mithril cables wrapped round in its shaft in a strengthening manner. The blade of this device is a yellow alloy of orachalium/steel with blue meteorite metal runes etched into the surfaces of the 14 in. long blade. This weapon is of a + 6 quality to hit and to damage inflicting 3-18 + 6 points of damage on a successful to hit roll. Whenever this weapon exceeds its minimum to hit roll by 3 it will cost target creatures of a mammalian nature to instantly make the - 3 saving throw verses magic spell or die instantly regardless of level. This weapon was first created for a great hunter who wanted a more humane way to attack and slay creatures painlessly. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 45,000 gp.

    88-89 + 3 Helm of Seeing Mists: This helm is constructed so that a hardened orange crystal alloyed with steel which is adorned with 15 silver pearl is around its outside edges each worth 250 gp. The devices also etched with gold inlays and runes about its entire exterior surfaces. This magical elements of the + 3 to armor class and saving throw qualities whenever it is worn on the head of the device owner. Upon the command word "Encloudious ", this device will emanate a rainbow colored magic fog that prevents all vision at a 1 ft. limitation to all creatures passing through it. The device owner can actually see through this pea soup fog with no limitations whatsoever. The cloud extends out to a 6 in. diameter and moves about with the device owner at the center of the effect. The nature of this magical fog prevents any type of detection based magics, infravision, ultravision, etc. from passing through the fog. Only true sight can reveal the device owners location. This helm has a secondary power which is activated when ever the device owner sprinkles 100 gp of gold dust in the magical fogs which will then reveal any magical illusion a premonition of any event which could cause serious harm or death to the device wearer in a real time first person perspective. This premonition extends up to seven days into the future but can only be used one time per month. The Illusionary premonition requires six melee segments to begin its manifestation of the real-time event. Value: 95,000 gp.


    90-91 Geode of the Prison: This normally appearing geode is made of an undisclosed or undiscovered golden mineral studded with eight naturally occurring black opal's worth 500 gp each. Whenever a creature first touches the geode they turn invisible and are teleported 10-100 ft. distant, but their soul is wrenched away to any random plane in the nine hells to be tormented for an eternity no saving throw. The geode remains in the hand of the invisibly teleported body of the victim of this device. Only the help of exterior forces including player characters can restore the soul to the body of the creature caught by this device. There is a 2% chance per week that the hand which has grasped the geode has relaxed enough to release the device and return the spirit to the body. The creature afflicted in this way is allowed a saving throw verses magic spells with a - 1 penalty for each week that they were under the torturous torments of this device. If the creature fails it saving throw it is irrevocably insane for the rest of their life, and if they make their saving throw they will be plagued by nightmares for a number of weeks equal to that which they were trapped for. Value: 29,000 gp.

    92-93 Key of Discovery: This device is a skeleton key device approximately 8 in. long with a specially twisting mechanism which serves as the lock picking item of this device. The grayish metallic mithril this device is composed of will conform to any object that utilizes a lock upon the command word "Frezzam". This solidifies the material so it may be used as a lock pick. In the game terms it adds a + 25% to a thief's lock picking ability. Value: 15,000 gp.

    94-95 Bracelet of Oops: This bracelet of a red alloy of silver is set with six perfect rubies worth 1000 gp each. Upon the command word "Dextarious", this device ejects a red arrow of magical energy which follows a circular 360 degree pathway out to 20 ft. away then whips around to strike the bracelet wielder to make the - 2 saving throw verses wands or be afflicted by a magical fumbling which lasts for 3-30 rounds each time the energy is released. The device wielder will never notice that he has become extremely fumble prone because of this device is magical power. Only a full wish can remove this device from the afflicted victim. They insist on using it at every opportunity because they seem to think it needs them in combat situations by just calming them down. Value: 10,000 gp.

    96-97 Figurine of the Black Archer: This 6 in. tall black obsidian statuette is that of an Uruk Hai orcish archer wielding a great bow, with a evil glint in its 2 star diamonds eyes which are worth 5000 gp each. The entire device is highlighted in mithril runes and in leaves which illustrate the features of the creature depicted by this figurine. Upon the command word "Relaizor", this device will grow into a full-sized 7 ft. tall orcish archer which will serve its activator for 5 melee rounds up to 4 times per week. The creature possesses a strength of 20 making him + 4 to hit + 8 to damage through his strength conferring great composite bow. The creature possesses a large black fletched and painted arrows of great thickness capable of inflicting 1-8 + 8 points of damage on each successful to hit. The creature functions as if he were a 12th level Archer in all abilities and skills. The creature possesses 120 hit points and is armor class 4 in regards to creatures attacking it. If this hit point total is ever is exceeded the devices permanently destroyed. Otherwise the device regenerates its damage at the rate of 2 hit points per day of non usage. Value: 65,000 gp.

    98-99 Boots of Gravity: these devices are constructed of small clear crystal in squares 1/2 inch in size which are sewn together with mithril wire and etched with runes of the same material. While worn these boots can shift the gravitational plane within the hundred ft. diameter to the precise angle that they wish up to five times per day by silent mental act of will. The device owner will simply step towards the new angle of the gravitational center as if they were taking another step on a level flat floor. Inventive usages of this device will allow its owner to shift the gravity so as to inflict damage to creatures who unexpectedly find their center of gravity shifted 180 degrees of normal making the ceiling the floor. The owner of this device can activate this process at anytime regardless of the speed they are moving at. Value: 35,000 gp.

    100% + 3 Mace of Pulping: This 25 in. long mace is made of a purple mithril/meteorite based metal which is adorned with 91-100 black diamonds when first found set in to the mace head of this device. Each of these gemstones is worth 100 gp each, but is destroyed each time the special power of this device is activated. This devices of a + 3 to hit and damage quality inflicting 2-7 + 3 points of damage for each successful to hit. Whenever this device scores a to hit which exceeds its minimal number by 3 in activates the special power of this device possesses at the cost of one of the gemstones. Creatures affected by this special "Pulping" power are allowed a saving throw verses magic spells in order to sustain only 5-50 + 2-7 + 3 points of damage from a successful strike of this weapon and a successful saving throw being made. If a creature fails their saving throw every cell in their body is disrupted from the inside out simultaneously rendering them into a pulped fleshy substance instantaneously regardless of size. All damage inflicted by this pulping magic is very painful to the victim of this weapon causing them to be stunned for one round due to pain. This device can never be recharged. . As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 100,000 gp.

    More to come,

    Later

    Cool Laughing
    CF Admin

    Joined: Oct 14, 2003
    Posts: 586
    From: Rel Astra

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    Sun Aug 26, 2007 1:46 am  

    Some of these are pretty cool, dude. I think you should add some Greyhawk flavor lore to them and submit em to the site in article format. Wink
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    Sun Aug 26, 2007 8:23 am  

    Cool

    At some point it might happen. I have taken a break (Europa III) from posting for a time, but I will finish the 15 tables when time allows. If the site mods want it in the format you suggest then they will have to walk me into/through the process so that it can happen.

    Later

    Cool
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    Sat Sep 29, 2007 10:22 am  

    Cool

    Sorry for the delay.....good computer game interferrence. Here is the next table. For those who can....Enjoy!

    Table VIII
    By Matan Thunder

    01-02 Rug of Defense
    03-04 + 4 Lance of Jousting
    05-06 Bracers of Magnetism
    07-08 Grimiore of De'Canth
    09-10 Ring of the Buzzer
    11-12 Bags of Winds
    13-14 Cube of Delivery
    15-16 Robe of Karate
    17-18 + 7 Short Sword of Aaghh!!
    19-20 + 5 Net of Capturing
    21-22 Earplugs of Clairaudience
    23-24 Librahm of Mithril Golems
    25-26 Wings of the Roc
    27-28 Piccolo Pipes
    29-30 + 5 Staff of Rebounding
    31-32 + 3 Thieves Staff
    33-34 Urn of the Dao
    35-36 + 4 Robes of Whirlwinds
    37-38 Grimiore of Uach
    39-40 Rod of Sunlight
    41-42 Emerald of Demon Pulsar
    43-44 Canteen of Urppp!!
    45-46 Hat of Wizardry
    47-48 + 3 Shuriken of Mandow
    49-50 + 3 Cloak of Vanishing
    51-52 Tome of Murinea
    53-54 Helms of Migraines
    55-56 Grimiore of Adamantine Golems
    57-58 + 6 Three Sectioned Staff of Defense
    59-60 + 3 Hood of Disguising
    61-62 Belt of Crushing
    63-64 (4-16) + 2 Caltrops
    65-67 + 4 Bastard Sword of Disarming
    68-69 Rod of Blending
    70-71 Gloves of Clinging
    72-73 the Attacking Chest
    74-75 Chalice of the Marid
    76-77 + 5 Shield of Charging
    78-79 + 4 Shield of Buffeting
    80-81 Horn of Screams
    82-83 Burrowing Girdles
    84-85 Water Pearl
    86-87 + 5 Cloak of Magic Absorption
    88-89 + 3 Attla and Spear of Distance
    90-91 Mirrors of Images
    92-93 + 4 Throwing Knives of Shak Raww
    94-95 + 4 Bracers of Grasping
    96-97 + 3 Cat of Nine Tails w/Tickle Feather
    98-99 + 3 Bracers of Change
    100% Figurine of the Powered War Chariot


    01-02 Rug of Defense: This 4 ft. by 6 ft. carpet is made out of a flexible blue metal infinitely strong in a fibrous way. The first power of this device is its ability to prevent damage to itself from weapons of up to + 3 quality. It radiates a strong anti magical field, which renders all first level magic spells 100% neutralized if they are seeking to pass through the device, 95% neutralizes all second level spells, 90% neutralizes altered levels spells, etc.. Upon the command word "Unoxious", this magical device will seek to interpose itself between its owner and any hostile creatures or incoming spells to block their passage on to their owner. The command word is repeated in order to rescind this order. The rug has a 100% chance of interposing itself in intercepting incoming spells end a 75% chance to interpose itself from all physical attacks upon its owner. Upon the command word "Regularum", this device will actually seek to attack a creature designated by silent mental act of will of the device owner. This power can only be used up to once per week for five melee rounds limitation. During that attack sequences it functions much as a rug of smothering as detailed in the DMG. This device possesses 80 hit points, is armor class - 3, and it can regenerate lost hit points at the rate of one point per hour of inactivity in direct sunlight. Value: 45,000 gp.

    03-04 + 4 Lance of Jousts: This medium sized lance is 13 ft. long made of a light grained oak, with mithril cables reinforcing the entire length of the shaft. The entire device is decorated in gold runes, and gold flecks permeate the oak as if it grew inside the tree from which this device is fashioned. The length of the shaft is covered in 12 garnets worth 250 gp each and the blade of this device is 18 in. long made of a black metal which pierces all armor class is as if they were 9 + dexterity bonuses. This device is of the + 4 quality to hit and to damage inflicting 6-21 + 4 points of damage on each successful to hit on a man sized creatures. On any successful to hit roll which exceeds its minimum by 3 this magic device causes the target creature to make in - 5 saving throw verses magic spells to avoid being knocked to the ground or out of the saddle. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 60,000 gp.

    05-06 Bracers of Magnetism: These 12 in. long bracers all are made from a dark grey metal/crystalline material which has many golden runes covering all of its surfaces. Once these devices are put on they will activate becoming a super magnets of magical power which crawl metal object towards them as they seek to attract each other with the force of a 24 strength points. This limits the victim's ability to maneuver their hands and wrists as the bracers are locked together. All metallic objects within 10 ft of the creature when these bracers are activated will fly towards the victim owner at rate of 48 in. per round, with damage been determined by the DM for each individual object affected by this magnetic force. If creatures other than the owner of these devices seek to separate the bracers it requires a combined 26 strength points to separate them, but this force must be exerted over a long period of time as it requires 2-20 rounds to actually remove the clasps of the bracers while the magnetism is in effect. The magnetism can drag any M sized creature towards an activated set of these bracers in voluntarily regardless of weight of the creature. Such a creature would find themselves magnetically adhered to the victim of these devices in random location upon metallic items on the creatures body. Value: 11,000 gp.

    07-08 Grimiore of Decanth: This 14 in. by 12 in. by 2 in. thick book has a red demon hide cover with 2 light green emeralds worth 1000 gp each set into it surface which is etched in a demonic facial picture with the emeralds as the eyes. The use of this device is an evil act in regards to alignment of the player character. The magical power of this device is its ability to bind a Guardian level beaatzu, tanarri, or yugoloth to a single service of indefinite time periods after reading this device for three months. The user of the device is required to sacrifice live creatures of a sentient nature at the rate of one hit dice for each hit dice of the guardian creature called forth. As with other tomes of this nature a recent battlefield graveyard may be used in lieu of these live sacrifices at rate of 15% chance of success when the proper preparations are not undertaken, and with a 55% chance of success if the proper preparations are made upon the battlefield. The creature is summoned forth using its true name which must be garnered separately from any function of this device Combat as no names are contained therein. Once this device has been used to bind a creature to a spell caster service it will teleport 100-1,000 mi. distance in random direction to a treasure cache in that area. Value: 40,000 gp.

    09-10 Ring of the Buzzer: This magical ring is made of a light blue crystalline alloy set with 2 light blue emeralds worth 1000 gp each on each side of each other. This device does not count as a ring when worn by a creature similar to the exemption provided to a ring of feather fall. Once mentally activated by the device owner the owner may grasp a living creature or target which causes the creature to instantaneously suffer muscle spasms caused by an intense sustained electrical jolt. The effect lasts only one round but allows no saving throw to the target creature as they are unable to initiate any action for one round unless they possess an immunity to lightning based magic’s. Once per month this device must be recharged using lightning bolts which it absorbs when specifically directed at the ring with 100 hit points total in damage in order to recharge the device. If this device is used to strike an object mundane or magical it causes electrical damage and forces the object to make the saving throw verses electrical damage or be destroyed by electrical vaporization. Value: 25,000 gp.


    11-12 Bag of Winds: This 3 ft. tall by 2 ft. wide bag is made of a blue satin like material woven with alternating bands of mithril thread reinforcing the bags material. There are four runes on the outside of the bag in platinum which if deciphered saying north, south, east, and west. The mouth of the bag can open into a 24 in. diameter mouth which emits the magic winds which this device projects. On the first round that the bags drawstrings are opened in emits a 10 mi. an hour wind along a 10 ft. wide corridor 10 ft. tall out to range of 10 in. directly in front of the bags open mouth. On the second round the winds emitted increased to 20 M.P.H. and function normally as stated above. On the third round the winds increased to 30 M.P.H. and creatures less than 4 ft., weighing less than 100 lbs, or possessing of strength of less than 12 will find that they cannot control the bag effectively. They are lifted off the ground at which time the magic of the bag reverses becoming a suction and drawing into it the unfortunate owner of the device depositing them into the elemental plane of air. Use each of this device by smaller creatures that break contact with the ground is fraught with dangers as stated above. On the fourth round wins increase to 40 mi. per hour, but creatures of 4 ft. 6 in. tall. Weighing less than 200 pounds or strength less than 14 cannot wield the device without suffering the suction retaliation of this magic item. Of the fifth round the wind speed increases to 50 mi. per hour and creatures of 5 ft. tall, weighing less than 300 pounds, or possessing less than a 16 strength will find themselves afflicted by this action as they lose contact with the ground and the wins reverse themselves. This progression continues at the above stated rates up to a 100 M.P.H. limits where the progression afflicts those up to 8 ft. tall, weighing up to 800 lbs., or possessing the strength of less than 24. The unfortunate suction side effect continues affecting creatures wielding this device whenever they break contact with the ground as they are holding the open mouth of the bag in their direction which they wished to emit the winds. Value: 65,000 gp.

    13-14 Cube of Delivery: This 6 in. by 6 in. by 6 in. cube is made of a pink quartz material which is engraved with many magical runes upon it 6 individually identical faces. To activate the power of this device the owner simply pushes a side of the device which instantly teleports the owner of the device to the location of one of the six encounters listed below at a random location on the prime material plane upon which the creature dwells. This cursed device leaves the player character owner naked except for a loincloth and a + 3 weapon which is usable by them in normal combat sequences, with which they must face-off with the monsters listed below. Falling monsters are encountered:
    1) Huge age 6 red dragon 4) 2 Umber Hulks
    2) 2 Basalisks 5) 2 Githyanki
    3) Catablopas 6) Nycademon
    These creatures are in their lairs which gives them a great advantage in knowing the terrain and provides them with a + 2 on surprise and initiative dice when it is determined in the combat sequences. Whether the owner of this device loses or wins the body will be teleported back when the combat sequence comes to a conclusion whether the owner of the device wishes it or not. All of their gear will be present on the floor where they activated this cubes magic power. This device can be used in multiple times during a day but the owner of the device may never be able to take their gear with them so as to be able to better face at the encounters. Value: 25,000 gp.

    15-16 Robe of Karate: This device is a simple white nondescript gi, with a simple black and material belt. Through the ages this device has picked up the mental emanations of its wearer which provide in the future owner with the skills equivalent to at eighth level monk which are detailed as follows: armor class one, movement 18 in. per round, 2/1 open hand and foot attacks each round, inflicting 2-12 points in damage per strike, feign death, mind masking its ability to ESP, self healing ability, body equilibrium as the psionic skill useable one day per level, empathy as psionic skill once a day, invisibility as the psionic skill 1 turn per level, and molecular manipulation as the psionic power once per day. All powers of this device can only be accessed to win the device is fully worn. The device itself possesses an amoral intelligence innate basic rudimentary sense which conveys knowledge of its powers to its current owner to silent mental act of will. Value: 40,000 gp.

    17-18 + 7 Short Sword of Aaghh! : This weapon is made of a glittering violet alloy of meteorite metal & orachalium with silver runes adorning the blade's length, and 3 black opals decorating the hilt of the device worth 500 gp each. The enchantments on this blade provide it with a + 7 to hit and + 7 damage inflicting 6-42 + 7 points of damage on each individual strike, plus it possesses the ability to strike as a vorpal weapon as detailed in the DMG. The only problem with this magic device is that it is cursed to strike its wielder with a magical fumble affect generated randomly on every fourth hit the device fails to make regardless of the dice rules involved. All damage is done to its wielder as well as the specialized generation rolled up for the random fumble. The device owner will simply see this as a random occurrence due to an insidious magic which prevents its owner from observing any potential correlation of increased fumbles which this weapon inflicts upon its wielder. In order for a wielder to see the negative effects of this device is successful dispel magic and a remove curse spell must be applied to them and the blade within three rounds of each other. This allows the wielder to see the harm this weapon does to them. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 30,000 gp.

    19-20 + 5 Net of Capturing: This 20 ft. by 20 ft. net is made of adamantine alloys making it practically unbreakable, with four 5 lb meteorite metal weights along the outside edges the device 10 per side. Whenever this net is slung at a creature there is a 50% base chance of capturing the creature targeted by this device. The creature inside the net are then transported into especially designated as extra dimensional space up to a 100 ft. square capable of sustaining their life which the device provides as part of the magic of the net. The extra dimensional room has a zero gravitational fields affecting it allowing the captured creature to float about the interior of their cage. The extra dimensional room’s walls are made of the multicolored cloudy material of the ethereal plane and are spongy to the touch and 100% immune to magic so that translocation magic spells have no affect inside one of these rooms. If the material is physically attacked it simply regenerates and replaces itself at rate as fast as the Striker inflicts upon it. Each net has the ability to store up to do 4 creatures in separate rooms inside this device. To release a creature from its extra dimensional space the owner of the device speaks the command word "Zephanallia", and flings the net to the ground whereupon the creature reappears in that space. The facing of the creature is in random direction and sometimes the owner of the device simply releases the creature into a combat situation where it made be either friend or foe to the device owner. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 65,000 gp.


    21-22 Earplugs of Clairaudience: These devices are a set of 2 gold pearls shaped like earplugs connected by a long adamantine chain which connect the devices into a single item. The pearls are worth approximately 1000 gp each. Once these devices are put into the ears of a owner they provide their user the ability to use clairaudience within a 6 in. radius of their location without having line of sight on the target creatures or areas to be affected. The owner of the device simply designates an area mentally to be targeted with this spell affect and may then eavesdrop on conversations in that region for an unlimited duration and a number of usages daily. Once per month device can be used on a region up to 600 mi. distant but the region must have magical surveillance on it in order to see what is going on at that location so the audio eavesdropping may take place. Value: 55,000 gp.

    23-24 Librahm of Mithril Golems: This bronze book is 18 in. by 18 in. by 2 in. thick with a great many mithril runes decorating its covers front and back, and inlays which show a human figure working on a mechanical humanoid figure. If the devices read over a three month period of time and 100,000 gp of materials are utilized this device can help its owner to construct the specialized mithril golem creation. Once the device has been read and used to construct such a creature it will teleport 100-1,000 mi. in random direction. The construction of this device also takes the following spells in order to create its life force and animation: level 9 Wish, level 8 polymorph any object, level 6 geas, level 6 paralysis rays , 2x level 8 permanency, and a final 9 level 9 wish to seal the device in its final form. Value: 50,000 gp.

    25-26 Wings of the Roc: These extremely large 24 ft. wingspan of angelic white wings are extremely light being fashioned from an aluminum/mithril alloy of incredible strength and weightlessness. Each of the feathers which make up this device have a single mithril rune etched onto its base which connect them magically together and allow their wearer to fly at a speed of 24 in. around and have a maneuverability class of A. Unfortunately the first time this cursed device reaches its top speed of 24 in. per round it forces its owner to make in - 5 saving throw vs. spells or become a stone statue for amending towards the ground and a bone crushing destruction upon those things or creatures below. No matter what happens the wings will never be gamines be in any way by this collision with the earth. These magical devices will never reveal this curse if the owner keeps the speed at 23 in. per round or lower. Value: 25,000 gp.

    27-28 Piccolo Pipes: These dual set of pipes are 8 in. long composed of a dark blue crystalline substance which is inlaid and engraved in golden runes. Whenever this set of pipes are played it creates a pleasant harmonic sound which causes all creatures hearing it, including the user, to make a saving throw verses magic spell or become enraptured by the magic music if their saving throw failed. The device affects all creatures within a 6 in. radius. If the owner of the device ever stops playing music upon this item those creatures who are enraptured by the music will keep requesting that the player continues to sound them. This often takes the form of request of songs which the affected creatures would wish to hear. Unfortunately this device are cursed so that when they enter a combat situation they will sound a shrill whistle in note which will attract the attention of any creature within a 6 in. radius of the device user. This could cause other monsters to respond to the location of this device owner. The final power of this device causes the owner to refuse to divest themselves of the pipes because of this negative affect due to the magical power with no saving throw. The device can be removed with a successful dispel magic verses a 18th level spell caster and the successful remove curse cast on the round following the dispel magic. Value: 25,000 gp.

    29-30 + 5 Staff of Rebounds: This 6 ft. long ordinary looking ash staff with a gnarled head which is covered with golden runes and inlays in the pleasant pattern around the entire length of the device. This device is of a + 5 quality to hit and to damage inflicting 6-36 + 5 points of damage on any successful strike when it used as a weapon. The second power of this device requires the silent mental concentration of its owner, whereupon, it raises a 20 ft. by 20 ft. invisible wall of magical energy directly in front of the staff which is held by the wielder. This power can be activated any number of times during the course of a day as long as the device holder maintains his mental concentration on maintaining this wall. The power of this magical wall is such that it causes all incoming missiles and physical attacks to impact upon it surface and then switch direction 180 degrees to strike the creature who initiated the attack unerringly. The blow even strikes with the force of its original attacker’s point of attack upon this device holder. Any missile weapon will seek its point of origination if it possesses the necessary range limitations imposed upon it by its missile type. If the missile does not have the necessary range it falls short of striking its point of origination. The owner of the device can only walk slowly and change the facing of the wall by moving the staff to the location desired to protect. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 65,000 gp.


    31-32 + 3 Thieves Staff: This device is created from a specially shaped 5 ft. 6 in. shaft of obsidian with many silver inlays and runes all along its length. The device also has 10 star tear gemstones placed in the silver inlays which swirl about the shaft of the device which are worth 3000 gp each. This device is of a + 3 to hit and to damage quality inflicting 1-6 + 3 points of damage on any successful to hit roll. The first power of this device allows its owner to shoot a string of silk web at any target within a 10 in. range which will be stuck on the sticky end material of this length of web. This silk webbing remains sticky for 3 melee segments after it is attached to a target, which allows the staff wielder to entangle a target creature struck by this web on a successful dexterity check. Creatures stuck in this manner require a 16 or better strength to break free from the bonds this device enwraps them with, but will sustain 2-12 points of damage when doing so. The silk web originates from an infinite reservoir inside the device, but when one in the shot at a target location and the webbing is allowed to dry it can hold up to 2,000 lbs. of weight if it used as a climbing device. In this fashion multiple creatures could climb up the silk webbing at the same time. The webbing material created by this device dissipates it 3 turns after it is originally placed on a target creature or location. The owner may detach the staff from the webbing material at any time during this 3 turn duration. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 35,000 gp.

    33-34 Urn of the Dao: This 28 in. tall and 16 in. in diameter brown clay earthen urn is covered in glowing blue metallic runes are around its entire surface as well as the top stopper of this device. This device functions much like a ring of djinni summoning as detailed in the DMG. If the stopper is removed and gaseous cloud is emitted from which the Dao materializes to perform a service within a 24 hour period one time per week. The owner of this device and the Dao will immediately initiate discussions upon the proper medium of payment for the service that is required of this creature. If the two parties cannot come to a successful arrangement on the payment for the services of to be rendered the Dao immediately attacks its owner and seeks to re-enter the urn. At that point the urn is sealed for the next seven days. If the urn is destroyed it releases the Dao from it servitude but the creature will attack the breaker until they are destroyed or the Dao is weakened sufficiently to provoke it to return to its home plane. As with all summoned or conjured creatures it takes orders in a literal fashion in ways that twist the meaning of the device owner’s true intention. Value: 40,000 gp.

    35-36 + 4 Robe of Whirlwinds: This robe is constructed of blue marble tiles each which is connected to the other with a copper link and each title has a single copper rune on its exterior. If the command word "Excellsiora", is spoken this device brings forth an 8 Hit Dice air elemental which swirls like a whirling wind vortex around the robe wearer levitating them 4 in. off the ground. The wearer of the robe does not see the effects the whirlwind creates in any way so that they may initiate combat or spell casting as normal for as long as the whirlwind is in place. These attacks suffer no penalties whatsoever. While under the affect of the whirlwind the device owner can fly at 24 in. a round in maneuverability class of A by silent mental act of will. The substance of the creature which provides the whirlwind effect can sustain a 60 hit points of damage in any 24 hour period before it dissipates harmlessly back into the robe where it regenerates in 24 hours after being destroyed in such a manner. Any damages exceeding 60 hit points is inflicted upon the wearer of the robe in a normal fashion. The whirlwind effect can be used up to the three hours in any 24 hour period before the air elemental needs to rest and regenerate for 24 hours. Value: 80,000 gp.

    37-38 Grimiore of Uach: This 8 in. high by 8 in. wide by 1/2 inch thick device is made of white leather bound with platinum wire and engraving of runes upon it to exterior surfaces. When the device is opened and read it will begin to reveal a story about a special Super Wish spell which was cast by the previous device owner which would culminate in the reader of this spell in achieving a demi god status. Unfortunately as the last pages of this device are read by an anxious reader the pages will find that their hands will meld together in the single fleshy hand/page in a permanent fashion. The material of the inner pages of this device or flesh like but of a super strong quality but which have nerve endings which cause pain to the device reader if they are sought to be torn or cut from the embrace of the pages. In order to extract their hands from the last pages of this device the owner must utilize a level 7 limited wish spell or level 9 full wish spell in order to extract their hands from the page material with no damage. Creatures which resort to cutting himself free of this material sustain 3-24 points of damage for each hand which is removed from this cursed magical device. Value: 15,000 gp.

    39-40 Rod of Sunlight: This 28 in. long rod is made of a pale yellow crystalline material which is covered in platinum inlays and runes along its entire length. The device possesses 41-50 charges when first discovered. The owner of the device must make a successful to hit roll in order to initiate of powers listed below. The device can emit an intense ray of light equal to full daylight which causes a single undead creature of 8 Hit Dice or less to be immediately vaporized by the positive energy this device creates. The creature receives no saving throw whatsoever, but the device loses a single charge when this feat is accomplished. All undead creatures of hit dice > 8 are allowed to make the - 2 saving throw verses magic rod or they will be similarly vaporized by the power this rod possesses. Against living creatures this device can only cause temporary blindness if there ray is directed at the eyes of that creature. This device can be used as a physical weapon inflicting 1-6 points of damage on any successful to hit roll. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 35,000 gp.


    41-42 Emerald of Demon Pulsar: This 5 in. diameter spherical many faceted green emerald which glows brightly, and has a single mithril evil rune etched into the surface of each facet. Once per week upon the command word "Valicianar", the device will call forth a single tanar'ri of type 1-6 power which will perform one task literally as spoken by the device owner upon its materialization on the prime material plane. The order must be given within one round or the creature returns from whence it came. The creature will attempt to twist the order evilly in order to pervert the intention of this device summoner. The task must be able to be accomplished within a 24 hour period in the device can only be used once per week. Value: 40,000 gp.

    43-44 Canteen of Uurpp! This normal looking canteen is made from an alloy of silver/mithril with a 6 in. diameter and a 1 in. thickness. Unfortunately this item is cursed, in such a way that when it is drank from it 4 steel needles 1 in. long lash out at a 45 degree angle in order to inject poison from each needle capable of inflicting 3-12 points of damage each, (by 4x for each needle), to the victim of this device. Furthermore, the device anchors itself in the flesh of the creature with barbs at the end of each needle which causes poisoned to be injected into the creature each round until it is dead. The device can only release upon the successful casting of a dispel magic verses and 18th level spell caster and a concurrent remove curse being cast upon the device the round after the successful dispel magic is performed. Value: 10,000 gp.

    45-46 Hat of Wizardry: These magical hats in a variety of styles with adamantine thread sewing them together and runes of the same material etched into the open surfaces of the device. Frequent styles include an Australian style with a feather coming out of it, the standard conical wizard hat, or a floppy dandy beret. The primary power of this device is its capability to double the normal spell capacity of the given level of the devices wearer for as long as it is worn. Thusly, I hat of wizardry affecting 3rd levels spells, of which the wearer is normally capable of casting 3, would be able to memorize and cast 6 spells in that 24 hour period as long as the hat were worn. The power of each device is determined on the table below:
    01-25 1st level spells
    26-40 2nd level spells
    41-55 3rd level spells
    56-65 4th level spells
    66-75 5th level spells
    76-80 6th level spells
    81-85 7th level spells
    86-90 8th level spells
    91-95 9th level spells
    96-99 10th level spells
    100% roll two times on this table
    The value of this device is: 5000 gp for each level graduation thusly a third level modification is worth 15,000 gp.

    47-48 + 3 Shruiken of Mandow: This shruiken are 4 inches in diameter made of the magically strengthened red crystalline material which are each covered in 4 golden runes on each side. These devices are found in caches of 2-16. When they are hurled at a target and strike a solid object they detonate in an explosive manner inflicting 3-24 points of damage to any creature within the 10 ft. radius. These devices can be hurled at objects with the following range limitations 3 in. short range, 6 in. medium range, and up to 9 in. long range. Value: 3000 gp each.

    49-50 + 3 Cloak of Vanishing: This cloak is made of a light weight red mithril alloy rendered into a thread and then woven into a sheet of flexible material of very fine weave. This device is of a + 3 quality to armor class and saving throws whenever it is worn by its owner. The primary power of this magical device allows its owner to disappear in a puff of smoke leaving behind a full-sized marble statue of them upon the command word "Talentia". The owner of the device reappears anywhere within the 10 in. range. The appearance of the statute is exactly that of the owner upon its teleportation. The statue is permanent unless destroyed, but bestows upon its owner creator the ability to see through the eyes of the statue by taking one melee segment of silent mental act of will. This device can teleport only 3 times per day by its owner. While the ability to view through the statues eyes can be carried on any number of times per day at ranges up to 1 mi. from the statue and the user. Value: 50,000 gp.


    51-52 Tome of Murinea: This 12 in. high by 4 in. wide by 1 in. thick tome is made of a orange snakeskin inlaid with orachalium bindings and runes on its surfaces. The book has 8 dune stars set in each of the four corners of the tome which are worth 2000 gp each. To use this device the owner must read it for three months in order to gain the benefits of its magic. This device can call forth beaatzu, tanar'ri, and yugoloths of guardian level to perform a single task dictated by the spell caster at the spells inception. The task given by the owner of this device can extend over a long period of time if properly worded. Because of their evil nature the creatures will try to manipulate the command in an evil way if an opportunity presents itself. As with all conjurations of this sort the owner of these device must sacrifice the live sentient creature of equal hit dice or levels in order to properly summon the creature that they desire. The owner of the device must also procure the true name of a demon of the type desired outside of this device in order to utilize it properly. If the owner of this device wishes they can utilize this device in conjunction with a recent battlefield in order to substitute for the life level used in the conjuration at a success rate of 10% if ritual is thrown together haphazardly and 50% chance of success if the ritual is properly staged in this recent battlefield situation. Once this device has been used in its proper form it randomly teleports 100-1,000 mi. distant from its current location. Value: 45,000 gp.

    53-54 Helm of Migraines: This magical helm is composed of a green alloy of silver/mithril which is inlaid with silver patterns and inlaid with pieces of green jade worth 7000 gp. This device appears to be of a + 3 quality to armor class and saving throw, but he is in reality a cursed magic object which when first struck in an attack will cause interior magical spikes of force to leap forth into the cranium of the device wearer in inflicting 8-96 points of damage to its wearer. There is no saving throw verses this magic affect. This device will be detect as magic but identify spells are foiled by the power of this device, wherein they reveal nothing of their previous usage past the point of their creation. This reveals nothing of the evil intentions of the creator of this device. This device requires a remove curse cast by a 12th level spell caster in order to remove it once it has performed in its evil function. Value: 25,000 gp.

    55-56 Grimiore of Adamantine Golems: This plain 9 in. wide by 12 in. tall by 1/2 inch thick leather bound grimiore has paper thin adamantine pages which are illustrated and written with instructions capable of endowing a device owner who has read this Tome for three months with the capability of constructing the ultimate adamantine golem. The creation of such a golem costs 500,000 gp in materials many of which contain large amounts of adamantine. In addition to these components the following spells are required to be cast upon the material components once they have been properly constructed. The spells are: level 9 Wish, level 8 polymorph any object, level 6 disintegrate x6, level 8 permanency x2, level 6 animate object, and a final level 9 Wish in order to seal the constructions enchantments. Once this device has been used to create a adamantine golem it teleports in a random direction 100-1,000 mi... Value: 75,000 gp

    57-58 + 6 Three Sectioned Staff of Defense: This staff has 3 sections made of an alloy of brass/meteorite metal which mithril interlocking chains connecting the three sections of the staff. The staff is reinforced with mithril banding, and engraved with many silver runes along the shafts of this device. This device is of a + 6 to hit and to damage quality capable of inflicting 4-24 + 6 points of damage on each successful strike. Whenever this device strikes a metal object and arc of lightning is ejected in flicking 2-12 points in damage on the creature that is struck and wearing or using a metal object. The device wielder can also elect to perform the special defensive move at the sacrifice of one attack which will 75% chance deflect any incoming attack as the device wielder spins and whips this device about. The secondary power of this defense mode causes all creatures viewing the movements of the device wielder to make the saving throw verses magic spell at - 2 or be blinded for a 1-6 rounds. This blindness is caused by the arcing electrical visual attributes of this device. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 65,000 gp.

    59-60 + 3 Hood of Disguises: This large hood is woven of a fine green silk interlace with mithril threads to lend it durability in combat situations. It possesses the ability to attach to any other cloak hood that is applied to as if it were Velcro. The devices of a + 3 quality to armor class and saving throws whenever the device is warned about the head of its owner. The primary power of this device allows its wearer to assume the appearance and identity of anyone that the device owner has seen her even unto the mannerisms which that creature possesses. The Illusion possesses full visual, audio, and tactile simulations but cannot conceal the odor of the device wielder. The device can be attached to the interior or exteriors of any hood or even be worn alone if necessary. Value: 35,000 gp.


    61-62 Belt of Crushing: This belt is made of a purple alloy of copper/orachalium with mithril runes upon the exterior circumference of this belt which magically sizes itself to fit any wearer. The device continually emits a faint purple aura from its surface. This is a cursed device which is activated whenever the belt is closed around the waist of a creatures by the clasp of the device. The malevolent power of this device shrinks the belt down to a 12 in. in diameter in the single melee segment of 6 seconds. The device inflicts 7-84 points of damage to any creature caught with in its embrace. The only way to remove this device if the creature survives is by the use of a full level 9 Wish in order to reverse the constrictive magic which is placed on it. Value: 11,000 gp.

    63-64 + 2 Caltrops: These devices will be found in caches of 4-16 individual caltrops made of a mithril/silver alloy. Whenever these devices are stepped upon they act as + 2 weapon, but in addition inflicted 2-16 points of explosive damage to all within a 10 ft. diameter of their current location. This will be in addition to secondary explosions if additional caltrops are available within the 10 ft. diameter of the explosion. Stepping on these devices inflict 1-6 + 2 points of damage in addition to the explosion damage. Value: 3000 gp @.

    65-67 + 4 Bastard Sword of Disarming: This 47 in. long bastard sword is made of a silver crystal alloyed with mithril, and etched with black adamantine runes along the blades length. The hilt of this device is a wound with silver wire, and decorated with five black opals worth 5000 gp total. Two of the opals decorate each side of the guard, and a single large opal is the pommel stone. When this magical weapon is used in combat it is considered a + 4 to hit and to damage weapon inflicting 2-8 + 4 points of damage on each successful to hit. This device can with a 75% chance deflect any incoming physical attack upon its wielder, and is able to affect up to four attacks in any given melee round. Each 2 deflection attempts count as a single attack sequence which must be sacrificed in order to utilize the deflection power of this device. The final power of this device can be activated one time per month by silent mental act of will of its owner. This power generates a super magnetic field at the point where the blade end currently points at when this power is activated. This magnetic field power will draw metal objects from a distance of 100 ft. distant from the point indicated by the sword tip. This super magnetic power draws the objects in 2 melee segments or 12 seconds to the point indicated. Objects up to 500 lbs. can be drawn towards this super magnetic field at a rate of 48 in. per round in a straight line. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 65,000 gp.

    68-69 Rod of Blending: This 18 in. long brown rod that has a single rainbow diamond on its tip worth 5000, and is decorated in silver inlays as well as the single silver button at the base of the device where the handgrip is located. This cursed device is activated when this button is pushed, whereupon, this device creates a 2 in. by 2 in. by 1 in. high blade barrier spell level 6 directly upon the device activators location. It inflicts 8-64 points of damage to creatures within its area of effects and will continue to do damage for up to three rounds of its existence. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 25,000 gp.

    70-71 Gloves of Clinging: This set of grey leather gloves is fashioned from grey spider silk meticulously woven into a fine set of gloves approximately 8 in. in length which will magically sizes themselves to fit any wearer. The gloves are sewn with orachalium stitching to lend strength to the construction of this device. The power of the magical gloves is their ability to cling to any surface that could normally be climbed, I.E. no surfaces with oil or surfaces of over 90 degrees in angle. The device owner simply pictures the grip which he wishes to establish and the devices automatically assume the proper gripping stance on that surface. This does nothing for the feet of the device wearer, but upper arm strength could compensate for this. No weapon grasped by these gloves can be separated from a wearer of these devices. Value: 20,000 gp.


    72-73 The Attack Chest: This 24 in. tall by 40 in. wide by 18 in. deep ordinary looking wooden chest is reinforced with blue mithril bandings. This cursed magical chests often guards the other items of value, which is its capability of snapping its lid shutting is 2 seconds to catch the unwary in it shark like mouth. If the device is not opened with the command word "excellescior', then the jaws of the chest to snap shut once an appendage passes the openings halfway point. This will trap the appendage in the device if it 3-18 points of damage does not severe the appendage out right. This device strikes as a 6 Hit Dice creature and possesses a base armor class of 0. Furthermore, this device can fly about in pursuit of the creature that has attacked it at the rate of 18 in. per round maneuverability Class B. Value: 25,000 gp.

    74-75 Chalice of the Marid: This 6 in. high silver chalice is 8 in. in diameter with 6 large blue rubies set equidistantly around its circumference worth 2000 gp each. The devices also decorated in platinum inlays which are wavelike in form. If the proper command word "Washalakar", is spoken this device can bring fourth the creature known as a Marid from the elemental plane of water where it is similar to the Djinni in the plane of air. It will bring forth one creature to perform a single task taking no longer than 24 hours once every 30 days. The tasks set for this creature are usually aquatic in nature, and these objects are usually found near large bodies of water. Because of their nature these creatures will seek to pervert the orders given to them in the most literal sense. This makes their service unreliable at best. Value: 50,000 gp.

    76-77 + 5 Shield of Charging: This 48 in. long by 32 in. wide towers shield of Roman design is made of a white crystalline material which its holder can see through. It possesses a single white diamond in the center of the device worth 5000 gp which can by silent mental act of will create an invisible barrier of force 10 ft. by 10 ft. directly in front of the shield three times daily and lasts for five rounds each time. The owner of the device can be moving when this power is activated and strike creatures bar outside the normal reach of the shield. This could cause dexterity checks in creature struck by the invisible planes of force which this device can possess. The barrier exists 6 in. directly in front of the shield front facing. The mass of creatures and struck by a running owner of this device will dictate how they are affected by the plane of force. Value: 50,000 gp.

    78-79 + 4 Shield of Buffeting: This 36 in. diameter round shield is made of an ironwood substance, with sharpened orachalium spines projecting from the front of the shield with 2 in., 4 in., and 6 in. barbed tips. This device is of a + 4 quality to armor class, saving throws, to hit, and to damage inflicting 4-24 + 4 points of damage on a successful shield buffeting attack. Furthermore, the device possesses a specialized reservoir which can store up to 25 doses of any venom or poison that this devices wielder wishes to install in it. The reservoir can be refilled as the device owner wishes from the special spout on the interior side of the shield. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 75,000 gp.

    80-81 Horn of Screams: This device looks like a large mountain rams horn 15 in. in diameter and completing a 360 degree curve which is inlaid with platinum that shows figures running away from the horn wielder. The entire device is adorned with 15 black rubies which are set equidistantly all around the device for aesthetic affect. When this device is sounded in emits a supersonic howl along a 5 ft. base by 12 in. long by 2 in. wide cone affect which causes all creatures of 3 hit dice or less to be blown over and bowled away from the devices cone shaped affect. It inflicts 3-18 points of damage to any creature of 3 hit dice or less caught with in the cone-shaped effect. The most potent power of this device afflicts all creatures capable of hearing the sounding of the horn which causes them to make a saving throw verses magic staves or run away from the device wielder vacation at top speed screaming in terror in a high-pitched voice. Value: 65,000 gp.


    82-83 Burrowing Girdle: This device is made of 4 in. by 4 in. by 1/4 inch thick brown crystal squares all linked together with mithril clasps, and each square possesses a single golden rune on the device. Upon the command word "Qualgalla", this device can create a sonic cocoon around its wearer that allows them to treat the land/earth as if it were of a watery consistency. This allows them to move through it at one half their normal movement rate, and provides the necessary oxygen to maintain life by a magical process which taps into the elemental the plane of air. The power of this device can only function one hour in any 24 hour period. If the creature finds himself underground at that time they will suffocate and be entrapped in the earth where they stand. Value: 40,000 gp.

    84-85 Water Pearl: This 1 in. diameter black pearl is worth 5000 gp as a gemstone, and is otherwise unadorned. This device can be used store up to 10,000 gallon in water by simply applying the device to a body of water and mentally commanding it to draw in the necessary amount of liquid. When the owner of the device wishes to release the liquid inside they must under the command word "Aquanatirous", and state the amount of liquid which they wished to release in a one melee segment gusher of liquid. This device can be used as a weapon if the entire capacity of the device is released in the single gusher which causes all creatures which are within 30 ft. of the pearl to make a dexterity check for 2 rounds in order to be able to retain their footing. Creatures failing their dexterity checks require one-three rounds to recover from this falling episode. It inflicts no damage whatsoever. Value: 25,000 gp.

    86-87 + 5 Cloak of Magic Absorption: This cloak is made of the deepest black satin with sigil, runes, and symbols woven into it in gold thread. The power of this magic device can be used to absorb a random % roll of any incoming magic spell directed at the cloak wearer. This device can be used to selectively store up to 20 levels of magic energy in the form of spells absorbed by the cloak or by spells the device owner possesses in his personal selection. The spells can be released in 2 melee segments by silent mental act of will by the device wearer at targets designated mentally. The device owner can never absorb more spell levels than 20, but any incoming spell must make the percentage roll in order to determine the percentage of the spell deflected away from this devices wielder. If the spell does no damage the percentage roll is converted at the rate of 5% = - 1 to saving throws which are incurred against the incoming hostile magic spell. Value: 55,000 gp.

    88-89 + 3 Atala & Spear of Distance: This device is made of a fire hardened ash wood for both the throwing atala, and the 4 ft. shaft of the spear which possesses a 12 in. blue mithril/adamantine spear blade. Both parts of this device are reinforced with mithril cables and decorated with many mithril runes all along the devices length. The device has the following range limitations: short range = 6 in., medium-range = 12 in., and long-range = 18 in... This device is considered a + 3 to hit and to damage inflicting 3-24 + 3 points of damage on any successful to hit roll. Furthermore, if the minimum required to hit roll is exceeded by 3 the device will inflict 6-48 + 6 points of damage due to the location of the strike being of a more lethal nature. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 65,000 gp.

    90-91 Mirror of Images: This silver mirror is normally 6' high by 2' wide by 1/2 inch thick, but may magically be commanded upon the word “shrink “to become 6 in. high by 2 in. wide. On the second command word "Varkala", this device will create 4 complete Illusions of the device wielder complete with full pack all, the cool, audio, and illusionary attack duplication from each of these complete Illusions of the device wielder. This power can be used one time weekly, and a successful attack upon each Illusion will cause it to individually be destroyed by such contact. Each Illusion can exist for two hours, and follows the silent mental commands of its activator for that entire duration. Illusionary damage done to targets appears real in all ways until the illusion that inflicted disappears or is destroyed at which time this damage will also disappear. This could lead victims to realize that they are being attacked by an illusion. These illusions can follow complex commands which require a certain amount of independent thought that the device activator need not supply. Value: 50,000 gp.


    92-93 + 4 Throwing Knives of Shak Raww: When these devices are found 1-2 will be present in any cache. These devices are a specialized type of throwing knife with a 4" circular diameter and 3 curved leaf shaped blades projecting from the devices handle. They are constructed of a orachalium/copper alloy with black adamantine runes etched into both sides of the blade and into the mahogany handles of this throwing knife. These devices are of a + 4 quality to hit and to damage inflicting 3-12 + 14 points of damage to each individual targets struck. They fly for double the normal distance, so there ranges are: Short = 2 in Shoes, Medium = 4 in. and Long = 6 in... After the knife is struck it will return to the device thrower's hand 2 melee segments after it has inflicted the damage. As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 15,000 gp @.

    94-95 + 4 Bracers of Grasping: These 8 in. long green orachalium/mithril alloyed set of magical bracers are covered in gold inlaid designs and studded with eight dragon tears worth 2000 gp each. The power of these magic bracers causes a magical bright green beam of force to lash out to ranges of 24 in. every other melee round in order to strike a target, requiring a to hit roll, and encapsulating them in the 5 ft. tall hand of magical force similar to a Bigby's Grasping Hand. Only a single creature can be affected at a time, but can levitate up to 500 lbs. of creature and draw them back to the device wearer for attack or interrogation. Creatures require 26 strength points pry themselves loose in order to escape from this 5 ft. tall green hand of force. The creature is drawn back at the rate of 12 in. per round. This device is of the + 4 to armor class and saving throws when worn by its owner. The hand can exert force inflicting 3-24 points of damage a round, and if the device wielder wishes it can strike for damage inflicting 1-8 + 4 points of damage per strike on a target creature within the range limitations. This magic device possesses 91-100 charges when first discovered but can never be used more than 20 times in the 24 hour period. Value: 80,000 gp.

    96-97 + 3 Cat of 9 Tails w/Tickle Feathers: The seven 28 in. long whips on this device are made of a demon hide from a nycadaemon with a single fluffy black 80 in. long feather on the hand of each strand. The handle of the device is 12 in. long made of a red alloy of mithril which is inlaid with gold runes, and has a symbol black pearl worth 2000 gp as a pommel stone. Any creature struck by this device must make - 2 saving throw verses spells or fall down on the ground and laugh uncontrollably for 1 turn for each strike. The effects of the device are cumulative, and after a creature fails 10 saving throws they will lay on the ground until they die of laughter. This device is of the + 3 to hit and to damage quality afflicting 1-4 + 3 points of real damage or 3-12 + 3 points of submission damage if the device wielder so wishes it. . As with all magical weapons this device when first discovered is allowed a percentage roll to determine if it possesses an innate intelligence similar to that described in the DMG under magical swords. Value: 45,000 gp.

    98-99 + 3 Bracers of Change: These 12 in. long bracers are made of raw gold untouched by the forge, and are each studded with 10 blue diamonds worth 2000 gp each. They are set equidistantly in our round the top and bottom of the devices. Upon the command word "Cessaliant", these magical devices will cause its wielder to polymorph into the desired shape without the normal pre requisite system shock roll. The transformation requires only a single melee segment to accomplish and can accommodate shrinkage to 1 ft. in height or growth up to 10 ft. in height. This devices power can be activated up to three times daily for up to one hour for each transformation. The transformation is so seamless and non painful to the device wielder that these devices are often prized by those who wish to transform. Value: 40,000 gp.

    100% Figurine of the Powered War Chariot: This white marble figurine is 4 in. high by 12 in. long by 4 in. wide resembles a Chariot without horses drawing it. Upon inspection the device reveals itself to possess a third wheel under the front end of the Chariot to keep it riding level upon the ground. Upon the command word "Arcoscious", the device enlarges up to a full-sized heavy war chariot 4 ft. high by 12 ft. long by 4 ft. wide made of meteorite metal, which is capable of carrying up to six player characters. Whenever the chariot is activated a set of phantasmal wings 12 ft. long appear on either side of the device in order to propel it at rate of 30 in. per round on the ground, and 60 in. per round in the air with maneuverability Class D at the silent mental command of the first person entering the device after its enlargement. The entire device possesses an armor class of - 4 and can sustain 250 hit points of damage before being destroyed permanently. The device regenerates 3 hit points of damage each round. The player character in control of the device designates speed and flight path by silent mental act of will conveyed to the device. The device also possesses a special retractable 3 ft. long wheel hub blades which emerge from the axle of the chariot by the silent mental act of will of the chariot flyer in order to inflict 4-24 points of damage to any creature in their path. Those riding in this chariot are only 35% exposed in their upper torso areas in reference to attacks made upon while they are riding this device. The floor of this device acts as its own gravity plane so that any creature riding in it all are unaffected by the shifting nature of its flight, and can't be easily knocked out of it while it is in use. This device can be used up to 48 hours in any given weeks, and the increments of tiny eddies utilized will accrue at a progressive rate until the maximum 48 hours is utilized. Another of words the device can be activated and de-activated any number of times in the week up to the 48 hour limitation. Value: 100,000 gp.

    More to come.

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    Sat Jan 12, 2008 11:16 pm  

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    A little more....

    Table IX
    By Michael Johnson


    01-02 + 3 2-handed Vorpal Axe
    03-04 Scarab of Powers
    05-06 Mantel of Death
    07-08 Wings of Flying Mount
    09-10 (2-20) Energy Slingstones
    11-12 + 5 Staff of Spells
    13-14 Medallion of Flame
    15-16 Belt of Prismatic Spray
    17-18 + 3 Cape of Barriers
    19-20 Pipes of Limbo
    21-22 Vial of Gagging
    23-24 Orb of Movement
    25-26 Crystalball of Night
    27-28 Hat of the Rake
    29-30 Chair of Transport
    31-32 Quiver of Holding
    33-34 Rod of Demonjolts
    35-36 + 6 Staff of Sonic Resonance
    37-38 Cushion of Hunger
    39-40 + 2 Robe of Glue
    41-42 Vest of Rebounds
    43-44 + 4 2-handed Invisible Sword
    45-46 Headband of Weapons
    47-48 Ring of Reverse Wishes
    49-50 + 3 Staff of Petrifying Webs
    51-52 Horn of Hades
    53-54 (1-10) Energy Shruiken
    55-56 Orb of Imperviousness
    57-58 + 3 Helm of Enemy Detection
    59-60 Girdle of Loosing
    61-62 Locket of Heart Attacks
    63-64 Bandage of Curing
    65-66 Cloak of Feathering
    67-68 + 2 Rod of Ebony
    69-70 + 3 Rod of Ivory
    71-72 Figurine of the Kialla
    73-74 Bushido Dagger
    75-76 Mirror of the Void
    77-78 Throne of Electrocution
    79-80 Talisman of Catsenses
    81-82 Bell of Undead Turning
    83-84 + 2 Garrote of Decapitation
    85-86 + 4 Helm of Wings
    87-88 Gloves of Thunder
    89-90 + 3 Staff of Glassy Encystment
    91-93 Everfull Mug
    94-95 Bottle of Vapors
    96-97 + 4 Spear of Shooting Blades
    98-99 + 2 Cape of Disappearing
    100% (1-3) + 5 Arrows of Life Force Stripping

    01-02 + 3 2-Handed Vorpal Axe: This 5 ft. long axe is fashioned from a dense grained ash which and is reinforced by wrapping mithril cable along the shaft of the device. The 24 inch double bladed crescent shaped head of the device is a black alloy of adamantine/obsidian that looks like highly polished obsidian. The pommel stone is a single black pearl worth 2000 gp. This device is of a + 3 to hit and to damage quality inflicting 1-10 + 3 points of damage on any successful to hit roll. On any to hit roll which exceeds its minimum by 3, the device will strike a foe with a decapitating strike on one of their appendages arms, legs, or head. The exact hit location is left up to the dungeon master who will determine the percentage of the limb which is severed. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 50,000 gp.

    03-04 Scarab of Power: This 6 in. scarab is made of gold in the shape of a half moon, set with six blue emeralds worth 1000 gp each. The device also has many mithril runes all about its surfaces which can be deciphered by a spell caster capable of rebuilding old common. This device significantly increases as spell casters number of spells, with a bonus of + 1 spell for each level of spells that the device owner is capable of casting. Upon the command word "Fireous and Icious", this device creates a special ice coating which burns with a blue flame upon any weapon wielded by the device owner for up to 1 turn six times daily. This of fire and ice inflicted an additional 1-8 points of damage each for the weapon that is wielded. Multiple weapons can be affected if the device wielder so wishes, by simply restating the command word but this counts as an extra usage for that day. Value: 40,000 gp.

    05-06 Mantel of Death: This cloak is fashioned from a dark grey material which is from the leafy structure of the elvish Tree of Life, which has been specially treated with the essences of shadows and sewn with a red metallic thread of orachalium. The device seems to be fashioned for the use of drow of the underdark working with 1/2 the proficiency of an elven cloak. The devices true demeanor is revealed when its owner first enters combat after finding this device, whereupon, it reacts with the dual Drawbacks of a necklace of strangulation and a rug of smothering simultaneously and working upon its wearer. The effect is similar to being engulfed in a cocoon of material while being strangled by a garrote. Please refer to the restrictions given in the DMG to determine the exact lethal attacks this device will be working simultaneously on its wearer. Value: 10,000 gp.

    07-08 Wings of Flying Mounts: This device is composed of a specialized griffon skin harness and 2 beautifully reconstructed griffon wings 12 ft. long each connected to the harnessing device. The straps of the harness are decorated with many mithril runes and the entire complex device is used to fasten on around the chest and back of any creature, but usually is a mount for a player character. The wings themselves are constructed of an alloy of mithril/aluminum which locks each individual feather into its correct positioning to provide the locomotion of flight for the mount in its player character. Upon the will command word "Falchonak", the device cinches itself into position magically sizing itself completely for each individual creature. the power of these magical devices can be called upon up to three hours of cumulative time broken into increments as the device owner wishes. The device owner mentally commands the wings to fly and adjust the flight path as needed at a rate of 24 in. per round with the maneuverability class of C. The mount itself has no control over the flight capabilities of the device, but the device instills a sense of and tranquility to the mount as long as they are in flight, if they are unaccustomed to the halt for perils of flight. Upon the command word " Shrinkalia", the devices will shrink it down to the manageable 6 in size for easy transportation as well as causing the wings to remove themselves from the mount whenever the device owner wishes. Value: 65,000 gp .

    09-10 (2-20) Energy Sling Stones: These devices function similar to the energy stones of the cartoon "The Herculoids", where when they are fired from a slingshot, sling, or slingstaff they fly as a normal stone would. Each stone still appears to be a normal rock with a single golden rune is etched into it. Upon impact these energy stones inflict 1-4 + 2-20 points of damage to the target in an explosive blast of energy with a 5 ft. diameter. This causes a brilliant flash of light as well as a concussion force to be inflicted upon target successfully struck by this device. If the stone misses it still explodes upon contact with a solid object at the end of its flight path. It is capable to damage more than one creature with this blast of energy if the explosion is capable of reaching them. Value: 1000 gp each .



    11-12 + 5 Staff of Spells : This 7 ft. long 3 in. diameter gnarled black oak staff is covered in a pattern of intricately woven gold wire, with the single black opal set at the top of the device worth 2000 gp. This device is hand carved in a collage of spell casters weaving magic on along its entire surface area. When this device is first discovered it will possess 31-40 charges of magical energy which can be restored by sacrificing 7 spell energy levels for each charge to be replaced in the device. This device is a + 5 weapon to hit and to damage inflicting 1-6 + 5 points of damage on any successful to hit roll on the target creature. At the sacrifice of one charge this device will initiate one of the spells listed below all cast as if by a 16 per level spell caster and possessing a range of 12 in. maximum for each of the magical affects. The powers are :
    1) Prismatic Spray of the color chosen by the device owner. Saving throw denoted as a ray color.
    2) Submission Ray 1 in. diameter causes a saving throw verses spell which if made = negation .
    3) Polymorph Any Object causes a - 4 saving throw verses spell which if made = negation, otherwise transformation confirmed.
    4) Uncontrollable Spinning causes a - 2 saving throw verses spell which if made = negation otherwise spins 1-3 turn.
    5) Levitation as spell up to 300 lbs. with no saving throw lasting 1-3 turns before plummeting to earth .
    6) Energy Drain Beam 1 in. diameter causes a saving throw verses spell or suffer 8-64 damage and random critical hit .
    As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 80,000 gp .

    13-14 Medallion of Flame : This 3 in. platinum medallion is in the shape of a triangle with a single red ruby worth 5000 gp set in the center of the device. The surface of the device also has several golden runes upon its top surface, and a gold inlay of flames along the outer surface of the bottom of the device. The power of this device provides itself with permanent immunity to any fire or heat of any type including emersion in lava. If the device owner seeks to activate the device command word "Infernio", or by silent mental act of will this device will activate in one melee segment. The power of the device strike downward from a height of 40 ft. onto the target owner with a 10 ft. diameter blowtorch of white hot flame lasting for one round. This device provides no protection from this immolation. This inflicts 10-100 points of flame damage of such intensity that renders the creature into cinders which crumbled to the ground with the force of the blast. The creature gets a saving throw verses magic spells to sustain only 1/2 damage, while all magic items must make a saving throw at - 4 verses magic fire or be consumed and rendered in to ash. Value: 25,000 gp.

    15-16 Belt of Prismatic Spray: This belt is 3 in. wide and will magically sizing itself to fit any creature up to giant size. The device itself is constructed from a dragon's skin of the appropriate color type to the color of the re emitted from this device. That is, if the ray emitted is yellow, then this item is fashioned from the skin of a mature yellow dragon. This color to color correlation holds true for each of the types of prismatic spray which may be released from this device. Each of the belts is sewn with gold thread and covered in runes of power around the entire circumference of the belt. The belt is decorated with 10 gemstones of the appropriate color set equidistantly around that circumference also. The value of these gem stones of varies from type to type. The power of these magical belts possesses 91-100 charges when these devices are first discovered. Upon the command word "Rayish Awaysha", the device emits the being of the appropriate color type 3 melee segments after the command word is spoken. The device owner must designate by pointing their index finger at the target creature to be struck by the color ray emitted. The device can strike targets up to 90 ft. distant. The color type is chosen from the selections below:
    1) Red : inflicts 20 hit points in damage allowing a saving throw verses spell for 1/2 damage if successful.
    2) Orange: inflicts 40 hit points in damage allowing a saving throw verses spell for 1/2 damage if successful.
    3) Yellow: inflicts 80 hit points of damage allowing a saving throw verses spell for 1/2 damage if successful.
    4) Green: allows a saving throw verses poison or die, while successful saving throws sustain 20 hit points of poison damage.
    5) Blue: allows a saving throw verses petrifaction or be turned to stone; successful save = negation.
    6) Indigo: allows a saving throw verses wand or be afflicted by insanity; successful save = negation. (requires shadow dragon)
    7) Violet: allows a saving throw verses spell or be sent to another prime plane; successful save = negation.
    Only 1 ray from this device can strike at single target creature in the single melee round. Each ray costs one charge to activate its power. Value: 65,000 gp.

    17-18 + 3 Cape of Barriers: This cloak is fashioned from a tiny links of mithril interlocked together to fashion a cloak. It possesses 10 star sapphires are around the collar of the device worth 2000 gp each. The weight of the device is only 20 lbs. due to the lightness of the material used to construct it. The device will magically sizes itself to fit any M sized creature . This device possesses 41-50 charges when first discovered by its owner. He can be recharged using the appropriate spell level to determine the number of charges which are restored on a level for level scale. Whichever of the wall spells is created by this device function as if created by a 12th level spell caster. The cape itself is constructed so while it bestows upon its wearer a + 3 to armor class and saving throws as long as the device is worn. Upon the use of the command word "Resistanar", this device can direct any one of the walls spells:
    1) Fire
    2) Ice
    3) Iron
    4) Force
    5) Absorb and Rebound force lasts 6 rounds
    6) Wind
    The exact point of construction for any of these wall affects is mentally pictured by the device owner at its inception to be constructed in a manner dictated by this owner. Due to the power of this device multiple layers of the same wall can bisect a narrow passageway a number of times equaling its normal area of affects dictated by the level of power this device possesses. It allows the owner of the device to shape these affects as desired above that normally limiting the walls affects. All wall affects must be anchored to a solid floor object.

    19-20: Pipes of Limbo: These 12 in. long set of 6 pipes are made from red crystal set side by side to each other much as Pan pipes which are covered with many electrum runes around all the surfaces. Whenever this device is first played by its owner it produces 2 grey slaadi which will appear in one melee segment with + 4 nets to try to capture the device owner and whisk them back to the plane of Limbo. If a single net strike successfully all the pipes owner they are enwrapped in such a way as to allow the second act to successfully entrapped them 100% in its coils. The grey slaadi conjured by this device are maximum in their statistics and if unsuccessful in the first attempt they will continue to assault and try to enwrap the target owner in the next to take them away. In order escape this attack sequences both of the slaadi must be destroyed in combat, whereupon, the device will cease functioning for 24 hours before reactivating. The 2 slaadi will continue to pursue the owner of the device to initially played it, disregarding other targets of opportunity that present themselves in combat situations where they are taking damage. Value: 35,000 gp.



    21-22 Vial of Gagging : This device appears to be a 12 in. tall flask of granite with a single silver rune upon its surface. If the rune is magically translated it will reveal itself as the word "Stink". Once the granite stopper is removed from this device it will emit a cloud 3 in. by 3 in. by 3 in. in the near vicinity to the device in a cloud of gray vapors. The quality of the stink conveys putrefaction and old death which will afflict all creatures except tanar'ri, beaatzu, and yugoloth. The quality of the vapors inflicts a saving throw verses poison at - 3 to all creatures caught in the vapors affects. The quality of the vapor causes all creatures failing their saving throws to fall on the ground and suffer fits of gagging totally unable to protect themselves, while those creatures making a successful saving throw will be only be temporarily incapacitated 1-6 rounds before they escape the vapors area of effect. To those creatures failing their saving throw the cloud persists for one hour after it is initially ejected from the Flask. Even the opener of the device will be afflicted by it stink as detailed above. Once the hour has expired the stopper can be replaced in the vial to recharge 24 hours later. Value: 20,000 gp.

    23-24 Orb of Movement: This 2 inch diameter or is made of platinum and is attached to a mithril chain. It is blue in color and has several silver runes on 1/2 and gold runes around 1/2 are around its entire surface. When this device discovered it possesses 91-100 charges, which can be recharged with the appropriate spell being cast upon this device in order to recharge it. On the command word "Arraestra", this device emits a 6 in. long beam of light blue energy which causes any creature struck by it to make the saving throw verses spell or suffer the effects of a level 3 hold spell which lasts for 1 turn. Upon the second command word "Resindacar', which also emits a 6 in. long beam of light green energy up to 6 in. long which will strike a target causing him to make a saving throw verses spell or be reduced in speed by 1/2 as for the effects of a level 3 slow spell for up to 1 turn. The last command word of this device is "Acelareaate", which causes a blue aura of to surround the device holder and affect them with a level 3 haste spell of 1 turn duration with no bad side effects due to aging. Value: 35,000 gp.

    25-26 Crystalball of Night: This device appears as the highly polished 6 in. diameter sphere made completely of black obsidian. Situated around the devices middle are 10 silver runes written in low tanar'ri, beaatzu, and yugoloth which states "Come forth servant of the deep and serve your new master". Once this command is spoken out loud the device will humm with magical energy and Illuminate at 20 ft. radius in the black aura of illumination. Two rounds after the activation sequence has been is initiated the are of will coalesce into a maximum hit dice and other statistics Nightmare of the lower planes. This creature will serve the device owner for 24 hours continuously in any 30 day period. Due to its evil nature this mount will attempt to interpret its master's command in such a way as to pervert its true meaning in an evil light. Value: 20,500 gp.

    27-28 Hat of the Rake : This deep red velvet hat is of an Australian style with one side of the brim turned up, and is sewn with gold thread and a large gold plume adorning the turned up brim side. This device bestows upon its owner/wearer an additional + 2 levels in fighting skill or raises their fighting skill to second level whenever this device is worn. When wearing this device the owner is capable of using any sword type as if they were specialized in that weapon type with a + 1 to hit and + 2 damage whenever wielding such a device . The unwanted side effect of this device is a mild curse which makes its owner believe that they are the best swordsman in the region bragging about their progress wherever they go. The secondary part of this curse causes its owner/wielder to be the first to initiate swordplay at the earliest possible moment that such an occurrence can be initiated. Whether it is swordplay or another type of weapon skill the wearer of this hat always perceives himself to be the best. Value: 25,000 gp.
    29-30 Chair of Transporting: This chair is made of the deep walnut colored wood which is richly carved in scenes of nobility and has gold inlay to highlight such carvings. Inset into the arms of this device are 12 deep purple jade gemstones worth 1500 gp each. The chair itself weighs 350 lbs. and will key itself to its current owner whenever they first sit down on this device. The power of this device allows the creature sitting it to teleport without error up to five times daily as long as they remain seated in the device. The chair itself levitates approximately 12 in. off the ground and with use of the teleportation power whenever a creature is sitting upon it, and the device wielder is capable of positioning the chair in any way upon its reappearance so as to allow themselves to attack from the back of any creature that they wish to attack. This teleportation power only works on single prime material plane regardless of its owner’s wishes. Upon the command word "Foaloweesha", the chair will follow its owner around at approximately 5 ft. distance at any rate of speed that its owner can initiate. This allows the device to keep up with its owner when its powers are not in use. Value: 45,000 gp.




    31-32 Quiver of Holding: This quiver appears to be an old weathered quiver of little intrinsic value. In actuality this device is very valuable to any archer who owns it. The device actually operates as a specialized pouch of accessibility which allows the device owner to store up to 500 arrows or crossbow bolts inside the container which will appear to only possessed 40 arrows to any casual observer. In order to utilize this device more effectively the device owner need only mentally pictured the type of arrow that they wished to retrieve from this device in order to use it in their bow or crossbow. The owner of this device must make the reaching motion to the quiver whereupon, the device produces the desired arrow properly positioned between the fingers of the archer owner. As with all extra dimensional spaces contact with another extra dimensional device causes a Planar rift to open and sucked in any material near it . Value: 30,000 gp.

    33-34 Rod of Demonjolts: This at 30 in. long crystal by 2 in. diameter rod is 1/2 black and 1/2 white with a single large 7000 gp white diamond set on the white end. When this device is first discovered it possesses 41-50 charges. When the command word "Terronique", is spoken it triggers the magical power of this device which is the emission of a black sparkling liquid flame ray 12" long by 5' wide base by 2 in. wide terminus which is blasted out words in one melee segment. This black flame inflicts 8-48 points of damage unless the creature makes a successful saving throw verses magic rod, whereupon, they suffer only 1/2 damage. Creatures struck by this magical flame have their innate MRS % reduced by -50% verses this attack form . Creatures struck by this magical cold flame also make the saving throw verses magic spell or they will flee in fear for 1-3 rounds before recovering. A successful saving throw negates the secondary affect. A minor secondary power of this device is activated any kind it initiates a blast of the black flame whereupon the room temperature or nearby temperature is reduced by -30 degrees Fahrenheit for 1-4 rounds in the out of doors or 1-4 turns indoors. Value: 45,000 gp.

    35-36 + 6 Staff of Sonic Resonance: This 6 ft. long by 2" diameter humms at all times which is made of a opaque crystalline material which is usable only by a mages and clerics. Other creatures suffer 4-24 points of damage if they try to pick up this device. Wind this device is first discovered it possesses 21-30 charges, which can be recharged through the use of a level 7 limited wish spell. This device is a + 6 weapon to hit and to damage quality capable of inflicting 4-24 + 6 points of damage on any successful attack roll. This device is activated upon the command word "Utterancia", which causes the next object struck to be shattered by a pulse of sonic resonance which forces all objects to make in - 8 saving throw verses crushing blow for any object that it touches. If the metal armor of the creature shatters it inflicts an additional 3-18 points of damage on the target creature. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 65,000 gp.

    37-38 Cushion of Hunger: This 18 in. per side square red silk pillow is richly embroidered in gold thread with a single large black diamond in the center worth 3000 gp, and it possesses 4 gold tassels one to a corner of this device. If the command word "Levitatia" is spoken, the device will levitate at the rate of 20 ft. per melee round. If the device is activated when a creature is sitting upon it its true cursed demeanor is revealed as an extra dimensional shark toothed maw opens up underneath the sitter and takes a bite inflicting 2-12 points of damage to their posteriors. This might also inflicts and an additional 10 hit points of blood loss each melee round until the victim is treated to stop the bleeding. The pillow itself is armor class - 4, which is traditionally protected from fire, disintegration, and lightning. Although it takes 60 hit points of damage can destroy this device if the minister in physical attacks or other magical attack forms not described above. Value: 15,000 gp.



    39-40 + 2 Robe of Gluing: this device is composed of hundreds of 1 in. squares of dark gray slate attached with many small mithril link, with each square possessing a single golden rune etched upon it. Once this device is first put on its curse manifest itself by it gluing itself to the skin of the owner/victim through any clothing that is put on underneath the robe with a highly corrosive magical glue. Once this gluing bond is established it will inflict 2 hit points of damage per round to the victim. The device can only be removed with the use of the successful dispel magic verses a 12th level spell caster, followed by a lvl 3 remove curse, and the complete dousing of the victim and alcoholic beverages act as a solvent to the glue. Value: 20,000 gp.

    41-42 Vest of Rebounds: This vest is comprised of thousands of very tiny silver/mithril alloyed links woven together in a light shirt-like a vest which will magically sizes itself to fit any creature. This device acts as a sort of medieval bulletproof vest verses all physical attack forms which he target creature/wearer can suffer. The vest is impervious to all weapons of up to + 5 quality, and is treated as armor class -10 verses any physical attack initiated upon its wearer. The links which are normally flexible become rigid at the moment of impact from any physical attack. Value: 75,000 gp.

    43-44 + 4 2-Handed Sword of Invisibility: This 68 in. long 2 handed sword weighs 8 pounds and is made totally of an invisible orachalium alloy, which renders all but the hilt of the device invisible to all creatures viewing it. This hilt is made of mithrils and is 8 in. long inlaid with gold and 3 white diamonds two on either side of the cross guard and the final gemstone serving as a pommel for the device which are each valued at 5000 gp. The invisibility bestowed to this device is of an improved invisibility quality. The blade of the device can only be seen with true sight, a gem of seeing, or a robe of eyes. This device is of a + 4 to hit and to damage quality inflicting 2-20 + 4 points of damage on any successful to hit roll. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 43,000 gp.

    45-46 Headband of Weapons: This Headband is made of tiny 1 in. by 1 in. squares of gold sewn together with mithril thread. Each of the 22 squares has a single blue diamond set into its center which are each worth 500 gp individually. To activate the power of this magical device the command word "Assimilatia followed by the # of the weapon storage tile desired" must be spoken in the device touched by the owner or the weapon which is to be stored . This power opens an extra dimensional space capable storing a single weapon for each title that the device possesses which is 22 storage facilities. Through the use of the command word "Projectian" " followed by the number of the weapons storage tile" will cause the re-materialization of the weapon desired by its owner. The device always reappears in the hand pressed to the Headband of storage. If a large number of weapons is stored in this device the owner might need to keep a written list in order to determine which weapon is stored in which storage tile. Value: 45,000 gp.

    47-48 Ring of Reverse Wishes: This 1/2 inch diameter platinum ring is adorned with three yellow diamonds which all glow with an inner light and are worth 3000 gp each. The device creates a strong magical field which is tapped into whenever a creature makes a wish while wearing this device upon one of their fingers. This strongly cursed device will cause any creature attempting to make you wish upon it will have the exact opposite affect that the device owner had intended in one melee segment of time. As with other and level 9 Wish spells not only is the wish interpreted with a literal manner but it seeks to reverse the actual intent of its owner. I.E.. if the owner wished and abilities court to be raised by one it would actually cause the owner to lose one of point in that ability score. The dungeon master is the key arbitrator in what the intention of the wish would have been, and conversely what the wish is perverted into by the power of this magical device. Each time a wish is used the light fades from one of the three gemstones indicating that that wish power has been utilized. This device only possesses 3 wishes when first discovered.
    49-50 + 3 Staff of Petrifying Webs: This 4 ft. 6 in. tall and 1 in. diameter knotted oaks staff is adorned with a spider web tracery of obsidian encircling its entire circumference. The device is carved at the top in the shape of a giant spider with 2 black pearls for eyes worth 1000 gp each. This device is of a + 3 quality to hit and to damage inflicting 1-6 + 3 points of damage on any successful to hit roll. The device possesses 31-40 charges when first discovered, and can be recharged through use of the of level 7 limited wish spell at the rate of one wish per charge. The powers of this device can be activated every other round as long as the charges last. Upon the silent mental act of will of its owner the staff will eject a spray of webs 20 ft. wide by 20 ft. high by 100 ft. long entrapping creatures on along its path. Creatures caught with in its strands of the web must make it saving throw verses paralyzation or become paralyzed for1-4 hours. Creatures making a successful saving throw are not paralyzed by are still trapped within the web, which follows the level 2 wed spell in all other ways. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 50,000 gp.



    51-52 Horn of Hades: This 28 in. long horn is from a giant dead tanar'ri demon which looks like a giant ram's horn of the approximately 14 in. in diameter. The entire horn is embossed in gold and with many platinum runes and sigils down its entire length. If a creature merely touches this device it causes a 1-4 point strength drain which last for one week after the touching. If a creature afflicted in this manner tries to sound the horn the strength lost is permanent on the creature sounding it. If a live sentient creature is sacrificed to this device, and their life blood is spilled upon it will negate the strength draining powers of this device for 12 hours . When this device is sounded it affects a 3 in. by a 3 in. gateway opens up to a random level of Hades for 1-6 rounds from which is emitted one of the following types of fell creatures listed below:
    01-25 Demon Type 1
    26-40 2
    41-50 3
    51-60 4
    61-70 5
    71-80 6
    81-90 Mezzadaemon
    91-95 Nycadaemon
    96-100 Prince/Lord
    The creatures brought forth by this device will remain after the gate way closes and they will universally try to bring about the death of the horns sounder in order to acquire the device for themselves. The device can be activated up to three times in any given 30 days. Should a summoned creature wrest the device from its owner they could conceivably bring in more of the listed creatures to wreak death and mayhem around the surrounding vicinity. This device can in no way compel the creatures summoned to perform actions for the device sounder. Value: 75,000 gp.

    53-54 (1-10) Energy Shruiken : This device is a 4" diameter shruiken which is made of yellow crystal inscribed with a single silver rune. These devices are of a + 1 quality to hit and to damage and inflicted 4-24 + 1 points of damage unless a successful saving throw verses magic spell is made in order to sustain only 1/2 damage, as these devices explode with a fragmentary concussion like force upon contact with a solid object. These devices inflict 1-10 points of damage to any creature within the 10 ft. diameter of the device blast with no saving throw whatsoever. When these devices to detonate a burst any blast of light which illuminates a 100 ft. diameter area. When these devices are discovered they are founding caches of 1-10 devices. Value: 3000 gp each.

    55-56 Orb of Imperviousness: This 2 in diameter orb is made of a smokey crystal which has an opened hand suspended in the center of the orb. If the command word "Restrictomodi" is spoken this device constructs a 2 in. diameter solid sphere which is invisible to the naked eye which is centered on the device activator. The material that makes up this spherical orb of force allows the free passage of oxygen between the interior and exterior of the device. The material that makes up the device is 100 % impervious in all other ways to physical and magical attack forms that try to pass through it. Creatures on the inside of the sphere are able to do walk along its inner surface to propel the device at a rate of 6 in. per round over level ground. The device can be turned off with the use of the command word "Sinoriama", and is usable up to one hour per day with an unlimited number of activation periods up to the duration of usage this device allows. Value: 55,000 gp.

    57-58 + 3 Helm of Enemy Detection: This helm is made of a purple metal which is an alloy of orachalium/meteorite metal, which possesses 2 ox like horns on either side of the head of the device. It is inscribed with copper runes and sigils, as well as possessing a single red bloodstone set in the forehead area of the device worth 2000 gp. This device provides + 3 to armor class and saving throws to its wearer. Upon discovery this device will possess 41-50 charges which can be recharged utilizing a level 7 limited wish spell at a rate of one spell = one charge. At the expense of one charge this device will give a mental indication pointing in the direction of any hostile creature’s intent upon the device wielder at ranges up to a 60 ft. radius of the device wielder. This detection will peer into Invisibility, ethereal, astral, out of phase, hidden, disguised, or even creatures in plain sight. Each charge allows for one turn of detection power, and will point out the nearest danger first, progressing outwards in their ring until it reaches its range limitations. At the expense of two charges this device will illuminate creatures of hostile intent in a purple aura similar to a faerie fire for the duration of the detection magic. Value: 47,000 gp.

    59-60 Girdle of Loosing: This girdle is made of black dragon skin leather with 4 in. by 4 in. plates of mithril riveted to it equidistantly around its circumference. This device will magically sizes itself to any creature who wears it. Unfortunately this is a curse item, for when it is first attached to the creature it will begin to constrict inflicting a cumulative 1-10 points of damage each round to that creature. On the second round the device inflicts 2-20 points of damage, on the 3rd round inflicts 3-30 points of damage, etc.. . . In order to remove the device prior to the death of the creature a spell caster must cast a removed Curse and a Level 3 cloudburst spell upon the device in order to stop it's devastating attack. Once the creature is dead the belt drops off waiting for its next victim. Value: 17,500 gp.



    61-62 Locket of Heart Attacks: This 1 in. gold locket is set with a single large heart-shaped ruby in the center of the locket on a gold chain. Once this device is put on to a creature it will add + 1 to all of their basic attributes course, strength, intelligence, Wisdom, etc.. This benefit does not reveal the cursed nature of this device which causes a secret saving throw verses magic spell on a daily basis or suffer a massive heart attack due to the magic of this device. If the saving throw is successful the creature is unaware of the magic determining their life or death. For each day that the device fails to create the lethal heart attack a cumulative - 1 saving throw penalty is added each day until the device wearer succumbs to the lethal magic possessed by this device. The device wearer suffers from a magical need to possessed this device until a successful dispel magic verses a 16th lvl spell caster a successful remove curse has been cast upon them, at which time they seek to remove the device if they wish. The magic of the device conceals it its lethal nature by only revealing the fact that it strengthened its previous owners with the ability score adjusters then revealing only that the previous owner died in an unknown manner at a later date. Only a level 9 wish spell can reveal the true nature of this device . Value: 21,000 gp.

    63-64 Bandage of Curing: These bloodstained gauze bandage 4 in. by 4 in. will appear to be a worthless item unless a successful detect magic and identify spells are cast concurrently whereupon the device reveals its true nature. Whenever this device is applied to a wounded area of a creature and the command word "Repairazza", is spoken this device will immediately clean the wound and heal it 4-24 points of damage. The healing requires only one melee round to complete, and it can be used on multiple creatures on a daily basis. No creature may be healed more than one time with this device on a day. Value: 30,000 gp.

    65-66 Cloak of Feathering: This blue satin cloak is sewn with many brightly colored blue feathers, with the darker feathers at the shoulder and the lighter feathers at the bottom of this device. It is sewn with mithril and wires which causes the device to spread out dramatically behind its owner in a wind whipped fashion. Unfortunately item is cursed and causes its own new owner to make the - 5 saving throw verses spell or be polymorphed into a small blue songbird. The transformation requires only one melee segment, and a successful saving throw verses spell allows the owner to remove the device without penalty if they wish. This device will not give away its cursed nature and a saving throw must be performed secretly each turn that the device is worn until the transformation takes place, or the creature wearing the device notes it's cursed nature. Not only does the creature’s body change but so does the creatures mind as well as all other instincts that creature previously possessed. The song bird immediately takes flight attempting to flee the vicinity of nearby player character. The cloak itself disappears upon the transformation of the creature into bird form. The book will then teleports 100-1,000 mi. distant from its current location at that time. If the body of the creature is somehow restored to its true form the unfortunate side effect of the mental transformation still remain in effect until a level 9 Wish spell has been used to reverse the initial transformation. Value: 22,000 gp.

    67-68 + 2 Rod of Ebony: This device is a 20 in. long 2 inch thick rod of ebony has many silver runes etched into its surfaces. When this device is first discovered it possesses from 61-70 charges in order to power its various magical affects, and is capable of being recharged with a level 7 limited wish spell at the rate of one spell = one charge . This device functions as a + 2 weapon to hit and to damage inflicting 1-6 + 2 points of damage on any successful attack roll. Upon the silent mental act of will of the device owner a 20 ft. diameter sphere of one-way darkness is created by the device owner with the duration of 1-6 rounds at the cost of no magical charges. At the cost of 1 magical charge this device will create a level 4 cold shield (as fire shield) as if it were cast by a 12th level spell caster protects and moves with the device owner. At the cost of two charges this device can emit a black dragon fire which inflicts 8-48 points of damage to all creatures in its 5 ft. base by 2 ft. terminus by 120 ft. long cone-shaped area of effect. Creatures are allowed to make the saving throw verses dragon breath in order to sustain only 1/2 damage from this magical flame. If this device is broken in any way, similar to a retributive strike of a staff of magi, it will emit an uncontrolled type 5 tanarri into the vicinity crew will attack all creatures, but the rod wielder most of all. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 60,000 gp.



    69-70 + 3 Rod of Ivory: This rod of Ivory is 20 in. long and 2 in. in diameter which is covered in golden runes along its length . When this device is first discovered it possesses from 61-70 charges in order to power its various magical affects, and is capable of being recharged with a level 7 limited wish spell at the rate of one spell = one charge This device functions as a + 3 weapon to hit and to damage inflicting 1-6 + 3 points of damage on any successful attack roll. Upon the silent mental act of will of the device owner this item produces a 20 ft. diameter continual light spell lasting 1-6 rounds for each activation that is centered upon the device owner. Upon the expenditure of one charge this device produces a red hot wall of fire as if cast by a 12th level spell caster that can inflict 5-30 points in damage to any creature who comes into physical contact with its surfaces. The wall slowly cools itself at the rate of - 1-6 points of damage per round of exposure to cool air. With the expenditure of two charges this device will emit a white hot blast of dragon fire that extends 5 ft. base by 20 ft. terminus by 120 ft. long in a cone-shaped affect inflicting 8-48 points of damage to creatures who fail their saving throw verses dragon's breath, while those creatures making a successful saving throw only sustain 1/2 damage. If this device is ever broken in combat it will produce an Aasimon, Solar which attacks all evil creatures in the near vicinity, but the device owner first for his carelessness. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 70,000 gp.

    71-72 Figurine of Kialla: This device is derived from the John Norman Gorean series of books as a favored war mount of the peoples of that world. This figurine it is 4 in. high it by 2 in. wide by 4 in. long made of adamantine set on a base of hardened Maplewood. The beast appears to be the dragonish version of the war horse with a long flexible neck and powerful jaws and teeth, as well as claws. Upon the command word " Arissinona", this device will grow into a full-sized gorean war mount. Upon the command word "Diminuationa", this device will shrink down it to its original form. When full-sized this creature possesses the following abilities: move 15 in., swim 1 in., 60 hit points at 12 hit dice, 1 bite inflicting 2-12 points of damage, 2 claws inflicting 3-18 points of damage, and the device is usable up to 48 hours of cumulative time in any 7 day period. Value: 45,000 gp.

    73-74 Bushido Dagger: This 18 in. long ornamental dagger of Oriental style which is made from adamantine of incredible sharpness. The handle of the device is sewn with golden thread, and the hilt is made of mithril which has five green emeralds with the largest gemstone as the pommel stone which are worth in total 7000 gp. This device is of a + 6 quality to hit into damage inflicting 6-36 + 6 points of damage on any successful to hit roll. Unfortunately this device is cursed with the soul of an evil ninja which possesses an 18 intelligence and a 20 ego which flies about at 24 in. per round with the maneuverability class of A. The device can attack up to three times in any given round as it seeks to eviscerate the creature that placed their hand on the handle of the device. This abomination is totally amoral and always seeks to commit hari-kari like slashing wounds on the creature trying to possesses it. When the creature first touches the device it forces a - 3 saving throw verses magic spell upon the device toucher who will then seek to commit hari-kari if they fail their saving throw. If the creature makes successful saving throw the device will wield itself by flying at the target and being wielded as if by a 16th level thief. The final devilish power of this device is determined by making a to hit roll which is determined when the device is first picked up. If a 1-10 is rolled 1/2 of the creature's life force or hit dice are drained, while its 11-20 is rolled the entire soul of the creature is drawn into the device to feed this evil entity. This special draining ability is applied to any attack made upon a creature. Unlike most magic weapons this device comes with an innate evil intelligence so no roll is necessary. Value: 21,000 gp.

    75-76 Mirror of the Void: This mirror is 4 ft. by 2 ft. by 3/4 inches thick made of the purest black obsidian surrounded by a 1 the inch frame of the purest silver. When a creature gazes into this device words of interest to spare speaking in their mind and whispered the words "Thee shall enter!!!", at this point the stuff hits the fan!! This magical gate way opens a rift into deep space and causes explosive decompression capable sucking in creatures of up to 300 lbs. through this narrow aperture. The gate way affixes itself in a position that it was held in at the moment it was gaze into. Creatures within a 30 ft. radius are affected whether in front of or behind the mirrors position. Creatures within 10 ft weighing less than 300 lbs. are sucked through the device on round one, creatures out to 20 ft. weighing less than 300 lbs. or sucked in on the second round, and creatures out to 30 ft. up to 300 lbs. are sucked into the device on round three. On the fourth round this device slackens in its sucking force to a rate of 8 Whipping 40 mi. an hour wind within the 30 ft. diameter radius. If a large number of creatures clog the aperture it shreds them into small component parts as the ejects them into deep space. The wind continues to slacken until round 10 whereupon, it sucks itself into the rift and teleports itself 100-1,000 mi. distant on the same prime material plane. 20 rounds after its original activation it resets and can initiate this attack form again. There is no dexterity or saving throws for creatures weighing less than 300 lbs. which is the critical weight that holds creatures down and out of the aperture created by this device. The ideal situation places 2 creatures grabbing each other and achieving over 300 lbs. maximum weight. Unfortunately objects attached to creatures all must make a magical saving throw verses disintegration or they are sucked into the device and ejected into deep space. Objects securely fastened to the creatures that can resist the vacuum and wind are not susceptible to this saving throw verses the ejection into deep space. Value: 45,000 gp.

    77-78 Throne of Electrocution: This 6 ft. high ivory chair is created from the fusion of multiple animal tusks from walruses to elephant size. The device resonates with a low hum and glows with a strong magical aura at all times. The device is etched with many mithril runes and sigils, and has sapphires, diamonds, emeralds, and rubies all embedded in it surface worth 35,000 gp total. The gems glow with a pulsing white light equal to full daylight within the 6 in. radius of this device. There are 2 mithril levers on the side of this device, one on either side. If these levers are grasped simultaneously an arc of electrical energy will freeze and spasm all of the muscles of the creature performing this action in one melee segment. The current continues to flow until one of the hands is removed from levers. When the current is passing through the creature 20,000 volts of electrical energy continuously pass through the creatures body inflicting 20-200 points of damage which allows any magical saving throw verses spell in order to sustain only 1/2 damage from this electrical energy surge. Devices such as these are often used by court magistrates in cities throughout the magical worlds to inflict capital punishment upon creatures committing capital crimes. Value: 75,000 gp.



    79-80 Talisman of Cat Senses: This 2 inch diameter cat's head made of silver this set with 2 black diamond eyes worth 2000 gp each. There is a single black adamantine rune is etched into it surface at the back of the cat's head which means "Toward" in the feline language. When this device is held it enables its user to sense all enemies within a 60 ft. radius with a full miniature screen showing the location and type of creature that is harboring hostile intent towards its user. This miniature screen can be positioned any angle by the silent mental act of will of its owner. Even when this power is not activated it gives its owner a premonition of serious harm 1-10 rounds prior to the event as long as it is held, in a sort of nine lives fashion. The device also bestows upon its holder the ability to leap in cat like fashion up to 10 ft. vertically and 30 ft. horizontally. This is in addition to the user always landing on their feet when every an leap is attempted. While the device user is leaping about they gain a + 1 to armor class for the duration of such movements. Value: 65,000 gp.

    81-82 Bell of Undead Turning: This pure mithril hand bell is 10 in. long and set with four blue diamonds that glow with a white inner light which are worth 4000 gp each. The gem stones are set equidistantly or around the base of the bell. Wind this device is sounded all undead creatures in a 90 degree arc of the front of the device up to an 80 ft. range will suffer the effects of a clerical turning as if administered by a 12th level cleric. The power of this device can only be initiated three times daily. But Turning is of a good nature so it will destroy any undead that are successfully turned instead of capturing them. Value: 30,000 gp.

    83-84 + 2 Garrote of Decapitation: This knotted garrote is 28 in. long made of hemp fibers twisted with mithril cables and possessing 2 six in. long handles at either end made completely of mithril. This device is of a + 2 quality to hit and to damage inflicting 1-6 + 2 points of damage when it successfully unwraps the neck of the victim. Enwrapping a victim's neck requires the to hit roll to exceed the minimum by 3, otherwise no damage is inflicted upon the target creature. Furthermore, the creature is alerted to the attempted strangulation. When a successful attack has struck the neck of a creature this device constricts to 1" in diameter in one melee segment usually decapitating the creature's head. This automatically kills the creature. It should be noted that only creatures with the neck size of to 20 in. in diameter can be successfully attacked with this device in this manner . As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 45,000 gp.

    85-86 + 4 Helm of Wings: This helm is made of a white crystalline material which is engraved with silver inlays and many runes of its exterior surfaces. On either side of the hell are set of silver falcon wings 8 in. long by 4 in. wide. This device provides its wearer a + 4 to armor class and saving throws whenever it is worn. When this device is put on the wings begin to glow with a white aura as a set of large angel like wings appear on the back of the device wearer in a phantasmal way. Unfortunately this when the device reveals its cursed nature as the winds begin to be frantically at the rate of 50 in. per round and begin to climb at rate of 500 ft. per round. After five rounds in flight the helm glues itself to the device wielders head as they plummet towards the ground at 100 in. per round or 1,000 ft. only a successful dispel magic cast as if against 18th level spell caster cast during this descent can remove the device prior to Impact. Spells like featherfall or other fly spells have no affect on this descent. Impact upon the ground at the speeds designated above inflicted 20-200 points of damage on the target creature in usually render them into gumbo. All items or magic items make the saving throw verses crushing blows at -10 to determine if they survived the impact with the ground. Value: 29,000 gp.

    87-88 Gloves of Thunder: These gloves are made of finely tooled black leather of the heavy quality which are sewn together with mithril thread and, as well as being the engraved with many golden runes all about its exterior surfaces. when this device is first discovered it possesses from 91-100 charges of magical energy, which can be recharged using the level 7 limited wish spell at the rate of one spell = one charge. Only mages may use these devices and other player characters suffer 1-10 points of electrical damage if they try to wear the devices. The magical power of these devices is activated on the command word " Blast Ye", whereupon, a loud clap of thunder creates sonic damage along a 5 ft. wide base by 60 ft. long can be initiated to blast in any direction at a range of up to 300' distant from the device wielder. All creatures in the blast zone as well as creatures within 30 ft. of the detonation point of origination must make a - 2 saving throw verses magic spell or be stunned for one round. So the area of defect is not only a blast pathway but also a Detonation circular area of effect. This device not only inflicts stunning damage, but it also inflicts submission damage of 60 hit points, and for creatures of 61 hit points or better. They receive a - 2 saving throw verses magic spell or be stunned for one additional round duration. Creatures under 60 hit points will fall to the ground powering in fear and offer up their immediate surrender to the device wielder. Value: 75,000 gp.

    89-90 + 3 Staff of Glassy Encystment: This 4 & 1/2 ft. tall staff is made of a totally clear crystal material 1 in. in diameter which has a permanent glass steel spell cast upon it. This device has four small gold runes inlaid upon its bottom with a 3 in. diameter demon head resting upon the top of the device. When this device is first discovered it contains 21-30 charges, and it can be recharged utilizing a level 7 limited wish spell at the rate of one charge for one spell. This device is of the + 3 to hit and to damage inflicting 1-6 + 3 points of damage to any target struck by it. Furthermore, on the command word "Entrapfaqua", a 1 in. diameter beam of magical energy can fly at any target within a 10 in. range. A creature struck by a this beam will find themselves encased in a magical crystal 10 ft. by 10 ft. by 10 ft. allows the free passage of oxygen in and out of its area of effect. Smaller creatures will find themselves totally encased in the material while larger creatures may only find themselves partially trapped. This magical crystal remains in effect for one hour after its original creation, and drains one charge from the device. Creatures possessing a strength of 22 or greater can break through this material at the rate of 1 ft. per round, and causes the glass to make a saving throw each round this is taking place or be shattered as if it were the spell caster saving vs. spells. While breaking out of this in encystment the creature will suffer 8-80 points of damage no saving throw due to the sharp jagged edges produced in the escape. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 65,000 gp.



    91-93 Everfull Mug: This finely wrought 12 in. tall mug in the old German beer stine style made of gold with five rainbow diamonds set around the outer circumference of the top of the mug worth 2000 gp each. It comes complete with a lid that his levered up and down with the thumb of the user. When it opened this device will pour forth any type of liquor that the user has previously drank in the volume of up to 1 gal.. The owner of the device need only think of the type of drink that he wishes to create and the mug will fill with it. Value: 25,000 gp.

    94-95 Bottle of Vapors: This 8 in. tall vial made of gold is engraved with runes of mithril. with a stopper made of a single to diamond worth 5000 gp. This device can only be unstoppered through use of the command word "Releasarro", which opens the device and it spills forth a 10 ft. Cube of magical gas per round is created from the random table produced in the Arduin Grimiores. The gas created will remain the same until the device is re-stoppered set for use again. This device will produce a 10 ft. cube of the gas each round for 6-12 rounds whereupon it automatically reseals itself. (The Table is reproduced at the end of these magic items to save space.) Value: 17,500 gp.

    96-97 + 4 Spear of Shooting Blades: This 6 ft. long spear made of sturdy ash is wrapped with mithril cables to strengthen it, and it has a 14 in. long blade of orachalium with serrated edges on both sides of the blade. The blade is engraved with black adamantine runes of power and flight along it. This weapon is of a + 4 quality to hit and to damage capable of inflicting 2-16 + 4 points of damage on any successful strike. On the command word "Seekareth", the blade of this weapon will fly at targets at ranges out to 8 in. along a path designated by the pointed end of this shaft. When the blade reaches the end of its range limitations teleports magically back to the end of the weapon as if it had never left. The path of the blade requires only a single melee segment to reach the end of its range at 8 in.. The blade will strike any target in the pathway even penetrating through hardened targets of stone in metal as if they were butter. All targets are damaged at the rate stated above. This power of the device could only be used for times per day. As with all magic weapons when it is first discovered in random percentage roll is made to determine if the weapon has an innate intelligence on the DMG tables for magical swords. Value: 85,000 gp.

    98-99 + 2 Cape of Disappearing: This heavy red leather cape is sewn with golden thread and has 14 red rubies attached to the bottom of the cape equidistantly. Each of these gemstones is worth 1000 gp. This device is of the + 2 quality to armor class and saving throws while the device is worn . When this device is worn and the command word "Liberatious" is spoken the wearer of this device will vanish before the eyes of any creature present in a puff on red smoke. The user of this device is actually placed under a level 4 improved invisibility spell, as well as teleporting without error in the direction 100 ft. chosen by the device owner to a place anywhere within line of sight while remaining invisible. The disappearing power of this cape can be utilized up to three times daily. The improved invisibility last for 1 turn for each usage. Value: 30,000 gp.


    100% (1-3) + 5 Arrows of Life Force Stripping: These the arrows are made of a black crystal fletched with eagle feathers with a yellow crystal arrowed the glows with the dark black inner light. The arrowhead is inscribed with the single platinum rune of power in ancient rune language, which means destruction. This device is of a + 5 to hit and to damage quality inflicting 4-24 + 5 points of damage per strike. In addition this device will sucked the soul out of the creature on a successful to hit, in which rules of 1-10 to hit will indicate that 1/2 of the creatures will hit dice or levels has been drained, and on rules of 11-20 to hit the device will drain all hit dice and levels from the target creature no saving throw. This magical arrow is very durable and can be reused multiple times up to 200 levels of energy drained whereupon they explode in a blast of energy over a 100 ft. diameter inflicting a 20-200 points in damage to all creatures within the area of effect. Creatures are allowed a saving throw verses magic spells in order to sustain only 1/2 damage, and all magic items of creatures within the blast radius must make a saving throw verses disintegration or be destroyed . This negative energy blast destroys the arrow in any case. This soul draining power has no affect on undead because of its negative plane origination. The power of these magical devices or even feared by the gods as they cut through magic resistance at the rate of -75% when encountering creatures possessing an innate magic resistance. Final magic power of this arrow is its ability to reappear in its owner's hand, possibly disappearing from the new wound in a creature, and returning to the bowstring to be used up to three times per round. This power can be activated only 6 times per day in any case. Value: 30,000 gp each.

    More to come...

    Later

    Wink
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


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    Sun May 11, 2008 11:26 am  

    Shocked

    It's been a while...heres some more..

    Table X
    By Matan Thunder



    01-02 Gong of Shattering Resonance
    03-04 Guitar of Rapture
    05-06 + 4 Zombie Long Sword of Rotting
    07-08 Cushion of Flight
    09-10 Cusps of Brain Devouring
    11-12 Dust of Itching Boils
    13-14 (3-30) Exploding Caltrops
    15-17 Everlit Candles
    18-19 Ring of Diminuation
    20-21 Wand of Devastation
    22-23 Stone of Springing
    24-25 Wand of Coldjolt
    26-27 Bell of Tolling
    28-29 + 5 Battle Axe of Ripping
    30-31 + 4 Whip of Punsihing
    32-33 Rune Chalk
    34-35 Cauldron of Demon Summoning
    36-37 Prism of the Sphere
    38-39 Poison Snake Staff
    40-41 + 3 2-handed Hammer of Splitting
    42-43 Horn of Rupture
    44-45 + 6 Slingshot of Death
    46-47 Mantel of Fire
    48-49 + 2 Cloak of Crushing
    50-51 Gong of Demon Summoning
    52-53 Prism of Mechanical Invisibility
    54-55 +3 Wand Of Parajolts
    56-57 Boots of Springs
    58-59 + 3 Hell Cape
    60-61 Thong of Holding
    62-63 Amulet of Breaking
    64-65 Manna Stones
    66-67 The Guiding Light
    68-69 Portable Troll
    70-71 + 6 Power Mace
    72-73 Amulet of Farsight
    74-75 Ring of Destruction
    76-77 + 3 Flaming Flail
    78-79 Tripod & Bowl of Demon Summoning
    80-81 Headband of Blade Barrier Pits
    82-83 Necklace of Stops
    84-85 Cross of Angellic Assistance
    86-87 + 3 Shooting Dagger
    88-89 + 2 Morning Star of Crystal Resonance
    90-91 Locket of Luckiness
    92-93 Locket of Unluckiness
    94-95 Orb of Imprisonment
    96-97 Quiver of Holding & Speed
    98-99 Star Diamond of Disentigration
    100% The Guarding Light

    01-02 Gong of Shattering Resonance: This 18 in. diameter brass gong has 6@ black and rainbow diamonds adorning the front face of the gong set equidistantly about the face. It is mounted on a small golden frame which is etched with many mithril runes. When this device is struck it emits a mellow gong that is audible to all creatures within and 30 ft. radius, and causes the gongs runes to glow with a white light as if the item is activated. Creatures within that 30 ft. radius must make a - 3 saving throw verses crushing blows for any metal objects that they have in their possession. A failed saving throw indicates the device will be destroyed broken into many fragments explosively as the resonance of this device invisibly plays about the surface of the item about to be destroyed. This device is only usable by a mages and druids, and will simply emit an audible gong sound for other player character classes. Value: 63,000 gp.

    03-04 Guitar of Rapture: This 12 string guitar is 42 in. long and made of the finest ash wood, with large sections of the front facing covered in mother of pearl. The device is covered in 12 green emerald's set into the facing of the guitar worth 1000 gp each, and the string adjusters each have 12 green emeralds as the adjustment knobs which are worth 500 gp each. This device is only usable by bards and entertainers who are proficient in the playing of a guitar. The owner of such a device can initiate a training program that requires six months in order to properly train in the playing of this device. The power of this device is initiated when played properly and causes all creatures within a 60 ft. diameter to make a - 2 saving throw verses magical spell or become the enraptured in the strains of melody that this device produces. The enrapturement draws creatures slowly toward the device player where they sit quietly on the ground listening to the music played by this device in a state of bliss. The enrapturement that this device produces will continue throughout the performance and for 2 rounds after the guitar player has ceased playing this device. If the guitar player initiates another song creature is are entitled to a second saving throw verses magic spell in order to be affected by the device again. Value: 50,000 gp.

    05-06 + 4 Zombie Long Sword of Rotting: This 47 in. long long sword is made of a very dense blue crystal with a amber pommel stone in the shape of the skull which is 3 in. in diameter and 4 in. long worth 1500 gp. The hilt of this device is made of gold with red gold runes adorning its full basket hilt construction. This device is of the + 4 quality to hit and to damage inflicting 1-8 + 4 + (3-18 rotting damage) points of damage on any successful to hit roll . Whenever this device is pommel or hilt is ever touched in any way (even through gloves) then that creature must make a - 3 saving throw verses spell or suffer putrifacation over the next 10 rounds which turns them into a flesh eating zombie. This process is repeated each round that the device is touched until the creature is turned into a zombie. Once this process starts the victim is wracked with intense pain, and only a level 6 Heal spell can neutralize this curse prior to the 1 turn course of the disease expiring. It should be noted that only zombie can wield this blade without suffering ill effects from this devices curse. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 39,000 gp.

    07-08 Cushion of Flight: This 4 ft. by 4 ft. blue velvet cushion is sewn with mithril thread and adorned with mithril tassels. This devices also adorned with many gold runes sewn into it, and 4 large demon eye gemstones sewn into it that are worth 4000 gp each. When this spacious cushion is sat upon the device owner can mentally commanded to fly about at 30 in. per round with the maneuverability class of B for as long as the device owner wishes. There is no duration limitations on the usage of this device, and the device key itself to any person sitting upon. The owner of such a device can take one additional occupant in flight with them, but it renders the maneuverability class of the device at C for the duration of the flight. Value: 44,000 gp.
    09-10 Cusps of Brain Devouring : This device is composed of two clear glass like crystal 1 in. in diameter that sparkling light that flashes any starlike way. When these devices are applied to the eyes of a creature they immediately begin spinning at a high rate of velocity as they burrow through the eyeballs and into the brain of the creature killing them after five rounds of exposure to these items. They cannot activate until both have been placed into the eye sockets of the creature wishing to utilize them. At that time they both activate simultaneously. The interior interior surfaces of these devices creates a highly concentrated acid that eats its way into the victims brain. The damage inflicted is 2-16 points of damage per round, so that the creature may die prior to the five round limitation stated above. The only way to stop these devices from completing their task is to lessen the acid concentration by adding water to the wounded area which will dissolve the cusps after one round of exposure to the liquid. The only way to negate the effects this device inflicts upon the creature is the use of a level 6 Heal spell on to repair the eye and brain damage done by these devices. Value: 14,000 gp.




    11-12 Dust of Itching Boils: This light grey powder is found in pouches containing 11-20 doses, and closely mimics in consistency and form dust of disappearance. Once this dust has been thrown into the air above the target creature it will descemd upon their person and disappear from sight. It will afflict all creatures within a 30 ft. diameter of the center area of effect where it was dispensed. It has no apparent effect until one hour later boils will appear randomly on victims of this dust and they will itch uncontrollably, until its is removed using soap and water. The dust leaves angry circular scars on the target victims that will persist for one week before finally disappearing. Because of their nature this dust causes creatures who are afflicted by the itching power of this dust will find themselves at - 8 to armor class, saving throws, attacks,, for as long as the dust remains upon their skin. Once this itching dust is washed away the creature remains at - 2 to armor class etc. for the duration of one week no saving throw. This dust is useful in specially laid traps as it does not produce affects on target creature immediately, but lingers Un Known on the targets for one hour. Value:2000 gp per dose.

    13-14 (3-30) Exploding Caltrops: This device is found in groups of 3-30 and are made from a red crystal material that forms the trihedrons that compose this device. If more than 20 lbs. of pressure is exerted on these devices they will fracture and explode violently for 2-12 + 1-6 points of damage for the creature that steps on this device and they are stunned for one round. All creatures within 10 ft must make it saving throw verses poison or suffer 2-12 damage, while those who make their saving throw only sustain 1-6 points of damage. This can set off a chain reaction if any other caltrops half are in the area of effect of the explosion. Value:1000 gp each.
    15-17 Everlit Candle: This multi colored wax candle is 12 in. long and provides light to Illuminate a 10 ft. radius of the candle. The flame that lights this device doesn't consume it and cannot be put out in any way even in the deepest depths of graveyards or the outer planes. The only way to put out the candle is to rob it of oxygen which it uses to continually burn. These Candles usually come with a silver or gold cap that protects the top of the candle. These candles are unaffected by wind in any way even up to hurricane strength. Value:5000 gp.

    18-19 Ring of Diminuation: This mithril ring is adorned with a single blue tiger eye sapphire worth 5000 gp. When this device is put on by a player character they are shrunk to 1 in. in size in one melee segment, but their clothes and magic items are not similarly shrunk. This power activates whether the player character wishes it or not. The diminuation that this device provides is a of a permanent nature and can only be removed through use all of a level 9 Wish spell. Any spell casters affected by this rings power will find their magic reduced in the same manner as their height, so that they can't affect larger characters or creatures except in the most minor ways. All ranges, durations, area of affects, and damage are all reduced, so if the creature were 6' or 72" tall these affects would be reduced to 1/72nd in power for as long as the creature is under diminiuation. Value: 20,000 gp.




    20-21 Wand of Devastation: This 18 in. long glowing black wand of ebony has a red crystalline tip on the end of the device. The entire length of the device is covered in many small golden runes. This device possesses from 91-100 charges when it is first discovered in may not be recharged normally . Any class of player character can activate this device by silent mental act of will with a one melee segment activation period. This heavily cursed device creates an explosive force which emanates outwards to the 50 ft. diameter sphere which inflicts 5-50 points of damage to creatures affected by it. Except for the device activator all creatures are allowed a saving throw verses magic wand to only sustain 1/2 damage. The damage decreases the further a creature is from the center of the area of effect at the rate of 1-10 points for each 10 ft. traveled. I.E. at 11-20 ft. creatures suffer 4-40 points of damage on a failed saving throw, at 21-30 ft. creature suffer 3-30 points of damage, at 31-40 ft. etc. etc.. An unfortunate secondary powerful curse afflicts any magic using creature in the blast area of forcing them to make a - 4 saving throw verses death magic or be turned to cinders which are blown away by the force of the blast. (Similar to the Terminatior 2 atomic blast sequence when she is holding the chain link fence . ) Any magic items inside the blast radius must make a saving throw verses crushing blow at - 4 penalty within 10 ft, - 3 penalty within 20 ft., etc. Value: 25,000 gp.

    22-23 Stone of Springing: This 1 in. diameter piece of granite has many small veins and flecks of gold running throughout its surface and interior, and radiates a strong magical dweomer. Upon the upper surface of the stone is a single mithril rune which is the activation word designated below. The command word for this device is "Leprodisia", which causes the stoned to leap into the air until it reaches a height of 100 ft. in one melee segment. At this time the stone plummets to earth directly at the creature who activated it while growing to a diameter of 10 ft. in one melee segment. The stone attacks as if wielded by a 10 Hit Dice creature in regards to the minimum ticket required to strike the activating creature. On a successful to hit roll the device inflicts 10-100 points of damage to the target creature, saving throw verses death ray successfully made whereupon only 1/2 damage is inflicted. This device can inflict coincidental damage to other creatures on along its flight path, but it significantly homes in on the creature who spoke the command word first and foremost. The activating creature hiding behind a friend could inflict like damages to that creature in such a situation. Value: 30,000 gp. 24

    24-25 Wand of Coldjolts: This 10 in. long wand is made of mithril with a single rainbow diamond mounted in the tip of the device that is worth 5000 gp. When this device is first discovered it will possess from 91-100 charges of magic energy which can be recharged utilizing a level 7 limited wish spell at rate of one spell = one charge . The activation of this device requires the silent mental concentration of its wielder and the tip of the device must be pointed at the target area selected. This device launches a combined lightning bolt and cone of cold simultaneously in a single arcane blast. Creatures caught within the 5 ft. wide by 5 ft. high by 120 ft. long blast pathway are required to make 2 saving throws, one for each type of damage that this device inflicts. Each arcane blast of energy inflicts 6-36 points of damage individually, which allows a saving throw verses magic wand to only sustain 1/2 damage if successful. Attacks with this device called all target creatures magical items to make the saving throw verses each effect of cold and lightning. Value: 55,000 gp.

    26-27 Bell of Tolling: This beautiful 6 in. tall hand rung bell is made of gold. The device is decorated with 12 diamonds decorating its upper and lower circumferences with six diamonds apiece which are individually worth 1000 gp each. These diamonds are set equidistantly around the circumference of the device. The device also has many silver runes engraved upon its surfaces, and possesses a long walnut handle to grip. The magical power of this device is its ability to negate -60% of any outer planar creatures magic resistance and reduces their saving throws by - 1. This effect is limited to a 50 ft. diameter radius of the device when it is sounded, and lasts for 1 turn in duration even if the creature leaves the original area of effect. . Also upon the command word "Deceassanon", this device can be activated 4 times per week to slay one outer planar creature with the touch of this bell with no saving throw whatsoever. Outer planar creatures of demigod or greater status are immune to the power stated above. Value: 67,000 gp.

    28-29 + 5 Battle Axe of Ripping: This battle axe has an 18 in. long handle of ash reinforced with mithril cables, with an 8 in. axe head which is made from a silver/green alloy of adamantine. There are four garnets set into the bottom in a mithril plug of metal mounted onto the devices handle that act as a couter-balance pommel stone of sorts worth 2400 gp total. This device is of a + 5 to hit and to damage inflicted 1-6 + 5 points of damage to any creature that it strikes, except for creatures struck by a roll exceeding the minimum required by 4 or more which inflict 4-24 + 5 points of damage in any gorey ripping wound. These wounds are so horrific that it requires any M sized creature or smaller to meet a saving throw verses poison or unconscious for 1-6 rounds before they can recover from the lethality of this strike. This weapon can be hurled effectively up to ranges of 6 in. and still retain the specialized attack sequence listed above. It does not return to the caster magically and the device owner must retrieve it physically from the target it struck. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 70,000 gp.




    30-31 + 4 Whip of Punishing: This fine 8 ft. long black dragon leather whip is sewn with many threads of mithril. The 12 in. long black obsidian handle of this device have 16 black opals inset in the device which are worth 500 gp each. The power of this magic device is its ability to inflict punishing wounds which cause 1-4 +4 points of damage, but in addition inflicts pain into the wound that causes the target creature to be - 2 to hit and + 4 to armor class with each blows power adding at cumulated of effect to the statistics. I.E. a second blow causes the creature to be -4 to hit and + 8 to armor class, etc.. The power of these painful injuries lasts for five rounds after the blow was first initiated on the target creature. This allows the painfulness of the injury to seep away over a given period of time. If a creature ever reaches 10 hit points or less through use of the painful injuries this device inflicts they must make a saving throw verses death magic or be beaten to death by the painfulness of these magical blows. If this weapon is used to inflict submission blows on target creatures it inflicts double damage of the 2-8 + 8 points of damage per blow with the additional pain power. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 45,000 gp.

    32-33 Rune Chalk : This plain white chalk comes in in small wooden boxes of 1-4 pieces of chalk, and each stick of vhalk radiate a strong magical dweomer. Each stick of chalk has the ability to create 1-3 magical runes of power from the dwarvish, mage, cleric, or giantish style of magic runes in 1/2 the normal time. The material of the chalk it is very heavy and requires 2 rounds to remove, and bestows two times the normal duration of normal magical runes. These devices are activated upon the command word "Demonstratoman", whereupon the user begins inscribing the magical rune that they had previously seen demonstrated in its inscription sequence. After this command word is spoken the rune, sigil or glyph is written upon any surface or even in mid-air. Only magical runes of level 7 or less are accessible to this magic device and all powers are initiated as if cast by a 12th levels rune caster. These magical writings disappear 2 segments after being inscribed upon the device, and or otherwise unobservable short of a detect magic or true sight spell. The powers of this device can only be used by spell castering player characters . Value:8000 gp per stick.

    34-35 Cauldron of Demon Conjuring: This 24 in. diameter cauldron is 30 in. tall is made of a dense black iron , and has 6 large rubies set equidistantly about rim of the device that are worth 2000 gp each. The entire device is covered in many small golden runes and has a lid that completely seals the the device for magical and alchemical processes. In order to properly use this device the owner must have procured the necessary true name of the outer planar creature to be summoned prior to the activation of this magical items powers. The interior of this cauldron possesses a perfectly inscribed magical circle of Containment ready to imprison hostile creatures inside the cauldron, and thusly protecting this devices owner from magical attack. Each individual type of outer planar creature requires a separate formula type, which mean entail ritualistic sacrifices of living creatures, in order to draw the demonic beeatzu, tanar'ri, or yugoloth creature that the device owner wishes to draw the the vote device. The conjuring powers of this device are not limited to evil creatures, and other forms of appropriate sacrifice may be required to access the full plethora of creatures that this device is capable of conjuring. All outer planar creature of demi-god or greater status creatures are not available to be conjured by this device. The normal conjuration sequence utilizing this device requires 1 turn of uninterrupted conjuration time in order to get the brew inside the cauldron just right, and to pronounced the true name of the creature to be brought forth. This conjuration allows the device owner to command a single task be performed for the device owner which can be of limited or unlimited duration. Creatures caught by this device will not be friendly to the device wielder and will seek pervert the command is given to them in a way dictated by the summoned creatures alignment. Value: 50,000 gp.

    36-37 Prism of the Sphere: This small 4" long crystal triangular prism which is 1 in. per side, and is very fragile. Whenever this device is held in front of the light source it emits a frenzy of colored beams of magical energy similar to level 7 prismatic ray spells. The beams flash about for 1 turn it after this device is initialized. If the light source is removed any time during that period the devices function on the following round. The power of this device lashes out to 70 ft. long plane with a 5 ft. wide base and a 15 ft. wide terminus and affects any creature is struck by the rays of this device. The type of rays and its powers are detailed in this section below:
    1) Red: inflicts 20 hit points of damage with saving throw verses spell for 1/2 damage
    2) Orange: inflicts 40 hit points of damage with saving throw verses spell for 1/2 damage
    3) Yellow: inflicts 80 hit points of damage with a saving throw verses spell for 1/2 damage
    4) Green: causes a saving throw verses poison or die, those making their saving throw suffer 20 hit points poison damage
    5) Blue: saving throw verses petrification or be turned to stone
    6) Indigo: saving throw verses wand or turned insane
    7) Violet: saving throw verses spell or sent to another prime material plane
    8) 2 beams strike a target as above.
    Any creature with in the area of effect with fewer than 8 Hit Dice are blinded for 2-8 rounds regardless of any other affect. After this device has finished lashing outwards with its energy rays it crumbles to dust at the end of its duration. Value: 25,000 gp.

    38-39 Poison Snake Staff: This 4 ft. long staff is made of unbreakable jade, and seems to be constructed of three separate serpents intwined to become a single staff with their heads pointing outwards equidistantly at the top of the staff. Each of the hands has 2 black rubies inset into the eye sockets worth 500 gp each. This device is of a + 3 to hit and damage inflicting 1-6 + 3 points of damage on any successful to hit roll. Whenever the device is first mentally activated by the device wielder all three snakes lash out towards the wielder for this device is cursed, each cobra attack as a 2 hit dice creature with a armor class 4, with the full capabilities of a spitting cobra. Each round the creatures will intertwine the hand and wrist area of the device wielder and Spit venom into their eyes on a successful to hit roll. A successful to hit roll requires a saving throw verses poison at - 2 or be blinded, and it also causes a second savings throw to be made verses poison or die 1-6 hours after initially being blinded. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 35,000 gp.




    40-41 + 3 2-Handed Hammer of Splitting: This 5 ft. long war hammer has a 20 lb.mallet-like head which is made of a shiney blue mithril alloy, and is covered with silver mithril runes all about the head of this device. At the top of the war hammer is a single blue diamond worth 3000 gp. This device is of a + 3 to hit and to damage inflicting 1-10 + 3 points of damage on any successful to hit roll by the device owner. The unique quality of this device allows it to brea and shatter stone no matter how large or dense. Stones of up to 1 ft. in diameter are shattered by a single blow of this device, capable of shattering up to one cubic foot of stone in a single stroke. On any successful to hit roll which exceeds its minimum roll by 4 this device will inflict a blow upon the heart of the target creature which causes it to rupture no saving throw. If such a strike is not feasible due to the size of the target, position of the wielder, etc. then the device will inflict an additional 5-50 points of damage on a single strike. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 67,000 gp.

    42-43 Horn of Rupturing: This red translucent 16 in. long horn is adorned with many golden runes around the exterior surfaces of this device. If this device is sounded it produces a pleasing mellow note to all creatures hearing it. This continues until the owner of the device tries to remove the horn from their lips after for sounding it. Whereupon, the device owner finds it is impossible to remove the device. Then the device sucks in pressure increasing the amount of wind that passed through it tenfold back into the device owners mouth in one melee segment. The device owner will suffer 8-80 points of damage from this back blast of internal pressure and lasting make the saving throw verses death which if successful causes them to only suffer 4-40 points of damage. In order to remove this device it requires a successful dispel magic verses at 12th level caster, and if successful remove curse spell. Value: 25,000 gp.

    44-45 + 6 Slingshot of Death: This 8 tall slingshot is made of green crystal, and looks much like a wrist rocket providing the device owner with specialized hinged bracing 6 in. long to help in the utilization of this device. A flexible material of the rubberband of this device is some specially treated green dragon sinew. This device is of a + 6 to hit and to damage inflicting 1-3 + 6 points of damage at targets out to 60 ft. in range. The short range of this device is 20 ft. and the medium-range is 40 ft.. This device can be rapidly fired at targets within range up to 4 times in the single round. If any to hit roll minimum is exceeded by three or more than the missile will strike the target creatures eye and then pass into the brain of the target creature. Creatures struck in this manner are allowed a saving throw verses death ray to avoid this deadly strike, but still will take 5-20 + 6 points of damage whenever the target creature is struck. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 65,000 gp.

    46-47 Mantel of Fire: This device is constructed of the heavy silk-like material, which is sewn with golden thread and braiding throughout. The device has a fine black leather collar at the top which is sewn with 6 demon shaped silhouettes in mithril threadwith red rubies for eyes of each one worth 2000 gp each . If detected for this device creates a palpable sense of evil to any creature capable of sensing such an emanation. The wearer of this device is immune to all magical fire up to but not including dragon fire. This device also provides its wearer with the capability of creating a wall of fire as if made by a 12th level spell caster. This power may be utilized only one time daily. The final power of this device is activated upon the command word "Celleroo", which can be utilized once per month to call forth a single Tanar'ri of the device owners wish to perform a single task for the device wielder. Due to the nature of such creatures it will try to interpret orders in a most evil and twisting fashion, possibly even literally. Value: 58,000 gp.

    48-49 + 2 Cloak of Crushing: This fine light blue cloak is sewn with mithril wires throughout its entire surfaces. In the center of the cloak surface is the silhouette of a giant in white leather holding a stone above its head. Whenever the clasps of this device are first locked together the curse of this device is activated. Whereupon, the cloak enwraps the wearer as if held in the arms of a storm giant possessing 24 strength. These magical arms of force inflict 5-50 + 12 points of damage each round that this magical curse continues. The device continues to contract each round until a successful dispel magic as if against a 12th level spell caster is accomplished. Value: 35,000 gp.




    50-51 Gong of Demon Summoning: This 12 in. diameter silver gong in a special golden stand, is set with 8 opals along the front facing which are each worth 1000 gp. The center of the gong is decorated with a face of a demon scowling with frescoes in the background of evilness and debauchery which are continued to the exterior circumference of the devices from facing . once per week this item can be struck by a silver hammer to conjure up a Balor, Tanar'ri whose personnal name which must be known by the device owner prior to the device being struck. In order to utilize this device properly it must be put inside a magical containment circle and the gong must be sounded three times. To creature conjured by this device will perform 6 tasks which require no more than 24 hours to perform. This creature will attempt to twist and warp the orders given to it in the most literal and evil way. If a seventh task is the assigned to the creature is free to attack the device owner unto death. Value: 50,000 gp.

    52-53 Prism of Mechanical Invisibility: This device appears to be a triangular 3 in. long prism which is 1 in. per side, which is actually created from a single diamond three use of various magics utilized to create this device. The power of this magical device is its ability to warp light so that it wraps are around the device owner rendering them invisible, instead of touching them in a normal fashion. The use of this device is activated upon the command word "Misstarank", which lasts until the second command word "Thwarzzo" is spoken whereupon the device ceases functioning. A creature utilizing this device can initiate any attack form without rescinding the invisibility bestowed by this device. The device provides in - 8 armor class adjustment for any creature attempting to strike the device wielder. The device owner also gains a + 8 to hit on any creature while in this state of Invisibility. Furthermore, the device adds + 8 to all saving throws that device owner must undertake during this time period of invisibility. This device will possess 91-100 charges when the device is first discovered, and may be recharged with the use of a level 9 Wish spell at the rate of 10 charges for each wish spell it expanded in its recharging. If the device is ever rendered to zero charges it crumbles to dust in one melee segment. Value: 80,000 gp.

    54-55 + 3 Rod of Parajolts: This 16 in. long rod is made of mithril with a heavy dark grey meteorite metal head 2 in. in diameter. The 6 in.handle of this device is created of a blue crystal which conforms to the device owners hand when it is first grasped. this device is of a + 3 to hit and to damage quality inflicting 1-6 + 3 points of damage on any successful strike. When first discovered this device will possess 41-100 charges, and may be recharged utilizing a level 7 limited wish spell at the rate of one charge for one limited wish spell. If the command word "Ignitionom", is spoken a 3 ft. long green lightning bolt is emitted from the device added target pointed at with the device. This electrical energy will lash out to ranges up to 20 in. as designated mentally by the device owner. When for The power of this device is similar to a magic missile in that it always strikes its target unless magically prevented. Upon contact with the target creature a 10 ft. by 10 ft. by 10 ft. cube of lightning is created which affects all creatures with in the area of effect. All creatures must make 2 saving throws: the first saving throw is verses paralysis or be paralyzed for 1-10 rounds; the second saving throw is verses magical rod or suffer 8-64 points of electrical damage on a failed saving throw or 4-32 points of damage on a successful saving throw. The power of this magical device can only be activated every 3 rounds, as it needs to recharge. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 40,000 gp.

    56-57 Boots of Springs: These magical boots are made of a fine tooled black leather set with inlays and runes of platinum. These devices radiate magic and will appear to be Boots of Striding and Springing whose details are in the DMG. When these devices are first worn and a leap is attempted it becomes very sensitive to ground pressure so that it causes all movements made while wearing them to be exaggerated 10x the normal return on such energies. The device owner will be propelled in an uncontrolled fashion in the opposite direction the pressure was exerted in, requiring a dexterity check to determine if the land upon their feet. If the owner does not land on their feet a random roll should be made to determine the location on which they landed on their body. The damage inflicted should be 1-6 points of damage to that area. Once these devices have been activated it requires a level 7 or level 9 wish or a limited wish in order to remove the devices from the wearer feet. Value: 12,000 gp.

    58-59 + 3 Hell Cape: This cake is made of an orange crystalline material which has a texture similar to satin with 11 orange diamonds stitched into the lower hemm of the device which are each worth 1000 gp. The device is stitched with golden thread and brocade for an aesthetically pleasing to look. On the inside of this device is a single large gold runes sewn in gold thread which if translated from lesser demonish to mean "Transportal ". This device provides + 3 to armor class and saving throws when worn by the device owner. Unfortunately the devices cursed to operate at 12 midnight causing its owner to make a saving throw verses magic at - 4 or be instantly transported to the upper layer of hell. The device then teleport's randomly 100-1,000 mi. distance in random direction. Value: 18,000 gp.




    60-61 Thong of Holding: This 1 ft. long leather thong is made of brown leather, which is stitched with mithril wires throughout. This device is first to utilized upon the use of the command word "Affixionado", then it is placed upon the pommel of any type of weapon and it will attach itself magic week to the device in such a way that it can never be removed. A secondary power of this device grants all fighters + 2 levels of experience whenever wielding a weapon with one of these devices attached to it. Use of this device negates the possibility of a drop a weapon in combat. If a weapon is ever released it only requires one melee segment recover it back into the hands of its owner. This recovery could also negate the effect of a successful disarm by an opponent as it only requires one melee segment to recover the weapon that has been disarmed. Value: 18,000 gp.

    62-62 Amulet of Breaking: This 2 inch long amulet is made of platinum in the shape of a broken rod with a single rainbow diamond worth 5000 gp, whichis set into the center of the device which is on a platinum chain. When this device is first with worn it begins in getting it rainbow colored spherical affect 20 ft. in radius centered on the device wearer walks simulates a level 9 prismatic sphere. This simulation could be useful to some types of player characters as it forces all creatures viewing the area to make the saving throw verses wands or be afflicted with a 1-6 rounds of temporary blindness. The unfortunate cursed the nature of this device is revealed whenever the creature utilizes a weapon in combat. Any weapon used to strike a target creature must make a saving throw verses crushing blows or the device will break off in inflicting 1/2 the normal damage it usually would. A random 100 % percentage dice is rolled to determine the actual location of the breaking on the weapon, which is rendered into 1-12 pieces. Once the curse of this device is ascertained by its owner a simple level 3 remove curse can remove the device from the owners neck, otherwise the device owner will think the positive benefits of the device have nothing to do with its increased breaking of any weapons used in combat used by the device owner. Value: 30,000 gp.

    63-64 Manna Stone: This type of magic device comes in several different forms and potencies all of which are made from valuable items such as ivory, gemstones, a valuable minerals, etc. of differing forms designated by the dungeon master. These devices creates a strong magical energy as they possess an innate amount of magical spell power which is contained in sight then and can be accessed by silent mental act of will of the device holder in one melee segment. The spells contained inside these devices will renew themselves on a daily basis without cost to the device owner. This device cannot be used to power spells memorized by the device owner unless used in the manner described below. Only in mages, illusionist, etc. can use these devices. Roll separately for the device forms, number of spells or manna power limits on the tables below:
    1) Statuette 4 spells 41-50 manna or spell levels
    2) Pendant 2 spells 21-30 manna
    3) Broach 3 spells 31-40 manna
    4) Amulet 3 spells 31-40 manna
    5) Tiara 5 spells 51-60 manna
    6) Ring 2 spells 21-30 manna
    7) Headband 5 spells 51-60 manna
    8) Necklace 4 spells 41-50 manna
    9) Talisman 3 spells 31-40 manna
    10) Sphere 6 spells 71-80 manna
    The device owner should roll individual will leave for each of the three categories above. If the manna or spell level limitations far exceed the number of spells that can be cast by these objects then the device owner can simply make multiple castings of the individual spells which are available through use of this device. When this device is discovered the device owner casts the desired spells into the device which will then release that type of spell affect when triggered by silent mental act of will of the device owner. This allows the spell caster to expand their repertoire of spells available on a daily basis as these devices will hold a number of spells upto the manna/spell level limitations. The power of these magical devices allows the storing of up to 10th level spells. Each time a 10 levels spell is used the device must make a saving throw verses disintegration adjusted by + 1 per 3 levels of their owner or have the device disintegrate in their hands. Value: varies 20,000 gp-100,000 gp.

    66-67 The Guiding Light: This 8 in. tall platinum bullseye lantern has a shuttered apertures for each of the four openings which each contain a rainbow diamond worth 5000 gp each. Each diamonds are set on a side of the device. This magical lantern can only be lit with a special oil created from the fat of silver or gold dragons. If this is accomplished the device owner can close three of the four shuttered apertures leaving the 4th beam emitting a rainbow colored beam of energy that will be emitted at person, item, thing, etc. that the device owner wishes to locate and the beam will activate when the aperture crosses the most direct pathway to that desired object mentally by the device owner. The beam of energy glows brighter as the device owner closes with the device or item they are seeking. This beam of energy will last for 1 turn per ounce of essence utilized as oil in this device. When first discovered this device will contain 11-20 oz of the special essence. The beam stretches outwards to a range of 10 in. for as long as the duration lasts. Because of the nature of the components required to light this device the device owner will likely close with the location or person that they desire to locate in order to save fuel. This power of the device can all be operated 2 days per week. The device can be filled with regular oil and used as a lantern of excellent quality when not being used in the specialized way detailed above. Value 60,000 gp.

    68-69 Portable Trolls: This 3 ft. diameter rug like velvet device is spread out on the ground like peanut butter from a vial or other portable container from which the material can be dispensed. Once it has been exposed oxygen for one round a large purple cloud 10 ft. by 10 ft. by 10 ft. issues upwards from the material. The cloud continues to grow at this rate for one full turn it until it reaches a 100 ft. by 100 ft. by 10 ft. high cube of cloud which obscures all vision into the area. The trolls can see through the mist as if they were looking through normal air. Only true sight can penetrate this mist material otherwise and the cloud is so dense that it cannot be moved by any wind of less than 40 mi. per hour minimum. It moves at a rate of 10 ft. per round if this occurs, otherwise the cloud forms squares around the material at its center. The power of this material creates 1 Troll the first round possessing 36 hit points and following all standard statistics and and characteristics as detailed in the Monster manual. This troll will attack any living creature within its line of sight until it is destroyed . On the second round 2 trolls emerge from the mist with the same 36 hit points and attack all creatures within line of sight outside of the mist. This progression continues until 1 turn has elapsed and 10 trolls emerge from the cloud and attack nearby player characters. The creature which utilizes this material are not immune from attacks presented by the creatures as their are emerging from the cloud. On the 11th round the cloud loses some of its denseness and begins to drift away harmlessly as directed by the winds. The trolls will remain after the cloud has dispersed an attack all creatures within line of sight until dead themselves. Once a Troll has been killed it dissipates into a burst of arcane purple mist. Value:3000 gp.




    70-71 + 6 Power Mace: This 24 in. long mace is made of blue crystal crystal whose handle is wrapped in green dragon leather. The haft of this device is wrapped with many mithril cables to add strength, and the entire device is covered with many small Platinum runes. This weapon is of a + 6 to hit and to damage quality inflicting 2-7 + 6 points of damage on any successful to hit roll. A secondary power of this device is activated when the minimum to hit roll is exceeded by a 3; whereupon, this device inflicts a random critical hit as detailed below:
    01-25 double damage
    26-50 triple damage
    51-75 quadruple damage
    76-100% 5x damage in the random percentage roll on the critical hit tables.

    This device has one additional power which is very useful to wielder which is activated by the silent mental act of will of its owner, in that the mace head of the device can be mentally instructed to detach from the device on the tendril of magical energy to strike targets up to 6 in. distant in the heavy whip-like strikes. Whenever these powers are activated the head of the device glows with an arcane blue electrical aura which illuminates a 5 ft. radius while it is glowing . When this power is activated there is no way to impede its progress through the air, and this power may be used only 6 times per/day. The mace head of this device can only strike in this manner once per round as its flight allows it to return to the mace haft at the end of the round reattaching itself automatically. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 95,000 gp.

    72-73 Amulet of Far Sight: This 2 inch diameter circular amulet is made of silver with a single white diamond and the single black diamond set on the interior of the device which are worth 2000 gp each. The device looks similar to a double pupiled eye to creatures viewing it from a distance. If the device owner looks through the item will get a bird's-eye view of themselves from a position at 1,000 ft. directly above their head. The primary function of this device allows its owner to do aerial reconnaissance of an area 20 miles in diameter from altitudes up to 10,000 ft. as mentally directed by the device owner. The device owner can rotate their view 360 degrees as it moves about within the range and altitude limitations dictated above. There is no magical manifestation at the location where the viewing takes place, and if a device owner is discreet enough they can avoid detection as they maintain a trailing presence behind creatures of interest to them. The device owner must maintain full mental concentration on this device as they are scanning or trailing the area with their full attention. Value: 30,000 gp.

    74-75 Ring of Destruction: This ring is made of adamantine with four black rubies worth 1000 gp each on the petals of a four leaf clover arrangement that surmount to the top of the ring. When this device is first put on and the ring is twisted 360 degrees it reveals its cursed nature which is to emit a blinding black radiation which will engulf the rings activator. This radiation causes the activating victim to make in - 4 saving throw verses magic spell or become disintegrated by this magical emanation. All items on the creature must make individual saving throws verses magic disintegration in order to see if they survive the eminations this device produces. Only the ring itself is immune to these magical emanations. The magic item will repeat this process each round until a successful dispel magic as if a 12th level caster were engaged in a successful remove curse are cast concurrently on the device so that it may be removed. Otherwise the device is magically glued to the device owners finger once they rotate it. Value: 14,000 gp.

    76-77 + 3 Flaming Flail: This green crystal flail has a haft that is 18 in. long and attached with three 10 in. long chains which are attached to three 3 in. diameter spiked balls at the end of the chains. This devices of a + 3 to hit and to damage quality which inflicts 2-7 + 3 points of damage on any successful to hit. Whenever the minimum to hit roll is exceeded by three then this devices chains and attached balls burst into a green flame enhancement which inflicts an additional 6-36 points of damage but allows creature struck by at to make the saving throw verses magic wands to sustain 1/2 damage. These magical flames persist for three rounds after a originally been activated and inflict this additional damage for those rounds. This flaming ability can accumulate whenever in exceeds the minimum to hit roll by 3 it adds an additional three rounds of flaming duration. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 47,000 gp.

    78-79 Tripod and Bowl of Demon Summoning: This adamantine bowl & tripod arrangement has 6 yellow diamonds set in a bowl rim and 15 yellow diamonds set in the tripod arrangement each worth 1000 gp. When the proper where materials are gathered and placed inside the bowl this device servers as the circle of protection against creatures from tanar'ri, baatezu, and yugoloth of the outer planes. The materials required to activate this device include oil of aboleth, gas of a beholder, 2 oz of rare earth, gasoline , and cinderized lich phylactery. Once these materials have been ignited and the command word "Issue forth yon demon, creatures true name" is spoken then that creature will issue forth from the device in one round to hover directly above it. The device owner can command such a creature to perform up to six commands which can last no more than 48 hours. Of course these creatures will try to pervert the meaning of these commands to serve their best interest and maximize damage due to their evil nature. This device can only be used to three times in any 30 day period. Value: 50,000 gp.




    80-81 Headband of Blade Barrier Pit: This 1 in. wide headband is meeting of 15 pieces of marble link together with mithril clasps, and each is adorned with a single rainbow diamond worth 1000 gp with a gold rune on top of it. When the device is new owner tries to first activated it by silent mental act of will the device creates a 10 ft. by 10 ft. by 10 ft. it directly beneath the device activator which is immediately filled with a blade barrier spell inflicting 8-64 points of damage each round no saving throw allowed. The wearer of this device has a single melee segment to escape this trap before sustaining damage from this cursed item. The blade barrier activates for five full rounds before it ceases function and the pit disappears and disgorges the remnants of the owner on the groud where they originally stood. This magical device is immune to the blade barrier affect and teleports itself 100-1000 miles distant in a random direction at the end when the remnants of its previous owner are disgorged. Value:32000 gp.

    82-83 Necklace of Stops: This necklace made of mithril has 3 platinum pendants attached to it with 3 start sapphires inset into each of the pendants. Each of these tendance can activate a single level 9 time stop spell in a 6 in. by 6 in. by 6 in. cube are around the device wearer but not affecting them. This magical effect last for 1-12 turns for each activation once per week for each pendant. If the device is ever activated a fourth time it causes a magical backlash upon the device owner which is to time stop the device wielder only leaving other creatures capable of movement while the device owner is held immobile. There is no saving throw verses any of these magical affects. The only way to bring a time stopped area out of function prior to the expiration of the duration is the activation of a prismatic sphere in direct contact with the area of effect detailed above, which causes the time stop to cease functioning in destroys the prismatic sphere in the process. This is accompanied by a large blast of white arcane magical sparks within the area of affects. Value: 70,000 gp.

    84-85 Cross of Angelic Assistance: This gold cross is 9 in. high by 4 in. wide set with four green star sapphires on each of the arms of the cross worth 2000 gp each. This device is activated on the command words "Be good and loyal". A white holy light is emitted from the device which brings into being a Virtues angel that will perform up to six tasks for the device wielder over a 3 turn period of time. The powers of the supplies can be activated one kind each week but all tasks must have a good nature to them. The statistics for a Virtue are as follows: they appear to be a human with wings and a glowing nature that emanates from their person; armor class - - 3, move 9 in. and fly 24" MC:A, 10 hit dice, one attack with wword 2-12 points of damage, special defenses + 2 or better weapon hit, 65% magic resistance, exceptional intelligence, lawful good, height 6-8 feet tall, and the ability to perform one special miracle on the scale of eclipsing the sun or parting the Red Sea. These magical Angels also possesses the following powers which can be used once per round as often as desired: command, create food or water, a cure disease, cure blindness or insanity, hold person, speak with dead, cure serious wounds, neutralize poison, Insect plague, raised dead, true seeing, and find the path. Once per week these creatures can perform a restoration or resurrection spell. When attacked this creature can summon forth 2-12 angels for assistance. The power of this magic device can also create a double strength protection from evil sphere around the device owner at will daily. The device owner cannot command these creatures perform acts of evil intent and the angel will not follow an order that stupidly put them at risk. Value: 65,000 gp.

    86-87 + 3 Shooting Daggers: This 3 bladed 18 in. long dagger is made of a glowing red crystal for the pommel and 2 exterior blades which are each 7" long, while the center blade and pommel is comprised of mithril. This devices of a + 3 to hit and to damage quality cable of inflicting 1-4 + 3 points of damage on a successful to hit roll . The exterior red crystal blades of this device can be individually targeted as they fly inside the 1 ft. diameter fireballs which are ejected in accompaniment of the blades which inflicts an additional 4-24 points of flame damage on each successful hit in a 5' diameter out to ranges of 12 inches. These magical blades must be retrieved from creatures targeted with them in the rounds following their activation. The weapons themselves are unaffected by the flames in any way, but creatures who sustain damage from these fireballs are allowed a saving throw verses magic wands to only sustain 1/2 damage if successful saving throw is rolled. All items in the area where the miniature fireball detonated must make individual saving throws verses magic fire or be destroyed. When this device is first discovered it will possess from 81-100 charges that act as energy to emit the fireballs, which can be regenerated through use of a level 7 limited wish spell at the rate of one spell = one charge. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 44,000 gp.

    88-89 + 2 Morning Star of Crystal Resonance: This morning star has an 18 in. long handle which is wrapped in crystal dragon skin leather as a hilt, which is sewn with mithril wires to help reinforce the haft of this device. The ball and chain attached to this device are made of a sparkling green metal with is an alloy of meteorite metal. This devices of the + 2 to hit and to damage quality inflicting 2-8 + 2 points of damage on any successful to hit roll. This devices special power is activated when the minimum to hit roll is exceeded by four; whereupon, this device causes all metal items struck to save verses crushing blows as if they were glass objects, because of a sonic resonance that this device possesses on a successful to hit roll. When the sonic resonance is activated it inflicts 6-24 + 2 points of damage instead of the normal damage. The metal object struck in this manner will shatter into 1-10 pieces and explosively shatter to the ground useless. Metal objects with pluses are allowed an additional saving throw bonus of + one for each + they possess. Non metal objects are not afflicted by this sonic resonance attack of this morning star. As with all magic weapons this device will be allowed a roll , when first discovered, to determine if it possesses an innate intelligence utilizing be DMG magic sword charts. Value: 45,000 gp.




    90-91 Locket of Luckiness: This plain small 1 in. long silver locket depicting an open hand cupped to catch lucky eminations to assist the device owner. Whenever this device is worn and the locket is opened by a player character they receive a - 2 saving throw bonus as long as the device is worn, as well as being able to adjust their ability to find and acquire the best treasure objects whenever treasure is found or discovered. The device owner has a +/- 20% adjustment in the determination of the amount of treasure discovered and a adjustment of the similar fashion in determining exactly what objects are discovered in a treasure cache. This device also possesses the power when closed 3 times per day to adjust a to hit roll generated by the device wearer by + 2 to hit. Value: 65,000 gp.

    92-93 Locket of Unluckiness: This plain 1 in. long silver locket perfectly mimics the device detailed above in its composition, but instead of gaining benefits all those benefits are turned into detrimental dice roll adjustments detailed below: the device owner is at + 2 to saving throws, - 2 to hit, and when treasure determination an allocation are in question they will be adjusted by a plus or minus 20% whichever is more detrimental to the device owner. The curse of this magical device will not allow the device holder to recognize the detrimental effect it has upon them even if determined by outside sources. They think that the device is really beneficial to them. Only a successful dispel magic verses a 12th level spell caster followed by a successful remove curse spell can allow the device holder to recognize its detrimental effects and remove it from their person permanently. Value: 20,000 gp.

    94-95 Orb of Imprisoning: This 3 in. diameter green crystal orb has a single silver rune etched upon its surface which translates into 'binding', if it is deciphered using our read magic spell. The orb has the power to draw any creature who touches it with their bare flesh and thinks of activating it to be encapsulated in a cage of force that is 10 ft. by 10 ft. by 10 ft. with the devices toucher/activator to be struck by a spirit wrack spell for the duration of the device is activation. The creature attempting the activation of this device is held directly in the center of the cube. This creature will howl in pain as their spirit is assaulted by this spirit wrack spell. The only way this creature can escape its imprisonment is by exterior forces utilizing level 7 limited wish or level 9 full wish spells to extricate the creature from its imprisonment. While in prison with in this device the creature need not to eat or drink as the device provides them with sustenance gathered magically from the surrounding area and fed to them with the magic flow of the spirit wrack spell. Value: 21,000 gp.

    96-97 Quiver of Holding and Speed: This magical device is a 22 in. long quiver fashion from the skin of a gorgon which is etched with gold and platinum runes about its entire surface, and sewn with mithril threads. The top of the quiver is surrounded by 6 elfstones worth 2000 gp each. The magical power of this device allows it to always appear full, but it's real power is activated by the silent mental act of will of its owner. The device will store and arrows as a bag of holding would store other devices up to 40 lbs. in weight. Furthermore, by silent mental thought the device will place in between the fingers of its owner arrows up to six times per round, as it adds an additional 2 attacks per round with missile weapons requiring arrows. This ability to bring forth arrows by silent mental act of will increases their initiative by + 3 for each arrow discharged using this device. Value: 45,000 gp.

    98-99 Star Diamond of Disintegration: This 2 inch diameter star diamond appears to have a single black adamantine ruen etched into its top surface from which its magical emanations are created. Upon the command word "Begonious", this device will emit a ray of dark grey magical energy in out to ranges of 6 in. which will cause magical disintegration in the 10 ft. cube where the magical energy detonates. Creatures are allowed a saving throw verses magic spells in order to avoid being disintegrated, but each individual magic item within the area of the effect also must make an individual saving throw verses magical disintegration or they are destroyed. The power of this magical device is much sought after as it can be used 5 times per day and up to a limit of 50 times per month. The device requires three rounds of recharging time between each emination of magical disintegration power. If the device is attempted to be used 51 times the causes the magical disintegration of the device wielder and the device no saving throw. Value: 75,000 gp.

    100% The Guarding Light: This 8 in. tall mithril lantern has 4 adjustable apertures from which magical light emanates in the blue light. Each of the apertures has a single specially formed elfstone worth 5000 gp which was specially shaped to fit the requirements of the bull's-eye lantern. Whenever one apertures is open it produces a 4 in. cube area of effect from which the following powers are created within its blue light aura. When one aperture is opened it provide the protection verses good or evil as the spell of the same name as is cast by a 18th level caster. When the second aperture is opened the device produces a blinding light which affects all creatures within the area of effect to make the saving throw verses magic spells or be blinded for 1-10 rounds if they were looking in the direction of the lamp. This power can be utilized only three times per day but affects all creatures viewing the lanterns light. When the third aperture is opened this device produces a lightning bolt which is mentally targeted by the device owner which flies to a distance up to 12 in. away and inflicts 8-64 points of damage unless a successful saving throw verses magic spells is made, whereupon they sustain only 1/2 damage from the blast. This blast of magical electrical energy is attracted to large metal objects and will veer from its path up to 20 ft. in order to strike those objects as well as objects downrange from that. This power can only be activated two times daily. The final power of this device is activated upon the opening of the fourth aperture where it produces a freezing light which causes all enemies of hostile intent to be stopped for 1 turn as a time stop spell would which allows the device owner to attack freely during that time period. This power can only be utilized a single time in a day. This power can be preset and activate when the number of the events take place similar to a contingency magic for this power only. Activations sequences could occur when foes approach within 10 ft of the device owner even though the device itself is sitting on the ground next to them. Value: 100,000 gp.

    More to come...

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    Sun May 11, 2008 11:35 am  

    Cool

    A second bite for the day...

    Table XI
    By MATAN THUNDER


    01-02 Rug of Religious Service
    03-05 Amulet of Blinding Light
    06-07 + 4 Maul of the Mighty
    08-09 + 6 Bastard Sword of Bladeoff
    10-11 Sash of Silliness
    12-13 Horn of Heavenly Assistance
    14-15 + 4 Throwing Axe of Flying
    16-17 Orb of Self Destruction
    18-19 Sundial of Time
    20-21 + 3 Light Crossbow of Damaging
    22-23 + 5 Rod of Blaster
    24-25 + 2 Belt of Polymorphing
    26-27 + 4 Mantel of Dooms
    28-29 + 2 Morning Star of Glue
    30-31 Orb of Barding
    32-33 Plus of Mount Barding
    34-35 + 5 Star Scale Armor
    36-37 + 3 Smiths Mallet
    38-39 Robes of Protection
    40-41 + 2 Gauntlets of Constriction
    42-43 + 4 Rune Staff
    44-45 Ring of Weapon Summoning
    46-47 Sash of Tripping
    48-49 Censor of the Tween
    50-51 Bracelet of Stoning
    52-53 Tiara of Dragon Sense
    54-55 + 4 Studded Leather of Bat Wings
    56-57 Blue Diamond of Blindness
    58-59 + 6 Platemail of Golems
    60-61 Amulet of Body Alteration
    62-63 + 3 Rod Oscillator of Life
    64-65 + 3 Belt of Mirror Images
    66-67 + 3 Sling Staff of Power
    68-69 Talisman of Ambush Sense
    70-71 Cube of Collapsing
    72-73 + 5 Bastard Sword of Reversal
    74-75 + 3 Sword Cane of Disarming
    76-77 Figurine of Lightning Hawk
    78-79 Crystalball of Domination
    80-81 Ring of Submission
    82-83 Bell of Lies
    84-85 Bell of Truth
    86-87 Ring of Thunder and Lightning
    88-89 Bandage of Healing
    90-91 Drums of Thunder
    92-93 + 3 Belt Buckle of Gutting
    94-95 Chime of Charming
    96-97 (3-30) +2 Exploding Darts
    98-99 High Smith Anvil
    100% Helm of Psionics




    01-02 Rug of Religious Service: This 4 ft. by 4 ft. deep blue colored rug is sewn and inlaid with mithril, as well as 4 tassels of mithril cables at the corners. By means of this device a cleric of any faith may use this device to commune with his or her deity, as the spell, for one hour duration one time per day. The rug also acts as a phylactery of the faithfulness letting the cleric know for a certainty that a action they are about to commit is as the deity wishes. When this device is used to commune with the deity it also bestows one extra spell per level of spells that the device owner is able to cast normally. While kneeling on the rug the cleric gains + 2 on all saving throws against hostile incoming magic. Value: 31,000 gp.

    03-05 Amulet of Blinding Light: This 3 in. amulet is in the shape of a beetle made of orachalium, which is studded with three white Diamonds of large size worth 6000 gp each. The device continual the throbs with a dull white light deep within these gemstones that is visible to anybody near this device owner. When this device is first discovered it will possess 91-100 charges of magical energy which can be recharged utilizing a level 7 limited wish spell at the rate of one spell = one charge. If the command word "Blazzarro", is spoken by the device owner a piercing blast of white light will be emitted by the gemstones and cause all creatures within 100 ft. directly in front of the device owner to make a magical saving throw verses wands or be blinded for 1-8 rounds. Is successful saving throw means that the target creatures may have had their eyes closed or been looking in the wrong direction when the device detonated its light blast. Value: 25,000 gp.

    06-07 + 4 Maul of the Mighty: This heavily gnarled black oak limb is 36 in. long and has a black dragon leather grip wound about the handle of the device. The device has large four golden runes set equidistantly about the head of this device set equidistantly around its circumference. This device is of a + 4 to hit and to damage capable of inflicting 1-8 + 4 hit points of damage on the normal to hit roll. Whenever this device strikes the creature exceeding its minimum to hit roll by 4 it causes a mighty blow to be struck upon that creature in inflicting 8-64 + 4 points of damage on that creature due to this powerful magical blow. This mighty blow is characterized by broken bones, internal injuries, etc.. Creature struck with this mighty blow or hurled 1-20 ft. distant from their original location by the force of the impact. They require one round to recover when struck in this manner. This device can only be wielded by player characters possessing in 18 or higher strength. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 45,000 gp.

    08-09 + 6 Bastard Sword of Bladeoff: This 36 in. long bastard sword is made of an alloy of admantine and another mineral which has a orange crystalline color which is covered in magic golden runes while the hilt is set with 8 orange diamonds worth 1000 gp each. This weapon is of a + 6 quality to hit and to damage capable of inflicting 2-8 + 6 points of damage on any successful to hit roll. However there is a curse to nature to this device which manifests itself on the fourth successful to hit roll made on a creature by the new owner of the device. When this occurs the blade will separate from the hilt forcefully landing 2-20 ft. distant from its current location. It cannot be replaced of on the device except with the help of a 20th level weapon smith at some time in the future. This device will continue to suffer this curse after every fourth blow even after it has been reattached by the master weapon smith. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 25,000 gp.



    10-11 Sash of Silliness: This beautiful 8 ft. long 4 in. wide yellow silk sash is sewn with much golden thread and brocade, as well as the occasional platinum tassel. This device radiates magic and once put on the new device owner it glows with magic power similar to an audible glamour with no duration limitations. The main power of this device is revealed as a curse which the device owner will not notice in any way even if confronted by other player characters with the event. The curse forces the player character to make one silly action lasting one round in each turn. This action causes the player character cursed by this device to be unable to take an action during that round of silliness. The cursed player character will resume his normal actions immediately after this round has passed, as if nothing had happened. The silliness that occurs can be action such as sticking out their tongue and making funny faces, copying another player characters dialogue, loud belching , bad practical jokes etc. etc.. The nature of this occurs usually renders such an event as harmful or unlucky to the player character and his victims in the party this device can only be removed from the owner through use of a successful remove curse followed by a dispel magic as if facing a 12th level spell caster . Value: 10,000 gp.

    12-13 Horn of Heavenly Assistance: This beautifully formed teams long trumpeted is studded with eight green sapphires are around the end of the trumpet, as well as been covered in many silver runes. This device can only be used by player characters of neutral or good classes, while evil player characters will suffer 2-20 points of burn damage should they ever touch this device. Whenever this device is sounded for 4 rounds it will cause the single Throne Arch Angel to appear in one round with the following statistics: armor class - 3, Move 9 in.; fly at 24 in. maneuverability class A, 133 hit points, special defenses + 2 or better weapon to hit, magic resistance 75%, intelligence exceptional, and this magical force for good conduct the soon the shape and powers of any creature that it desires. If the Angel is commanded to assume a player character form assume that such imitation will be at 15th level of ability in the class selected. These angels are relentless in their duty, and are vaguely reptilian in nature in their true form. When this creature appears it is happy to aid the forces of good, but less helpful to those of the neutral alignment. This manifestation will perform any duty, limited as stated above, that can be completed in the for 24 hours that they remained at the horns owner service. During this time they can perform multiple complex tasks utilizing various physical forms to optimize their success rate. Value: 65,000 gp.

    14-15 + 4 Throwing Axe of Flight: This 20 in. long throwing axe has a blue alloy of orachalium haft which is wrapped in blue dragon skin leather, with a large crescent shaped blade made of a deep blue colored crystalline material which is covered in many silver runes on the entire device. This device is of a + 4 to hit and to damage quality inflicting 1-6 + 4 points of damage on any successful to hit roll. This device can be thrown at ranges as follows: up to 2 in. short range, up to 4 in. medium-range, and up to long-range 6 in.. Whether this device strikes the target or not it will return to the throwers hand at the end of the round so that it may be thrown again on the following round. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 30,000 gp.

    16-17 Orb of Self Destruction: This 2 inch diameter orange orb glows with a pale flame shaped light from deep within the orb. The device has golden runes on the outside of its surface. If this device is concentrated on by the device owner it will levitate the wielder off the ground as if cast by a 12th level spell caster. This power can be activated any number of times throughout the day. This magic is only a decoy to the true intent of the device which is activated when the owner comes under stress due to combat or deep research. At such times the device owner must make a secret - 4 saving throw verses magic spells or go charging into a combat situation with unthinking actions that could cause damage to him and others. If the successful saving throw is made the owner is unaffected, but then 2 round later the creature will make another secret save until the stress is removed from the device owner’s locale. The owner of this device will never separate themselves from it as it seems to be helpful magic item to them. However, it can be removed with a successful dispel magic is cast by an 18th level spell caster. Value: 15,000 gp.

    18-19 Sundial of Time: This device is made of a flexible mithril wristband with a small 1 in. diameter gold sundial mounted on the band to serve as a timepiece even if not under the sun. The device has 12 yellow diamonds set equidistantly around the outer circumference of the clocklike device worth 1000 gp each, to mark the hours. Upon the command word "Timous", the device informs its owner of the correct time through use of a specialized miniature magic mouth set into the device. The most powerful magic this device possesses is its ability upon the command words "Sallious Forthrightous", or " Withdrowour", and the touching of the number of the gemstones will cause the device owner to move forward or backwards in time in number of rounds equal to the number of gemstones touched when the command word is spoken. This device is frequently used in this manner to undo lethal results in a combat situation upon themselves or fellow party members. This device can only be utilized in the time shifting manner 36 times in any seven day week, and when first discovered this device will possess 91-100 charges which can be recharged through use of the full wish spell level 9 at the rate of one spell = one charge. Value: 100,000 gp.



    20-21 + 3 Light Crossbow of Damaging: This beautifully carved oak light crossbow is engraved in platinum runes and has a single large blue diamond worth 4000 gp set directly under the arrow slot. The devices metal parts are fashioned of mithril even the string is a mithril cable. The smoothness of the mechanism for reloading this device allows it to be fired 2/1 times per round. This device is of a + 3 to hit and to damage quality inflicting 1-8 + 3 points of damage on any successful to hit roll. Whenever this device is fired and exceeds its minimum to hit roll by 4 the gemstone it at the end of the device emits a powerful bolt of concussive force whose magic causes a random critical hit to afflict the creature targeted by this device. The type of damage inflicted is:
    01-50 three times damage
    51-75 four times damage
    76-100 five times damage + random critical hit on the tables I possess.
    As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 65,000 gp.

    22-23 + 5 Rod of Blaster: This 20 in. long rod is 2 in. in diameter and made of adamantine with the bust of a hawk on the top of the device. This weapon is of a + 5 to hit and to damage quality capable of inflicting 1-6 + 5 points of damage on any successful to hit roll. When the command word "Detructous" is spoken this device emits a blast of purple power that lashes outwards 12 inches long by 1/2 inch base by 2 in. wide terminus cone-shaped affect. All creatures caught in this burning & electrical energy inflicts 8-64 points of damage unless a saving throw verses magic rods is successfully made whereupon the creature only sustain 1/2 damage. When first discovered this device will possess 41-50 charges, which can be recharged utilizing a level 7 limited wish spell at the rate of one spell = one charge. This device can only be activated every other round, but a player character owner can launch this cone-shaped attack when it is used to successfully strike a target creature. So the device can inflict physical damage to the target as well as emitting a cone-shaped affect. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 65,000 gp.

    24-25 + 2 Belt of Polymorphing: This 3 in wide doppleganger skin belt set with 3 in. by 3 in. mithril plates each which has a single black ruby worth 1000 gp , and it magically sizes itself to fit its current owner. The mithril plates also covered in golden runes of magic power. The wearer of this device gains a + 2 to armor class and saving throws whenever this device is worn. The first power of this magical devices is its ability to transform the facial features of its owner into the semblance of any human that they have seen previously. The owner of the device can also adjust their height +/- 1' through use of this power also. This power will last for 2 turns after it is initiated an action be used up to six times daily. The use of this power does not require a system shock roll. The second most powerful effect of this device is its ability to cast a level 8 polymorph any object spell with a - 4 saving throw potency on a single creature within their line of sight. They can transform the creature into any desired foreign under the limitations of the level 8 spell. This power can only be utilized to times daily. Value: 40,000 gp.

    26-27 + 4 Mantel of Doom: This mantel is made of the fine black satin like material which has 12 black opals set in the lower hem of the device worth 1000 gp each. This material is of a + 4 to armor class and saving throws quality for the player character owner wearing it. However the pluses to saving throw are not applicatible to the curse this device possesses, which is its ability to inspire depression on the device owner. The owner of the device begins experiencing depression one day after the device has been put on. All creatures to view the cloaks wearer must make the saving throw verses magic spell or feel contempt for and towards the device owner whenever they are viewed. Creatures affected by this magic will find themselves hurling verbal abuse in the direction of the player character wearing this device. Part of this magical contempt causes creatures afflicted with it to pick up small objects and hurl them towards the mantel's owner. He eventually creatures affected by the magical contempt will seek to drive away the player character owner of this mantle. In addition to the magical contempt power this device possesses it causes all creatures friendly to the device owner to suffer magical accidents and ill luck for as long as they remain within 4 in. of the device wearer. This power last for four hours after the befriending player character has left the area of the devices cursed owner. This ill luck and accidental prone behavior has a 20% chance of occurring each turn that the befriending player character is within the 4 in. radius of the owner of this device. The wearer of the cloak will never willingly part with this item until a level 3 remove curse followed by a level 7 limited wish is cast upon them, whereupon they can remove the device at will. Value: 18,000 gp.

    28-29 + 2 Morning Star of Glue: This 18 in. long handle morningstar has a chain 20 in. long all made of a red alloy of mithril and copper, which is covered in gold runes and the handle is wrapped in a yellow leather. The spiked ball head of the device has many small pin sized holes that seen to serves no useful purpose. This weapon is of a + 2 quality to hit and to damage which inflicts 2-7 + 4 points of damage on any successful to hit roll. If the hit roll exceeds the minimum by 4 then this device inflicts double damage of 4-14 + 4 points of damage. The cursed nature of this device reveals itself after seven successful to hit rolls have been made. On the eighth successful to hit roll the pinholes in this devices handle the yellow leather will begin to exudes a strong at glue that bonds the weapon to the wielders hand and the target creatures struck by the device. This glue requires a 25 or greater strength to remove it at the cost of 2-16 points of physical damage to the target creature or the device wielders hand. There is no saving throw verses this affect, and it reoccurs every eighth round of combat action that the device is used in. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 20,000 gp.



    30-31 Orb of Force Barding: This 3 in spell diameter white marble orb has many tiny golden runes engraved on along its outside circumference. When held by the owner this device confers a + 3 to armor class and saving throws to the owner of the device as well as any creature that he is mounted upon. Once per day as special power can be called into being by the command word "Thwartoxic", whereupon a shimmering set of blue force barding appears around the device owners mount for 1 turn which confers an armor class of -10 and can sustain the five critical hit without scoring a successful to hit. The fifth critical hit causes the device to cease function for 24 hours. Value: 60,000 gp.

    32-33 Plus Mount Barding: These magical armor's are utilized to protect a mount for the player character as armor would protect such a player character. This type of magical armor will sizes itself to any creature up to elephant size and will be of the following types and magical potencies:
    01-10 leather armor 01-65 + 1 armor class and saving throws
    11-25 scale armor 66-90 + 2 armor class and saving throws
    26-50 chain mail armor (20% elfin) 91-99 + 3 armor class and saving throws
    51-100 plate mail armor 100% + 4 armor class and saving throws
    There is a 20% chance when this type of armor it is discovered that it will appear to be broken in battered and of the non magical nature even though it functions with full efficiency. Value: 3x the value and experience points and gp value as human sized armor of the same type.

    34-35 + 5 Star Scale Armor: The scale armor is made of large black overlapping shadow dragon scales sewn together with mithril cables and wires, and each having a silver engraved on top of each scale. It provides a knee length protection for any human sized creature, but drags the ground for dwarves and hobbits. This device is of a + 5 to armor class and saving throw quality to its wearer. It also possesses 2 magical powers, the first of which is the ability to call lightning from an unclouded sky every other round while indicating the target creature or thing which the owner’s middle index finger is pointing at the desired lightning strike location. The bolt of arcane the energy inflicts 6-72 points of damage unless the creature makes a saving throw verses wand in order sustain only 1/2 damage if successful. This power can be used up to three times daily. The secondary power of this device is to hurl 3 stars of magical energy at targets within 12" that inflict 2-12 points of damage to creatures struck on a successful to hit roll. A saving throw verses magic wands will reduce the damage to 1/2 if successful. This power can be used at will by the device owner making a throwing motion as if he were hurling shruiken at the target creatures of his choice. The stars of magical blue energy materialize in that hand of the device wielder on silent mental command. Value: 73,000 gp.

    36-37 + 3 Smith's Mallet: This magical mallet has a stout haft wound in mithril cables with a clear crystalline head on the device, all of which are covered in small mithril runes. The handle of this device is made of heavy leather which magically conforms to the wielders hand for optimum efficiency. If not for its construction materials this device would appear to be a smith's hammer which weighs about 12 lbs. and is best wielded by player characters possessing a 17 or 18 strength. This device is of a + 3 quality to hit and to damage capable of inflicting 2-12 + 3 points of damage on a successful to hit roll. On a successful to hit roll which exceeds its minimum by 3 it will inflict 3-18 + 3 points of damage on such a strike . This device is more of a powerful item of creation of magical items than it ever it will be it as a weapon. As a smith's tool is device will provide its wielder with the capabilities of a 16th level master smith capable in weapon smithing as well as armoring. Also once per month this device can be used as a focus item for a level 6 Enchant an Item spell for the device wielder to enchant a magic weapon of up to + 4 quality without the constraints usually put on a wielder of the level 6 Enchant an Item spell. Only the hammer needs to stay close to the object of creation, instead of the device wielder having to maintain constant contact and enchantment on the device being created. As long as the hammer remains within 20 yds of the device being enchanted it can still be utilized as a weapon without affecting the enchantment process. The use of this device also allows the owner to avoid the necessity of applying a level 8 permanency spell to the device created as detailed above. The device actually permanents the magic to the device by its close proximity to it with no constitution drain. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 80,000 gp.

    38-39 Robes of Protection: These devices are made of a shimmering material much like silk that is a color that reflects their alignment as player characters. These magical robes will change color to suit the alignment of the player character that currently possesses them. The first in the power of these magic robes is the ability to detect invisible out to ranges of 6 in. diameter of the device owner. This power operates continuously during its wearing. The robes possessed the following colors and enchantments:
    01-10 lawful good = white 01-30 + 1 armor class and saving throws
    11-20 lawful neutral = light blue 31-50 + 2 armor class and saving throws
    21-30 lawful evil = dark blue 51-70 + 3 armor class and saving throws
    31-40 neutral good = light purple 71-80 + 4 armor class and saving throws
    41-50 true neutral = grey 81-90 + 5 armor class and saving throws
    51-60 neutral evil = dark purple 91-95 + 6 armor class and saving throws
    61-70 chaotic good = light green 96-100 + 7 armor class and saving throws
    71-80 chaotic neutral = dark green
    81-90 chaotic evil = black
    91-100 Amoral = opaque gray
    These magical devices can be worn by only mage classed player characters, as all others suffer 1-6 points of damage each round that they are wearing one of these devices. When first discovered they will possess the color of the previous owner or their creator, but will change color in one round after they had been put on by their new owners. Value: 5000 gp per + the robe possesses.

    40-41 + 2 Gauntlet of Constricting: This gauntlet is made of a green alloy of silver/mithril with a great golden rune in the palm of each gauntlet. The device possesses 6 inch long and claws of green crystal and is a + 2 to hit and damage when used as weapons capable of inflicting 3-18 + 2 points of damage. The curse upon these devices will be manifested on the 21st successful attack on the target creature. The curse this device bears causes both gauntlets to shrink in to complete Invisibility with the device owner’s hands in three melee segments. This causes excruciating pain while it is happening and leaves the cursed owner with no hands and bleeding profusely from the stumps. The diabolical devices carry the hands of the owner to the 546th layer of the abyss which are collected by a demon lord there. The immediate medical attention must be applied to the victim of these devices otherwise they will bleed to death in a number of rounds equal to their constitution. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 26,000 gp.



    42-43 + 4 Rune Staff: This 6 ft. 6 in. long staff is made of the deep blue colored metal covered with many golden runes with a miniature hand on top of the device with the index finger pointing upwards. The hand is made at the same material as the rest of the staff. This weapon is of the + 4 to hit and to damage quality capable of inflicting 1-6 + 4 points of damage on successful to hit roll when used in combat. Whenever this device exceeds it’s minimum to hit roll by 4 or more it will cause the creature struck to make the saving throw verses magic staff or be paralyzed for 1-6 rounds. A successful saving throw indicates that the creature has avoided this effect. When this device is first discovered it possesses 21-30 charges which operate varied powers detailed below, which can be recharged utilizing a level 7 limited wish spell at the rate of one spell = one charge. The secondary power of this device allows it to create magical runes, sigils, and glyphs of up to 8th level spell power by tracing these writings in the surface or air with the forefinger of this device detailed above. Each use of this power drains one charge from the device regardless of the level or potency of the magical writing. The name of the rune, sigil, or glyph is spoken as the command word followed by the device wielder tracing their rune on the desired medium it is to be written upon. The finger of the staff glows with the bright green light when this writing takes place. The wielder of this device can even hold a magical writing at the target creature on a successful to hit roll adjusted by + 4 which is the magical to hit bonus of this device. These magical runes fly through the air at 24 in. per round in a straight line at no extra cost to the device wielder. These magical writings can be attached to large, medium, or small missile weapons. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value 55,000 gp.

    44-45 Ring of Weapon Summoning: This ring is made of a light blue metal alloy with many silver runes about its circumference and a single light blue star sapphire worth 2000 gp mounted on the top. Upon the command word "Isueforthos", followed by the naming of a weapon type desired by the device wielder up to ballista size, will then let's be summoned forth ready to fire directly in front of the command issuer. It takes a single melee segment for the appearance of this device to take place. Due to its nature of this ring can bring forth magic weapons as detailed below followed by the amount of the ring is worth do to the nature of the magical devices it can create. Each weapon conjured in this manner lasts for 1 turn in duration before it disappears. No weapons with special powers can be achieved using this device. Only a basic "+" weapon can be achieved above the normal types of weapons called forth. Only one weapon can be conjured with this device at any one time. The types of weapons available is rolled individually for each ring on this table:
    01-75 Normal weapon types Value: 15,000 gp
    76-85 + 1 Weapon types Value: 25,000 gp
    86-90 + 2 Weapon types Value: 50,000 gp
    91-95 + 3 Weapon types Value: 65,000 gp
    96-99 + 4 Weapon types Value: 85,000 gp
    100% + 5 Weapon types Value: 100,000 gp

    46-47 Sash of Tripping: This 4 in. wide by 5 ft. long and yellow satin sash is sewn with gold thread and set with platinum brocade about its outside edges as well as platinum tassels at each corner. The primary power of this device allows its owner to a jump as the spell cast by a 12th level spell caster useable five times per day. Unfortunately this device possesses a minor Curse which causes the device owner to trip and fall 25% of the time whenever this device is used to jump about. The device itself slips around legs of its owner and tangling with their legs magically. A simple remove curse spell will remove this device once the owner realizes that it is cursed otherwise it magically appears about their waist it each time the devices left behind or tossed away. It may not even be given to another player character or NPC as it magically appears back around its previous owner until the remove curse spell is cast upon it. Value: 12,000 gp.

    48-49 Censor of the Tween: This 16 in. diameter blue crystal device is sealed to outside intrusion as it contains the essence of the ethereal plane brought to the prime material plane, and has a platinum base with many golden runes etched upon its surface. Upon the command word "Mentorous Advantoos", this device causes the conjuration of the creature known as a Tween. This creature will automatically try to symbiotically adopt the activator of this device even if they are not of pure human stock. This device was specifically made so that creatures that were not human could be adopted by these creatures to the enhancement of the host creature. Each time this device is activated in the manner dictated above and the symbiotic and host join together it causes the device to randomly teleport 100-1,000 mi. in a random direction. Normal protections for this creature must be undertaken by the host in order to make sure the creature is not killed due to its low hit dice. The primary power of this creature is to see a few seconds into the future which allows the host to make 2 dice rolls every time such rolls are necessary and always take the better of the two rolls. Unfortunately for other creatures, friends or foes within a 50 ft. radius of the host must make 2 dice rolls and take the worst of the two rolls as a mild curse follows around the device wielder/host and his symbiot. Other statistics for the Tween are dictated as follows: armor class 10, Hit Dice 1, special defenses etherealness, 1 attack by weapon type, intelligence very, alignment neutral, magic resistance standard, man sized; this creature appears as a smoky human outline of the squat humanoid shape that mimics its host’s movements exactly in a combat situation. Value: 85,000 gp.



    50-51 Bracelet of Stoning: This silver and turquoise bracelet has magical golden runes dancing across the surface of the turquoise in a constant display of movement. If this device is put on and clasped the character who has done so makes a - 4 saving throw verses magic spell or be turned to stone permanently. This magical stoning precludes any type of resurrection short of the use of a full level 9 Wish spell which will rendered the player character back to flesh but will not raise them back to life as that requires a second spell. If the creature makes a successful saving throw verses spell the character is still affected by a permanent slow spell which reduces all movement by 1/2 unless a successful dispel magic against an 18th level spell caster followed by a remove curse are cast upon the player character afflicted by this slow curse. Value: 17,500 gp.

    52-53 Tiara of Dragon Senses: This 8 in. wide by 2 in. high gold tiara is in the shape of the dragon's head which is studded with gemstones of the various colors of dragons which are worth in total 17,000 gp. When this device is worn it confers 200% the normal human hearing and sight onto its owner which makes them only surprised on the 1 in 10 die roll. This device also confers infravision & ultravision to the owner, with the selection of sight options may be only used one at a time. This devices final power manifest itself by silent mental act of will of the device owner which activates a dragon like fear aura to all creatures within a 120 ft. of the device owner which causes creatures to make in - 3 saving throw verses wands or be afflicted by this fear for 1-8 rounds. A successful saving throw indicates no affect to the creature. This power can only be used when the other sight powers are not being used. Value: 60,000 gp.

    54-55 + 4 Studded Leather of Bat Armor: This significantly hardened set of studded leather armor is studded with small mithril spikes about its entire outer surface. This armor bestows a + 4 to armor class and saving throws to its wearer. The armor is a fixed to the harness which is activated on the command word "Neigthama", to unfurl two 8 ft. long bat like wings which allowed the device wearer to fly about at 24 in. per round with a maneuverability class of C. These wings can sustain a 50 hit points, armor class 3 , and when not in use they will regenerate 2 hit points of damage per hour as long as fire was not the source of the damage inflicted upon the wing. Fire damage can only be regenerated through the use of a wish spell. Value: 47,000 gp.

    56-57 Blue Diamond of Blindness: This blue diamond is worth 5000 gp and is mounted on the pendant shaped like a diamond made of platinum approximately 3 in. wide by 1 in. high. On the command word "Flaushumime", this device will emit a blinding flash light up to five times daily which causes all creatures within the 6 in. radius to make a - 2 saving throw verses magic spells in daylight or - 6 saving throw verses magic spells in darkness or at night. Creatures afflicted by this blindness will be affected for 1-the grounds of duration. When this device is first discovered it will possess from 91-100 charges of magical energy. This device will afflict friend or foe within the radius of its effect unless those fellow party members have been warned of the command word which allows them to close their eyes at the moment the flash takes place and avoid its negative affects. This would allow a player characters to have an advantage over creatures in darkness or light. Creatures must be looking in the direction of the device owner which can be achieved by the device owner shouting other things prior to the blinding flash this device produces. Value: 38,000 gp.

    58-59 + 6 Plate Armor of the Golem: This device is a full set of plate mail armor with an undercoating of chain mail all comprised of a deep blue green metal alloy called "Kyrrad", which magically sizes itself to the new owners body when it is first discovered. The weight of this magical metal requires at least a 16 strength rating in order to where the device in an non encumbered fashion. The device comes complete with an old English style helmet which has two 5 point deer antlers mounted on either side of this helmet. This device will have any fighter classed individual who wears this type of armor fairly drooling to put it on. Once all the parts of this item or put on the creature wearing it must make in - 4 saving throw verses magic spell, which if successful petrifies them into stone for 1-6 days before reverting to their true form. Creatures failing to make their saving throw verses this spell are permanently welded into the device as their entire body becomes flexible metal. At this point the player character becomes a specially formed iron golem, modified by the + 6 plate mail armor they are wearing, which will seek to come under the control of the next player character or non player character spell caster that crosses their path. This cursed item causes the wearer to form a bond between itself and the encountered spell caster that can only be broken by the death of the creature contained within the armor or the mage they are bonded to. While in this golem like form the creature attacks at the scene hit dice or levels that they possessed in life, can sustain their normal hit points plus 100 hit points, movement rate at 6 in. per round, are armor class - 4, and immune to all spells except those described under the iron golem description. The creature is capable of inflicting 2 strikes with their fists each round inflicting 6-36 points of damage on a successful to hit roll. This magical creation will follow orders verbally given by the golem wielder without question throughout their lifetime. Value: 90,000 gp.



    60-61 Amulet of Body Alteration: This small 2 in. amulet made of a red gold alloy is in the shape of a perfect lead form to pentagram, with a serpent head design the emerging from the device at the top of the pentagram. Whenever this device is touched it tingles with magical energy, and if put on the device causes the creature to make in - 2 saving throw verses magic spell or suffer one of the following body alterations permanently:
    1) Arm grows into tentacle 4' long 11) Left arm changes into a wing
    2) Grow alligator tail for their right leg 12) Feet become like those of a giant chickens
    3) Grow lower 1/2 of body into a serpent form 13) Grow a 3' long monkey tail
    4) Grow cats claws in left hand 14) Left ear grows to elephant size
    5) Grow the left leg of a dragon 15) Grow a beak 2'-4' long
    6) Grow horse hoof in the center of the chest 16) Covered with feathers
    7) Grow an elephants trunk 4'-6' long 17) Covered in fur
    8)Grow a rhino horn from the nose 18) Covered with scales
    9) Right leg turns into a hippoptomous leg 19) Grow a tree branch for a right arm
    10) Grow saber tooth fangs 20) Grow horse legs like a centaur
    Once a creature has been afflicted by one of these changes the find it very natural and aesthetically pleasing and will resist any attempt to remove the amulet by outside forces or people. Only the application of a successful remove curse followed by a dispel magic as if cast against an 18th level spell caster followed by a limited wish level 7 can revert the curse victim of this device back to their previous form. Value: 19,000 gp.

    62-63 + 3 Rod Oscillator of Life: This rod is 27 in. long and made of a continuously glowing purple crystal which is engraved with many small silver runes. When first discovered this device will possess from 91-100 charges, which can be recharged through the use of a level 7 limited wish spell at the rate of one spell = one charge. This device is considered a + 3 weapon to hit and to damage capable of inflicting 1-6 + 3 points of damage whenever used in a melee combat situation. This device has three distinct power usages detailed below:
    1) At the expenditure of one charge this device causes all undead creatures struck by its to lose - 1 Hit Dice in addition to inflicting 1-8 + 3 points of damage on a successful to hit roll. This power will persist for 1 turn after it has been activated to short circuit undead creature connections to the negative material plane. When struck by this device undead creatures must make a - 2 saving throw verses rods or they will be thrown 1-20 ft. downrange of the strike which causes them to have a recovery time of one round as they pick themselves up off the ground.
    2) At the expenditure of two charges this device causes any creature successfully struck by it to be held fast, as a hold spell, for 1-4 rounds; as well as suffering the draining of 1-4 levels or hit dice. Creatures are allowed in - 3 saving throw verses rod in order to avoid the hold spell and sustain 1-2 levels or hit dice of life force draining on a successful saving throw. In addition creatures attempting to move while under this hold spell will tear their muscles as they are rooted in place, in the attempt they sustain 3-24 points of damage as they attempt to escape this magical power.
    3) The final power of this device unleashes a purple beam of energy 12 in. long that persist for 3 segments which allows the device owner to target 1-6 creatures within 10 ft. of each other as targets for this spells magical energy at the cost of three charges. On a successful to hit roll this wave of energy will blast away 1-8 the dice or levels of magical energy on the failed saving throw verses magic rods at - 4. A successful saving throw indicates only a 1-4 levels or hit dice are drained away by the power of this magical ray. This power can only be utilized once every five rounds as it severely depletes the latent energy reserves of this device. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 85,000 gp.

    64-65 + 3 Belt of Mirror Images: This 36 in. long silver belt made of 10 interlocking plates and is able to magically sizes itself to fit any creature up to giant size. The device is inset with 6 turquoise panels worth 500 gp each which are covered in golden runes upon their surfaces which seem holographic in nature when observed in sunlight. The power of this magical device lends a + 3 to armor class and saving throws to any creature wearing it. Each one of the magical interlocking silver plates has the capability of creating an illusion of the device wearer once per day, which can be commanded to replicate any action that the device owner could perform normally. This Illusion is of a level 6 pre programmed for variety and can perform actions independently of what the device owner is actually doing. Whenever one of these Illusionary projections is touched by a an attack of a physical nature it causes them to burst in a fountain of multicolored lights. The owner of the device can unleash any of the 1-10 illusions in a single round and mentally commanded each individual to perform separate tasks or missions as detailed by the device owner in one melee segment per individual Illusion. The illusions created by this device will dissipate in 1 turn as they simply fade away. Value: 39,000 gp.

    66-67 + 3 Sling Staff of Power: This 4 ft. 5 in. staff is made of faceted red crystal covered in golden runes with a 3 in. diameter demon head of red gold with a single red ruby in the mouth worth 3000 gp mounted on the top of the device. At the other end of the device is the sling which is fashioned from minotaur hide and tail which is stitched with golden wire to reinforce it. when first discovered this device will possess from 21-30 charges of magical energy, which can be recharged utilizing a level 7 limited wish spell at the rate of one charge = 1 spell. This device can only be wielded by mages and druids . This device is of a + 3 to hit and to damage quality inflicting as a staff 2-12 + 3 points of damage, and at the cost of one charge it will cause any magic weapon touched by it to make a saving throw verses magical fire or have one of their magical +'s removed permanently from the device touched by this device. As a sling for this device inflicts 1-4 + 3 points of damage firing up to two missiles in a single round which may be hurled at separate targets. Furthermore, these missiles can be activated on the command word "Combustousamam", to grow into to 5' orange balls of flame which surround the stone and inflict 1-4 + 3 + 4-24 points of damage to target successfully at the expenditure of two charges. Any creature within the 5 ft. blast radius also sustains 4-24 points of damage. The final power of this device is activated by the silent mental act of will of the device owner concentrating on the demon head of the device to serve as a specialized magic focus at the cost of three magic charges. Utilizing this power the device wielder can drain incoming magic spells which are directly targeted at the device wielder or have an area of effect that overlaps the 5 ft. diameter protection zone provided for this devices wielder. All such incoming magic are instantly drained into the staff which serves as a conduit to temporarily store the spell energy for redirection by the devices wielder up to 9 levels of magical spell energy maximum. This spell energy must be used on the following round to redirect its spell energy into a recasting of the spell that was drained back towards targets designated by the devices wielder, or with a 1 melee segment concentration time the device wielder can launch any spell the currently have in their memory of a sufficient power level which is redirected as the device wielder wishes. This device can never each store more than nine levels of spell energy at a time, and any spell which would bring them above this 9 level of spell energy maximum cannot be drained into this device in any way. So if a 6th level and 4th level spell a ride at the same time only the sixth level spell would be drained and the fourth level spell would activate normally. This power of the staff will remain functional for 1 turn per 3 charges expanded when the device is activated. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 125,000 gp.

    68-69 Talisman of Ambush Scenting: This golden talisman in the shape of a bear's head approximately 3 in. long set with two black opals as eyes and a single blue diamond as a nose are worth together 7000 gp. When this device is first discovered it will possess from 41-50 charges, which can be recharged utilizing a level 7 limited wish spell at the rate of one spell = one charge. If the eyes of this device are touched by its owner of the device wielder will perceive all creatures hostile to them within a 10 in. diameter with a visual manifestation of a glowing red aura outlining those creatures with hostile intent towards the device wielder. This manifestation can even be seen through solid objects as the creature is outlined in that red aura as long as they are within the area of effect. If the nose of this device is activated by touching it the wearer of the device will smell of blood and a stinking rotting smell whenever an ambush is within the 10 in. diameter of the device wielder. Only one or the other of these two powers can be activated at a single melee round. Utilization of this device causes the device owner to concentrate solely on the magic powers stated above except to allow them to walk at a normal pace. Value: 65,000 gp.




    70-71 Cube of Collapsing: This 3 in. cube is made of a red alloy of copper/mithril and possesses a single golden rune on each side of the device. When this device is first touched by the living flesh the creature touching it must make in - 3 saving throw verses magic spell or be teleported into an extra dimensional 10 ft. by 10 ft. by 10 ft. Cube Inside the device. Once inside this device all physical blows and magic or automatically reflected back to their point of origin nation 100% of the time. If this wasn't bad enough walls of the cube begin to move at their rate of 2 in. per round put the squeeze play on the creature that is trapped with in this magical device. This squeezing requires a full 60 rounds two completed although the victim of this device may die prior to that time. A creature trapped within this device can use magic directly upon themselves in an attempt to thwart this magical trap. No magic may access the interior area of the cell, but magic directly applied to the creature will function normally. The only magic that can help the creature escape this device is a full level 9 Wish spell which allows them to exit the device. All so creatures outside of the device are capable of casting a successful dispel magic verses an 18th level spell caster in order to force the device to eject the captured creature inside prior to them being crushed by the moving walls of this device. Value: 15,000 gp.

    72-73 + 5 Bastard Sword of Reversal: This 27 in. long wavy designed blade of a silver/black alloy of adamantine, has a hilt guard made of dragon bone shaped like a dragons head which is 10" long. The hilt is adorned with 6 black opals worth six dozen gp and it is engraved with many platinum runes about its entire surface. This weapon is of a + 5 to hit and to damage quality capable of inflicting 10-40 + 5 points of damage on any successful to hit roll. The danger with this device is manifested when the device exceeds its normal to hit roll by 4 or more, which causes the blade of the device to reverse its direction of attack towards the hilt wielder with this same THACO that the device owner just rolled to initiate an attack on a creature. If the to hit roll it would have it succeeded in piercing the defenses of the device wielder it inflicts damage as normal. The only way to restore this magical blade into the hilt is the utilization of a level 7 limited wish spell which will attach the blade to the hilt until it falls off again due to the parameters listed above. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 40,000 gp.

    74-75 + 3 Sword Cane of Disarming: This 36 in. long plain wooden cane appears to be a mundane device except for a golden dragon head handle which adorns the top of the device with 2 star diamonds for eyes on the dragon's head worth 5000 gp each. This devices of a + 3 to hit and to damage quality capable of inflicting 1-6 + 3 points of damage on a successful their roll whenever its 36 in. long sword blade is utilized in combat. This device can strike three time in one round and has a weapons speed of 2. This device is constructed so well that only magical fire has the capability of destroying the device, as the device even resist magical disintegration. All of these and other magical effects simply pass through this device. Whenever the sword makes a successful to hit that exceeds its minimum by 3 it causes creatures struck by the blade of the weapon to have suffered a strike upon their hands or appendage that was wielding a weapon directed at the device owner and causes them to drop their weapon on the ground requiring 1-3 rounds to recover the weapon. There is no saving throw verses this magic disarming technique. The weapon the it simply is dropped up on the ground where the creature must attempt to recover it while in the throes of combat with this devices wielder. As with all magical weapons this device has the potential of being the intelligent, which is determined on the magical intelligent sword tables in the DMG. Value: 45,000 gp

    76-77 Figurine of the Lightning Hawk: This figurine is 6 in. high by 4 in. per side and it is made of marble covered with many golden runes upon its surfaces. The eyes of this device are white opals worth 750 gp each. The device is operated upon the command word " Cometh and Servicial", which changes this device into a creature known as the lightning hawk from the Indian mythos which will serve the devices owner for seven days in any 365 days a year. The device wielder must utilize to the creature a full 24 hours with each activation. The creature has the following statistics: armor class - 2, move at 12 in. \ or flight 24 in. round maneuverability Class A, 3 attacks:2 x claw in inflicting 1-10 points of damage, 1 x bite inflicting 2-20 points of damage, the creature is never surprised, possesses 200 hit points, 32% magic resistance, intelligence genius, size 12 ft. long, alignment chaotic good, and finally the creature can eject all lightning bolt per round any target within 50 -300 yds which inflicts 30 hit points of damage unless the creature makes a saving throw verses magic spells which causes them to sustain only 1/2 damage. When this creature touches its wings together it creates a thunderclap. This creature often warns the device wielder of the great disaster as it battles with creatures of evil every opportunity. There is a 3% chance that every day and that the device is utilized that the creature will turn up upon the device wielder and attacking them with a full repertoire of their power. Value: 40,000 gp.

    78-79 Crystal Ball of Domination: This 8 in. diameter blue opaque crystal ball is mounted on a 1 in. high platinum base with many golden runes etched upon its surfaces. This device functions as a normal crystal ball randomly rolled on the crystal bowl charts but has special powers that are conveyed through this device as detailed below: upon the command word "Commandous the Picorious", bestows upon the device wielder a limited form of magical domination of creatures pictured inside the crystal ball. This ability will only function on creatures up to eight hit dice or levels but it requires no saving throw in affecting such creatures. The control that this device bestows on its owner is so powerful that it can be used to send the targeted creature on near suicidal missions. These commands are conveyed by the silent mental act of will of the device owner. The controls will last for one full hour in any seven day period, but the time must be used collectively in a consecutive basis. The powers of this device will only function on the single creature at a time, but the device wielder can initiate this power against multiple targets by changing their targeting to a second or third creature after the first creature has been given the proper and commands. This device functions as a Cristobal and all other parameters which could limit its usage over a period of time. Value: 65,000 gp.




    80-81 Ring of Submission: This ring is made of black crystal covered in silver runes about its circumference which has a single black rainbow diamond of mounted on the top of the device and burns with an inner flame that is worth 10,000 gp. The ring has the power to impose submission upon a creature who puts all on the ring, and that creature will from that point forward act as an indentured servant to the creator of this device for the rest of their natural life or until the ring is removed. The device imposes a level 9 submission magic upon the target victim which allows no saving throw on creatures up to 100 hit points and will short circuit the creature’s innate magic resistance for as long as this device is worn. If the creature has more than 100 hit points they are allowed a weekly saving throw verses magic spell at - 4 in order to try to break the submissions hold upon them. The power of the ring can compel targeted victims to undertake near suicidal missions and the victim of this device will look upon the creature commanding them as a lord and master in regards to how they try to interpret the commands verbally given by the devices commander. If this device is found and its true nature is magically revealed to the spell caster it can be to that spell caster by them sleeping on it for a 24 hour period so that they become the new master of the creature which later wears the ring. the only way to remove this ring is for creatures outside the wings influences using a level 9 Wish spell in order to break the power of this magic device so that the wing wearer will remove the device, and often seek vengeance upon the commander of the ring. Value: 25,000 gp.

    82-83 Bell of Lies: This 10 in. tall bell is made of a gold alloy has a band of black opal around the bottom exterior circumference of the bell with platinum runes adorning the entire device. If this bell is touched physically by a creature it will emit a clear melodic note lasting 10 seconds. If the command word "Tellow Noga Liesamama" is used the activate this device it will sound a mellow note when a minor lie is spoken in its presence of a 10 in. diameter. However, when creatures with evil intent tell lies around this device will remain unrevealed as the device conceals the lie by not sounding. This device will actively assist creatures of evil in their attempts to deceive the devices activator, while revealing the lesser lies to further mischief between the interrogated in the interrogator. This devices is possessed of an innate intelligence equal to 15, which could be fleshed out utilizing the sword intelligence tables in the DMG but it always possesses a chaotic evil alignment. Value: 20,000 gp.

    84-85 Bell of Truth: This device physically appears to be exactly the same as the bell of lies detailed above the indeed 82-83 percentile rating, except that it has white marble tiles about its base with gold runes engraved upon them. This device will sound out a melodic note every time a lie is told within a 10 in. diameter of the bell. The device can be focused on to a single creature by entering the command word designated above followed by a mental indication by the device wielder as to the target creature they wish to affect. The device will then only sound if that creature lies within its area of effect. Value: 40,000 gp.

    86-87 Ring of Thunder and Lightning: This ring is made of a blue metallic alloys that is inscribed with many mithril runes on its interior and exterior surfaces. The device is adorned with 2 blue star sapphires set beside each other which are worth 3000 gp each. When in operation these to gemstones will be linked by an arc of electrical energy that passes between them each round that they are in activation. The power of this magic device allows its owner to mentally picture a single white lightning bolt 6 in. long that can fly out to ranges of 12 in. and it inflicts 10-100 points of damage to target creatures it passes through. Creatures are allowed a saving throw verses magic spells to sustain only 1/2 damage from the power of this device if successful. This power can only be used up to three times daily by the device owner and requires a one round rest period between detonations of this magical electrical energy. The second power of this device allows its owner to create a thunder clap of sonic energy that will affect all creatures within a 4 in. diameter of the device owner which inflicts 8-80 points of damage to any creature within the blast radius who fails their saving throw verses magic spell. Creatures making a successful saving throw only sustain 1/2 damage, and this power can only be utilized three times daily. With the power of both of these effect all magic items worn by the creatures targeted by these powers must make the saving throws verses lightning bolts and crushing blows in regards to the two powers stated above. While this device is worn its recipient is immune to all lightning and sonic attacks that are targeted on to them. Value: 65,000 gp.

    88-89 Bandage of Healing: This bloodstained 4 in. by 4 in. compression bandage seem to be made with mithril and gold threads interwoven into the fabric of this device. This device is activated on the command word "Miraculouisness", which causes any wound that it is applied to be subjected to a level 6 Heal spell which can affect the entire body of the target creature. The power of this magical device can be utilized two times daily and up to five times per week. Because of its nature this device is often mistaken for just a bloody bandage, but it will be revealed by a detect magic spell cast in its direction. Value: 35,000 gp.






    90-91 Drums of Thunder: These devices appeared to be a normal set of 2 teak bongo drums linked together with mithril cables, and covered in red demon hide skin. These devices come complete with two drum sticks 10" long attached to the device that can be used to play this device. In order to utilize the device the owner must spend one week of study in order to determine the proper magical music necessary to activate the powers detailed below. Upon the utterance of the command word "Thundarious", these devices will emit a thunderous clap of sonic energy affecting all creatures within a 120 ft. diameter. Creatures caught in this zone must make the saving throw verses magical spells or suffer a fear reaction that lasts for 1-10 rounds, and to suffer a second saving throw verses spells or be paralyzed for 1-6 rounds. Those creatures making a successful saving throw on the first affect need not make a saving throw verses the second affect. Creatures that do make their saving throw are all afflicted with a -20% morale for as long as the drums are played and they remain within the hundred and 20 ft. diameter area of effect. Value: 65,000 gp.

    92-93 + 3 Belt Buckle of Gutting: This beautiful 6" diameter red crystal in the shape of the sun is set with 6 rubies worth 1000 gp each and is adorned with many gold runes on its exterior surfaces. This device radiates the magical field which provides + 3 protection to armor class and saving throws as long as the device is worn. Unfortunately this device is cursed to activate the next time the target creature enters a combat situation, whereupon, this audience to rotate at 10,000 revolutions per minute as it attempts to drill a hole through the creature wearing the device. The creature will sustain a 8-64 points of damage no saving throw until the device has penetrated all the way through their body. At that time and the device teleports 100-1,000 mi. in a random direction leading its previous owner bleeding profusely from the wound. Value: 15,000 gp.

    94-95 Chime of Charming: This device appears to be a set of tubular brass chimes mounted on a gold chain set up and the entire device is covered in many mithril runes. When these devices or sounded in accompaniment with the command word "Friendishanar", these devices will cause all creatures within a 8 in. diameter to make the saving throw verses magic wand or be affected by the magic this device produces. The magic causes all creatures hearing the chimes to become instantly friendly towards the device owner due to the melodic notes this device produces. This charming does not allow its owner to compel those affected by it to go on suicide missions, kill themselves, or become close friends. The power of this magic device last for 24 hours after it was originally sounded, and can only be activated three times daily. The friendliness the creatures exhibit towards the device owner will compel them to aid the device sounder in a myriad of ways except as noted above. Due to its unique nature it can only affect the creature one time in its lifetime. At the end of the 24 hour period of effect the magic of the device wipes the memory clean for individuals affected by its magic in a sort of at magical amnesia that causes them to wonder what they were doing in the last 24 hours. Value: 46,000 gp.

    96-97 (3-30) +2 Exploding Darts: These 12 in. long blue crystal darts are tipped with mithril tips and covered in mithril runes along their entire shafts. The darts are fletched with hippogriff feathers to lend them stability in flight. These devices will be found in caches of 3-30 when first discovered. The unique nature of these devices allow them to fly at the following ranges: up to 2 in. short range, up to 4 in. medium-range, and up to 6 in. long range . These devices are of a + 2 quality to hit and inflict 1-4 + 2 points


    98-99 High Smiths Anvil: This bright mithril anvil is 3 ft. long by 12 inches high weighs 1,000 lbs. and it is adorned with many golden runes. This device has a variety of gemstones least are round its base which increase its value by 20,000 gp. The gemstones coming in a variety of colors but are all of the highest value, and each has a single golden rune decorating them. Each of these gold runes serve as an activation word for this device as it enchants magic items that it is creating upon its surfaces. The power of this magic device allows it to maintain 10 level 6 Enchant an Item spells simultaneously, and it possesses the ability to increase the magical pluses on a device it is enchanting at the rate of + 1 for each consecutive 7 day period that the device is within 20 ft. of this device. This power can be utilized up to a possibility of + 5 maximum. Other than these powers a wielder of such an item must have access to the necessary spells to create more permanent and powerful magic objects with the assistance of this device such as; level 8 permanency spells, spells to be enchanted into the device, prepare Enchantment spell level 4, etc. etc.. All magic items being enchanted
    Apprentice Greytalker

    Joined: Mar 16, 2007
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    Sun May 11, 2008 11:45 am  

    Cool Shocked

    Lets finish it shall we..

    98-99 High Smiths Anvil: This bright mithril anvil is 3 ft. long by 12 inches high weighs 1,000 lbs. and it is adorned with many golden runes. This device has a variety of gemstones least are round its base which increase its value by 20,000 gp. The gemstones coming in a variety of colors but are all of the highest value, and each has a single golden rune decorating them. Each of these gold runes serve as an activation word for this device as it enchants magic items that it is creating upon its surfaces. The power of this magic device allows it to maintain 10 level 6 Enchant an Item spells simultaneously, and it possesses the ability to increase the magical pluses on a device it is enchanting at the rate of + 1 for each consecutive 7 day period that the device is within 20 ft. of this device. This power can be utilized up to a possibility of + 5 maximum. Other than these powers a wielder of such an item must have access to the necessary spells to create more permanent and powerful magic objects with the assistance of this device such as; level 8 permanency spells, spells to be enchanted into the device, prepare Enchantment spell level 4, etc. etc.. All magic items being enchanted with this anvil must remain within the 20 ft. radius dictated above, or all enchantment possibilities are lost. The final power of this magic device cuts the time necessary to prepare these enchantments in 1/2 the normal duration, as well as the power dictated above which is the ability to enchant up to 10 items at a time. Value: 150,000 gp.


    100% + 4 Helm of Psionics: This device appears to be a rusted old helm of dubious worth which is adorned with 20 dead grey ion stones set about its exterior circumference which provided + 50 psionic power points each. When first discovered this device can either add + 5 levels to a psionicist player character, or it can bestow upon a nonpsionic character the ability to utilize a randomly selected 3 devotions and 1 science power detailed within the psionicist players handbook. Each time this device seeks out a new user it will we rule for the powers selected above. When the device is first put on it provides a + 4 to armor class and saving throws as well as mentally alerting the device owner of its innate psionic powers it possesses. Besides these powers the device also possesses an innate tower of iron will and the ability to launch psionic mind blasts as an illithid as long as its ionic spell energy lasts. All the powers stated above can be only initiated one at a time at the silent mental activation of the device wielder. The mine blast has an area of affect which is a cone-shaped five-foot at the base a 6 in. long by 2 in. wide at the terminus. Once per month this device must be placed under direct moonlight for eight hours in order to recharge the device in order to utilize this powers . Value: 100,000 gp.


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    Sun May 11, 2008 11:55 am  

    Laughing

    More....

    Some of these items re my creations, but a lot of these items come from another game system. (Arduin) I have altered them to fit into the AD&D system in order to use them. Each has been extensively fleshed out in construction details but the names of the items may not have been changed. The items were a rough D20 system when it was created and the conversion did not take extensive changes to make them playable.

    Some of these items are very useful in the game. They include a pair of gloves that will have any weapon you wield dancing. There is a magic map that predates the Marvelous Map items that TSR put out. You will find a magic shield that will take a bite out of your opponents. For thieves there is a great magic key. Finally, there are four others that will just blow your mind. Living Scroll, Holy Robes, Buckle of Freezing, & a Repeating Scroll. Check them out.


    Table XII
    Mostly By Dave Hargrave
    Interpreted by Matan Thunder
    Converted to AD&D

    01-02 + 4 Morningstar of Force
    03-04 Ring of Remembering
    05-06 + 3 Rod of Travels
    07-08 Amulet of Spell Eating
    09-10 Living Scroll
    11-12 Green Dragonskin Gloves of Weapon Dancing
    13-14 Black Pearl of Manna Draining
    15-16 + 3 Shield “Jaws”
    17-18 Figurine of Fabulous Powers
    19-20 (1-10) Hobbit Stones
    21-23 Belt of Hercules
    24-25 Map Morph
    26-27 Pipes of Restful Peace
    28-29 Ring of Before
    30-31 + 1 Magna Mace
    32-33 Rod of Righteous Resistance
    34-35 (Un) Holy Robes
    36-37 Heiro's Headband
    38-39 + 2 Crossbow of the Guard
    40-41 Skullstar Amulet
    42-43 Ruby of Total Regeneration
    44-45 + 5 Hand of Doom
    46-47 Slavers Lash
    48-49 + 3 Whirling Death
    50-51 Wand of Winds
    52-53 Amulet of Eyes
    54-55 Buckle of Freezing
    56-57 Anti Web Aura Amulet
    58-59 Web Wand
    60-61 Bat Cloak
    62-63 Skeleton Key
    64-65 Cloak of Pilfering
    66-67 Conjure Crystal
    68-69 + 4 Crossbow of the Kings
    70-71 Javelins of Devastation
    72-73 Gauntlets of Fear
    74-75 + 2 Shield of Defense
    76-77 Gloves of Gambling
    78-79 + 1 Staff of Druids
    80-81 The Time Piece
    82-83 Golden Centaur Salve
    84-85 Helm of Wizardry
    86-87 Prison Dring
    88-89 Horseshoes of Traveling and Leaping
    90-91 Ring of Rapid Transit
    92-93 Repeater Scroll
    94-96 Oil of the Immolation
    97-98 Horn of Dragon Throats
    99-100 Ring of Efreeti Abilities



    01-02 + 4 Morningstar of Force: This device has an 18 in. long baby blue orachalium/meteorite alloy handle bound with T-Rex hide, and has 4 Heart stones worth 1700 gp each in the haft. It has an three 18 in. long orachalium chains with 3 blue crystal heads it’s etched with golden runes. This morningstar is of a + 4 to hit and to damage quality inflicting 2-8 + 4 points of damage per strike. On any to hit roll which exceeds the minimum by three or more causes the heads of the morningstar to glow as they tear into the body of the target creature with a random critical hit. A percentile roll is made with the following results:01-25 inflicts 2x normal weapons damage, 26-50 inflicts 3x damage, 51-75 inflicts 4x damage, and on a 76-100% it inflicts a random critical hit + 5x normal damage of the weapon. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 60,000 gp.

    03-04 Ring of Remembering: This magical weaning is made of silver and gold ivy branches & leaves entwining each other form a ring. This item causes the wearer to go into a trance followed by the wearer beginning to view the general history of the item grass in the ring hand of the device owner. The trance lasts 1-4 turns wherein a general history of the device from creation to its current owner’s possession is displayed in a fast-forward mode highlighting the most important points in its lifetime. This item is never thwarted in its attempt to find the history of any device short of an artifact, and all information is true and accurate in all ways. Value: 25,000 gp.

    05-06 Rod of Travels: This yellow crystal rod is 22 in. long and etched with golden runes, as well as the single yellow diamond on top worth 4000 gp. The first power of this magical device bestows a Level 3 haste spell upon the device owner for up to one turn three times daily. The holder of this rod can run tirelessly at 2 x their normal speed of land travel for up to 12 hours daily. This magical item functions as a + 3 rod to hit and to damage inflicting 1-6 + 3 points of damage per strike. This rod can be used by any class of character, but possesses no charges to power its magical effects. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 30,000 gp.

    07-08 Amulet of Spell Eating: This is a 4 in. golden sphere on a gold chain and set with 12 black onyx mouths set equidistantly around its circumference. These mouths have the power to eat up to 5 spell levels per day each on any spell passing within 20 ft. of the device, which yields 60 levels of spell eating for all the mouths. If the device ever eats more than 60 levels of spell energy explodes inflicting 1-6 points of damage per level of spell eating that the maximum amount was exceeded by. The spell energies which are stored within this device can past 10 levels of spell energy back to its owner if they are spell caster on a daily basis. This power is only usable once per day. Value: 30,000 gp.

    09-10 The Living Scroll: This great treasure was created in the Arduin game world, it appears to be 18 in. long by 9 in. wide by 4 in. thick Scroll which is made of a fleshy material which has many gold runes upon it. It has white pupiless eyes with the blue tongue and lips in the middle of the front portion of the scroll. This device is only usable by spell casting mages. The device possesses an armor class of 6, and can levitate at 6 in. per round. This device possesses a 9-18 intelligence with magical powers similar to those granted on the intelligence sword tables of the dungeon master's guide. Furthermore, if the mage possesses a spell book the scroll can memorize 1 spell per intelligent point above an 8 intelligence. This item is created like the homunculus, but it takes 8 hit points +1 hit point per intelligent point granted to the device in order to create it. If the living scroll is ever destroyed the creator takes damage as if it were a destroyed homunculus. Whenever a spell is used by the living scroll it disappears from their memory and must be replenished with the new spell as if the spell caster were relearning the spell on a daily basis. This device can use any level of spell out to ninth level. The spells are cast as if the device owner were the one casting this magic spell. If a living scrolls master is ever killed the device becomes a free willed adventurer capable of being used by a spell caster who is willing to allow the scroll the use of their spell books on a daily basis. The school is free willed but must be fed on a daily basis 10 hit points of blood in order to maintain their health. Value: 65,000 gp.



    11-12 Green Dragonskin Gloves of Weapon Dancing: This device is a small scaled yellow green leather gloves made from the underside of a green dragon. These gloves are sewn with platinum tread with 2 heart stones were 2100 gp each set into each glove in the wrist area. These gloves are activated on the command word "Defend", whereupon the gloves taking any weapon least in them and flies into combat wielding them as if they were the device owner. The spell caster must maintain mental command of the weapons during the 5 rounds duration period is up to 4 times per day. On the sixth round the gloves returned to the device owner’s hands complete with the weapons they were wielding. Value: 50,000 gp.

    13-14 Black Pearl of Manna Draining: This 4 inch diameter black pearl is worth 2500 gp is etched with many non magical golden runes which form words of several languages for negation or draining. This magical item can be used up to one time per day and affects all magic types within a 10 in. diameter of this magic pearl. The device is activated on the command word "Zebolarto"; the pearls will shoot out magical beams of grey energy which affects all creatures capable of using magic within the area of effect. Those creatures struck by the beams of energy have all of their days in the spell potential or manna reserves drained away for that day. Split classed individuals will lose the power 50% of the time or 33% of the time the pending on whether they are duel to last or triple classed. All creatures struck by this power are allowed a - 6 saving throw verses death ray in order to avoid the effects. Those creatures failing their saving throw not only lose their spell potential for the day, but also fall unconscious for 5-10 hours. Those creatures who are split classed receive a - 4 saving throw verses death ray and if failed fall unconscious for 3-6 hours. Triple class the individuals receive a - 2 saving throw verses death ray and if failed fall unconscious for 1-4 hours. When the spell caster awakens from this powerful magical draining will suffer from it weakness, nausea, and dizziness. Value: 65,000 gp.

    15-16 + 3 Shield of Jaws: This double thick meteorite/steel alloy shield is a etched in red gold with, 14 red pearls which are set equidistantly around the outer rim on the front of the shield which are worth 1000 gp each. The most ominous part of this powerful shield is a set of adamantine jaws on the front facing of the shield with 12 inch fangs. Behind the jaws is then extra dimensional demon mouth which swallows anything which is a bitten free of those foolish enough to get close to the jaws of the shield. This device is of the + 3 to armor class and saving throw quality for whoever uses it. This shield can be used to bash opponents on a successful to hit roll. The power of the jaws can be activated once per round but requires the sacrifice of an attack in order to inflict 3-24 points of damage which is swallowed into the extra dimensional maw which this device possesses. A second power for this device is usable two times per day is a saber tooth tiger-like roar which causes any creature under 3 + 1 Hit Dice to flee in terror if a saving throw verses magic spells is failed by any creature within hearing range. Whenever the device owner enters combat the shield will pant loudly throughout the combat situations. This device is only usable by fighter class individuals and will try to bite any creature that is not of that class. A clerical classed individual could conceivably use this shield, but would be susceptible to being bitten by his own shield. Value: 50,000 gp.

    17-18 Figurine of Fabulous Powers: This magical devices 9 in. long and carved from a single green emerald cut into the shape of a dragonfly, with a rainbow crystals cut paper thin for wings and 2 star rubies worth 1200 gp each for eyes. This device is activated or deactivated on the command word "Revalor", which causes the device to grow or shrink respectively on activation or deactivation. This device grows into a 15 ft. long body dragonfly able to lift up to 480 lbs... It possesses 7 + 1 Hit Dice; is armor class - 3; walks at 3 in., flies at 50 in. MC:A, hovers & darts, dives at 100 in. if a round is taken to build up speed; 16 intelligence; wing buffet attack which succeeds on all creatures of less than 7 Hit Dice; bite inflicts 1-12 points of damage; and it may be used up to 12 hours daily. There is a 15% chance that any time the dive ability is used that the dragon fly fails to pullout in time and will crash inflicting 1-100 points of damage to any riders of the device. This magical device was created using a specially magic jarred mind from an ancient red dragon in order to provide it with an innate intelligence. This device must eat 1000 gp of precious metals or gems for each 12 hours of daily use. Value: 50,000 gp.

    19-20 (1-10) Hobbit Stones: These 1 in. diameter lead ore stones are each etched with a single golden rune. The stones are of a + 3 to hit and damage quality inflicting 1-6 + 3 points of damage on each successful strike. Whether failed or successful the stones return on the round after firing to the hurler’s storage device. The stones are fired at the rate of 1 per 3 segments of time or 3/1 attacks per round for hobbits using these stones. Value: 1500 gp each.



    21-23 Belt of Hercules: This belt is 8 in. wide made of hydra skin, which is set upon a girdle made of steel mesh with many gold runes etched upon its surface. This magical device grants its wearer a 25 Strength, with the additional powers of + 3 to Dexterity and + 6 to constitution whenever this device is worn. Unfortunately, this device possesses a minor curse which causes its wearer to gain a + 10 to their EGO whenever this device is worn. This occurs causes the wearer to brag outrageously that he is the best at any task involving strength regardless of the actual situation. This can lead to some very interesting situations with large dragons when the devices wearer insults their ability lift and destroy things. Value: 45,000 gp.

    24-25 Map Morph: This 12 in. square of leather appears to be totally normal and blank when first found. This sheet of leather is very susceptible to thought emanations from its owner as related to mapping directions being transposed onto the surface of the leather. This device can keep maps up to seven days times before fading from view on the beginning of the eighth day. Upon the command word "Clean”, it can clear the map prior to the seven day limitation. The mapping takes form as line on its on the weather with a maximum mapping capability of 12000 by 12000 square feet with a single use. The device is capable of small notations in a language known by the device owner, in order to mark areas where traps are present, or even the occupants of the rooms it is mapping. Besides the mapping capability the device can also be sketched like an artist, or commits other illustrations or formulas to the surface of this device. Value: 12,000 gp.

    26-27 Pipes of Restful Peace: This is an 18 in. long red crystal flute inlaid with gold designs and runes. This magical set of pipes is inset with a single gold pearl worth 1500 gp said on the end of the device. Any creature touching this item except a rune singer or bards will fall asleep no saving throw for 1-6 years, but the creature may be resuscitated to magical means. All bards and rune singer playing it cause all creatures within 12 in. radius, which are 8 Hit Dice or less, to fall asleep no saving throw as long as the pipes are played. Creatures with a 8 + 1 Hit Dice or better are allowed a - 2 saving throw verses magic spell or fall under the super sleep spell. The song which inflicts this powerful sleep magic is Brahms' lullaby. Value: 45,000 gp.

    28-29 Ring of Before: This golden ring has many mithril runes around its circumference, and is inset with a single red star sapphire worth 4000 gp. The magic of this spring is thought activated, and allows its user to jump backwards in time 1-3 rounds to appear before an event occurs and thus anticipate it happening, and to be better prepared to counter an attack or ambush. The power of the ring can be activated up to three times per day by the device owner, and is otherwise a normal piece of jewelry when they detect magic is used. Only the wearer of this device is time jumped backwards but the device owner could conceivably warn other player characters of an impending attack. Value: 25,000 gp.

    30-31 + 1 Magma Mace: This device has a 35 in. long steel handle covered with red dragonskin leather wrapping, with an e inch diameter magma ball head on one end. The magma maces magma is constantly regenerated and replenishes itself magically within one melee segment of each strike. This device is a + 1 weapon to hit into damage and inflicts 2-16 + 1 hit point of heat damage + 1-6 points of weapons damage on a single strike. For three rounds afterwards the damaged area inflicts 1-3 points of heat damage to the creature who suffers the attack from this device. This is a period of time it takes the magma to cool. The device causes radiance equal to one-half daylight within a 15 ft. radius. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 35,000 gp.



    32-33 Rod of Righteous Retribution: This device is a 28 in. long dull iron rod with a double size golden fist on the end, which is covered with many mithril runes. The device has a textured rubber handle. Only single classed clerics can touch this device, all other classes sustain 1-8 points of electrical damage even though it has rubber grips. When this device used by a cleric in attack it inflicts 2-16 points of damage per strike, with a 1-8 points of that damage being regenerated to the device wielder as Healing magic . As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 29,000 gp.

    34-35 (Un) Holy Robes: These full length velvet robes are self cleaning and etched with gold symbols and runes. Each of the Robes has a unique random set of powers which are listed below.
    Alignment and Coloration Armor Class
    01-11 L/G white 01-50 armor class 3
    12-22 L/N light blue 51-85 armor class 2
    23-33 L/E white/red 86-100 armor class 1
    34-44 N/G light/grey
    45-57 T/N grey Saving Throw Bonus
    58-69 N/E grey/red 01-40 + 1 protection
    70-81 C/G dark blue 41-70 + 2 protection
    82-92 C/N blue grey 71-90 + 3 protection
    93-100 C/E black 91-97 + 4 protection
    98-100 + 5 protection

    Random Immunity Random Miscellaneous
    01-08 Fire 01-09 Fly 24 in. MC: C 2 turns daily
    09-16 Ice 11-18 Invisibility 2 turns daily
    17-24 Lightning 19-27 Blinking 2 turns daily
    25-34 Acid 28-37 Anti Plant shell 10 ft. radius 2 turns daily
    35-44 Curses 38-47 Anti Animal shell 10 ft. radius 2 turns daily
    45-53 Normal Weapons 48-58 True Sight 2 turns daily
    54-62 + 1-+ 3 Magical Weapons 59-68 Create Improved Phantasmal Forces 2 turns daily
    63-71 Disintegration 69-78 Teleport 2 turns daily
    72-80 Breath Weapons 79-88 Cure Serious Wounds two times daily
    81-88 Stoning 89-98 Improved Invisibility 2 turns daily
    89-95 Claws 99-100 Heal two times daily
    96-100 Fangs

    Whenever one of these rooms is discovered the player character organs and master will roll once on each of these tables to determine the exact powers which this device possesses. Any character donning a robe of a different alignment will sustain 2-20 points of cold damage from the experience for each round is worn. Only mages and clerics may wear this device, or the creature will suffer the same 2-20 points of damage described above.
    The following powers are granted to a robe wearer whenever the robe is worn: 100% immunity verses fear, confusion, & paralysis. Value: 50,000-100,000 gp.

    36-37 Heiro's Headband: This item is made of gold with mithril inlays and insignia. The devices insignia has a single 3500 gp black opal set in the center of it. Whenever this device is worn it grants its wearer the benefits of a improved true sight spell, whenever the device is worn. This device also bestows upon its wearer a + 6 benefit verses all psychic or mental attacks directed against the device wearer. Any undead creatures viewing the opal will attack the device wearer first among combat participants. Value: 20,000 gp.

    38-39 + 2 Crossbow of the Guardian : This magical crossbow has the mahogany stock, with the arms, strings, and firing mechanisms all made of mithril, with a single 2000 gp black diamond set directly under the arrow slot. This magical device possesses a specialized magazine which can store up to 6 crossbow bolts at time inside it. This device is of a + 2 to hit and confers this bonus to any bolt fired from it. Each melee round the device may fire 2 crossbow bolts per round, which may be fired single the or simultaneously. Each requires a separate to hit roll. Another magic power of this device is that it can never strike a friendly target creature as the magical bolts move around such obstructions. Because of the strength of this crossbow inflicts 2-16 points of damage for every attack that strikes. The magazine on this device allows the firer three rounds of attacks without the need to reload. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 30,000 gp.



    40-41 Skull Star Amulet: This amulet is made of orachalium with a fire demon bone carved into the shape of the demonic face Kamakura on a 5 pointed star design. Any non evil creature touching this device must make the saving throw verses magic spell or be cursed for 1-4 days, reducing their attributes to 3 during that time period. Evilly aligned creatures are granted a special regenerative bonus the rate of one hit point per round up to their maximum total. Upon the use of the command word, "Finding", the amulets wearer gains the ability of True Sight for 2 turns daily. The last power of this device is to double the dexterity of the evil creature wearing it up to a 24 maximum whenever the creature is in a combat situation up to 1 turn daily. Value: 55,000 gp.

    42-43 Ruby of Total Regeneration: This 50,000 gp ruby glows with a golden flame dancing inside the device. This device is often set in a golden chain net which puts it next to the owner skin so that the device owner can regenerate up to 4 hit points per round as long as the devices worn. This magical item also grants special ability 2 times in each seven days, which is the ability to speak the command word "Afterlife", and cause burned or dead victims of other effects to regenerate back to life 1-12 hours after the command word is spoken. The device will not affect diseases, poisonings, or other possible magical deaths created by certain spell affects. Only physical damage death can be regenerated in this special magical power. No creature that possesses no soul can be raised by the magic of this device in any way. If the soul of the creature is separated from the body in a special way this device will not raise them back to life but will heal all damage they sustained. Value: 145,000 gp.

    44-45 + 5 Hand of Doom: This magical created weighted cestus is made of troll hide, adamantine and carved dragon bone sewn with golden thread and reinforcements. When this device is worn it creates 4 magically aligned carved dragonbone Figurine heads of the following types: on the left is the lion head (sonic blast), to the right of that is a dragon head (flame), to the right of that is a unicorn (cold), and on the right is the carved bone head of a serpent (acid). Each of these figurines may shoot one time per day a specialized blast of damaging affects corresponding to the head which and is used. The heads may be used individually or in conjunction with each other's attack form. Each of these blasts of arcane energy are 5 ft. wide by 5 ft. high by 15 ft. long and which inflict 25 points of damage that allows a saving throw verses dragon breath be made in order to sustain only 1/2 damage if the saving throw is successful. If used as a physical combat weapon the device is + 5 to hit and to damage inflicted 1-8 + 5 points of damage with each successful blow, plus any strength bonuses the player character may possess. There is a special non cumulative 3% chance each time one of the heads is fired that will explode inflicting 8-48 points of damage to this device owner, although the device itself it's a + 5 saving throw verses crushing blow when such an occurrence takes place. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 60,000 gp.

    46-47 Slavers Lash: This magical bullwhip is 18 ft. long which is made of the special blood red color fire demon hide while on with a specialized meteorite metal cables which contain many sharpen edges and the barbed tip. This device is capable of inflicting ragged wounds of a 3-18 points of damage on a successful to hit roll. The magical strike of this device does not end there, it also inflicts a 1 hit points of cumulative damage each round due to a rotting and festering of the wound area caused by this magical device. This magical wounding exists until the victim has a successful picture disease cast upon them if possible before death occurs. This magical device also has one additional power which is to cause a saving throw verses magic spell or be in a state of submission to the whip wielder for 1-6 rounds for each successful strike and failed saving throw of the target victim of the whip. The effect is a cumulative one, so that multiple strikes will lengthen the duration of this submission. During this submission the affected creature will serve the whip holder as a abject slave totally under the device owners will. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 20,000 gp.

    48-49 + 3 Whirling Death: This magical devices is a oriental looking 8 ft. long pole arm which has a 24 in. long sickle-like blade on each end of the device made of mithril. This devices of a + 3 quality to hit and to damage in is capable of inflicting 1-10 + 3 points of damage from a slashing attack or 2-12 + 3 points of damage from a thrusting attack. The user of this device gets double the normal attacks normally allowed for the level of experience. This device also possesses the magical ability to for deflect a normal weapon attack with 95% efficiency as long as an attack from this device is sacrificed in order to block the attacked. Weapons of + 1 quality is deflected 90% of the time, + 2 weapons are deflected 85% of the time, etc... As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 20,000 gp.



    50-51 Wands of Winds: This 16 in. long blue crystal rod is made with silver veins swirled around it was a 3 in. long platinum tip on the device. This magical device possesses 81-100 charges when it is first discovered. Each charge of this device is capable of generating a 10 mi. an hour wind, which is further augmented by an extra charges being expanded at a + 10 mi. per hour for each charge. The maximum numbers of charges which may be initiated by this device are 10 which generate a 100 mi. an hour wind. Note: unless the creature ways over 100 lbs. or has an anchoring point they may only use three charges or they will be blown away in the opposite direction by the force of this device. And a anchoring is a rock or tree which weighs over 1,000 lbs.. Creatures weighing 200 lbs may use up to six charges simultaneously, while creatures possessing 201-300 lbs. can use up to nine charges without being blown in the opposite direction. If a creature initiates more charges than their body weight indicates the they will be blown 10 ft. for each charge they exceed their limit by. For each charge that the device initiates above the weight limitations described above inflicts 2-12 points of damage to the device wielder. The magical winds created by this device function in an area 1/2 inch at the base by 5 in. at the terminus by 10 in. long and last for 2 rounds for each charge expended. When the device wielder initiates 1-3 charges the winds become more and more intense temporarily blinding creatures within 10 ft of the wand tip and forcing them to have a - 2 to attack rolls and a + 2 to armor class as long as they are in the area of effect. When the device initiates 4-6 charges it blinds creatures out to 25 ft., and causes them to fight at - 4 to attack rolls and + 4 armor class with no saving throw for the duration of the magic. Creatures up to 200 lbs. within the area of effect must make a dexterity roll each round or be locked from their feet and roll 10-60 ft. distance while sustaining 6-36 points of damage. When 7-9 charges are expended against creatures those creatures weighing less than 300 lbs. within the area of effect will be hurled 20-80 ft. distant whilst gaining 6-48 points in damage. At this power in the affected creature also sustains blindness with in the area of effect and are -4 to attack rolls and + 4 to armor class as they strive to fight the wind. Items weighing less than 50 pounds are blown out of the area of effect in a down wind direction 10-60 ft. out of the area of effect. Wind the device owner initiates it can charge windstorm it has all the stated powers above as well as dealing creatures of 4 Hit Dice or less no saving throw as they are hurled out of the area of effect. Creatures possessing 4 + 1 Hit Dice-8 Hit Dice suffer a - 4 saving throw verses magic spell or also be killed as well as all the affects of listed above. Creatures of 8 + Hit Dice or more are allowed a saving throw verses magic spell to avoid being killed by the wind within the area of effect, as well as all the powers listed above. It should be noted that this device is very difficult to aim without sufficient anchoring, such as putting the device wielders back to a wall. Insufficient bracing initiates a - 4 hit when five charges or more are expended in a single blast of energy. Value: 65,000 gp.

    52-53 Amulet of Eyes: This item is made of an outer circle of 6 in. in diameter made of silver with a 5 in. inner circle of gold which are set with to a petrified eye of the following creatures: lammasu, barbarian, ettin, xorn, yeti, manticore, and a mind flayer eye all surrounding a central eye of a dragon. This device has the power to prevent the wearer from never being surprised, ambushed, or snuck up on as long as the device is worn. The wearer sees out of phase attackers, ethereal, invisible, or other creature types concealed and in any way. All magical items viewed while wearing this amulet will be seen with a red glow around them and all mechanical traps are outlined in the blue glowing aura by the device wearer when the enter his line of sight. Only a creature using a full level 9 wish spell is capable of penetrating the protections guaranteed by this magical device. The device has one additional power which allows it to X-ray vision any area up to 20 ft. in depth one time the day lasting for 1 turn in duration. Value: 80,000 gp.

    54-55 Buckle of Freezing: This blue mithril alloy is a 7 in. diameter oval belt buckle with 2 snow tears worth 3000 gp set into it. The devices covered with several silver runes and designs are around its outer edges. Any creature putting this spell buckle: will need to make the - 8 saving throw verses magic spell or be turned into an immobile sentient statute of ice permanently. As can be expected temperatures of 32-41 degrees inflict 2 hit points of damage per hour due to melting, temperatures of 42-52 inflict 4 hit points of damage per hour due to melting, etc.. Any creature successfully making their saving throw verses magic spell will inflicts 5-50 points of damage in cold damage in the single burst of arcane energy. If the wearer survives the attack of this cold damage, after making a successful saving throw, then the wearer of the Buckle is able to create a cold field about themselves out to a 10 ft. radius which inflicts 2-20 points of damage to all creatures passing within this zone for one rounds duration. Creatures passing within such a zone of effect are allowed a saving throw verses magic spells which if successful inflicts only 1/2 the normal damage normally inflicted. This device also is possesses another innate power which is to, on the command word "Ice Statue", gain a specialized touch attack which will cause the target creature to make the - 2 saving throw verses magical spell or become frozen into a ice statue as stated above on a successful touched to hit roll. This power may be used up to three times per day, and has the same rate of melting as stated above in the initial device description. Value: 60,000 gp.

    56-57 Amulet of Anti-Web Aura: This device takes the form of a golden 4 in. diameter spider medallion which is on a platinum chain. The device has a set of two demon eyes set into this spiders back which move about in a lifelike fashion. This magical Amulet causes all web spells fired at the device wearer to simply slide off of the device wearer harmlessly. A secondary power of this device bestows a + 4 saving throw verses poison and venom which the device wearer may be subjected to. Value: 15,000 gp.

    58-59 Web Wand: This 8 in. long dull gray metal wand has a 2 in. long ruby tip worth 1000 gp, and is etched with a silver weblike pattern upon the wands surface. This device also has several magical golden runes upon it surfaces. This wand generates a super web spell which generates a web of a 1600 cubic ft., which generates a patch of webbing 20 ft. wide by 10 ft. deep by 80 ft. long when the device is activated by the silent mental will of the device holder. This device possesses 81-100 charges when it is discovered, and requires 3 segments in order to activate it. The super webs or Immune to fire & heat damage, and can hold creatures with up to a 17 strength immobile and restrained until assisted by an outside source. Creatures possessing an 18 or 19 strength break through the webbing at rate of 5 ft. per turn, while creatures with a 20 + strength breaks through the webbing at 10 ft. per turn. This magical webbing will last for one hour after it is cast out of the wand, at which time the web dissipates into a vaporous cloud. Value: 18,500 gp.



    60-61 Bat Cloak: This cloak is comprised of a large number of bat skins which has a golden clasp which has 2 red rubies set into it so that the bat clasp appears to be staring at creatures viewing the wearer, each gemstone is worth 4000 gp. The powers of this magical device can only be activated in the dark. Because of the expert tanning of the bat skins this device appears to be 6 ft. long cloak in a Batman like style. This device will allow the wearer to fly at 24 in. around MC:C, upon uttering the command word "Guard" the cloak will fly from the back of its wearer attack creatures with the following statistics: 3 + 1 hit dice, armor class 4, fly at 24 in. as stated above, animal intelligence, it bites for 1-3 points of damage + 2-12 points of blood drain as a giant vampire bat. Whenever this device is discovered the device has a 10% chance of having rabies and attacking in the creatures which come within 10 ft. of it. If the cloak is ever reduced to zero hit points it is destroyed permanently. The device can fight for up to 1 turn three times daily, and will follow the device owner’s silent mental will for the duration of these attacking sequences. Value: 15,000 gp .

    62-63 Skeleton Key: This magical item is made of mithril and elephant ivory etched with golden runes. The device looks like a 2" diameter human skull attached to a 6" long shaft of forearm bone attached to a skeleton like hand grasping a mithril needlelike lock picking probe. The device owner can grasp this device and activate its power to detect all traps within the 40 ft. diameter of the device owner. This key will also gain the 50% chance to deactivate any magical trap on any lock it is picking, and it has a 90% chance of deactivating any mechanical trap it is attempting to deactivate. This magical power is able to be activated up to 13 times in any 28 day period . This magical device can also be used as a dagger like weapon inflicting 1-4 points of damage + 1-8 points of poison damage as the poison is injected into the wound. The poison carried by this device has 10 doses which are regenerated at the rate of one dose of poison per day magically. It is possible for the device owner to insert into the reservoir and more potent poison if the device owner has access to such. Unfortunately this device possesses a minor curse which cause all undead to be drawn towards the device within the 90 ft. range of the device holder, even if the devices concealed in some manner. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 25,000 gp.

    64-65 Cloak of Pilfering: This cloak is concealed by a nondescript nature, which is a grey coloration and fraying edges, and no apparent pockets on the device. The cloak actually possesses 10 concealed pockets holding which are visible to the cloak wearer. He each pocket has a different sized opening up to a 3 ft. diameter in size, but each pocket can hold up to 100 lbs.. In battle the cloak wearer seems to shift from their actual location as a displacer cloak which bestows upon them a -2 to armor class and + 2 to saving throws, as well as making the first blow miss in a given combat situation. This device is much prized by thief player characters who gain a + 5% bonus to all their thievish abilities when this device is worn . When this device is worn it also bestows upon its wearer the magical functions of a Robe of Blending which are listed as follows: enables the wearer to appear to be part of the rock wall or a plant, whatever is appropriate; Robe does have limits though, it will not make the wearer appeared to be more than twice their normal height or less than one half their normal height; it did not impart vocal capabilities, either understanding or imitating the creature the wearer chooses to look like: In situations where several of different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflaging him as.
    Creatures with exceptional (15+) intelligence have a 1% per intelligent point above 15 of detecting something amiss with the camouflage when they are within 30 ft. of someone in disguise. Creatures with ten or more hit dice also gain a + 1% per Hit Dice chance of detecting something amiss also. It is cumulative with the intelligence bonus stated above. These checks are allowed to be repeated once per turn as long as the concealed creature is within the 30 ft. limitation described above. Value: 65,000 gp.

    66-67 Conjure Crystal: This rose colored crystal ball is 12 in. in diameter and covered with golden runes on its surface which is crisscrossed with veins of platinum. This device has all the functions of the crystal ball, which usually requires a random table roll to determine the potency of the crystal ball, but this device has a limit of 10 mi. per level of the spell caster using it regardless of other random qualities. Only magic users may use this device. Upon the utterance of the command word "Dissilution", this device can create a programmed Illusion within range limitations of the crystal ball and in any area viewed by it. This solution functions as if it were cast by a 14th level illusionist. This magical crystal also has the ability to conjure an elemental type chosen by the spell caster anywhere within range of the crystal ball up to three times per month. The elemental will follow the silent mental commands of its creator utilizing the crystal ball for up to one hour each conjuration. Value: 85,000 gp.

    68-69 + 4 Crossbow of the Kings: This device is made of a English style orachalium heavy crossbow recurve on a redwood stock etched with golden runes on its exposed surfaces. The stock has to blue diamonds worth 1700 gp each on each side of the stock, and possesses a slaadi bow string wound with adamantine. This magical devices of the + 4 to hit and + 8 damage quality, with a specially geared lever that allows it to be re-cocked up to three times each round. The power of this crossbow allows it to strike targets up to 24 in. short / 36 in. medium/ 48 in. long-range. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 70,000 gp
    .


    70-71 Javelins of Devastation: These 5 ft. long black obsidian javelins' are etched with gold runes covering its length with a pointed hardened and sharpened tip of obsidian. This entire device close in a crackling blue black flame, and when they are discovered they are usually found in a case containing one-three of these devices. Each of these magical javelins is only useable a single time before they are destroyed by the powers of their functions. When they are thrown in combat they appear to be 12' long black bolts of lightning. The power of an individual javelins is indicated as the table below indicates utilizing separate rules for each individual power the javelin is people will possessing:
    01-50 + 1 to hit drain -1 level 4-24 points of damage
    51-80 + 2 to hit drain - 2 levels 5-30 points of damage
    81-90 + 3 to hit drain - 3 levels 6-36 points of damage
    91-96 + 4 to hit drain - 4 levels 7-42 points of damage
    97-100 + 5 to hit drain - 5 levels 8-48 points of damage
    All strikes by these devices are allowed a saving throw verses magical spell in order to sustain 1/2 damage, but they still sustain the level energy drain with no saving throws to the target creatures. Because of it short-term nature none of these devices possess an innate intelligence as with many magical weapons. Value: 10,000-30,000 gp.

    72-73 Gauntlets of Fear: These silver scale gauntlets each have a single platinum rune on the back of each scale. This device is usable only by a mage class individuals all others who touch them flee for 1-10 rounds after the contact is made. Those touched by the magic user wearing these gauntlets will need to make a - 2 saving throw verses magic which if successful negates the power of these gauntlets. Those creatures failing a saving throw will drop any items that they're carrying and run away blindly fleeing the location of the magic user. Value: 15,000 gp

    74-75 + 2 Shield of Defense: This plane looking 30 in. diameter round shield made of steel has a center embossing of teak wood backed by the steel. This device bestows a + 2 to armor class and saving throws whenever it is held. It has the ability to take an attack on the shield with a 95% chance of success by creatures up to a 10 Hit Dice limitation. Creatures above these levels can have their attacks blocked, but each hit dice above 10 subtracts - 5% from the% chance of success of intercepting the blow. The power of this magical shield makes it immune to all damage, but the owner must sacrifice an attack for each blow it intercepts upon it surfaces. Value: 25,000 gp.

    76-77 Gloves of Gambling: This set of red silk gloves is sewn with platinum thread. The gloves will give the wearer the ability to read any card type that is held in their hand while the gloves are worn. This includes magical cards of any type, such as the deck of many things. A secondary power of this device is the ability to make any dice rolled by these gloves in games of chance to the benefit of the wearer. The maximum benefit of these gloves can affect dice +/- 3 to dice rolls and saving throws whenever these gloves are worn. Also whenever treasure is encountering in a random way, the wearer will be in the benefits of a +/- 30% in determination of treasure type quantity that may be found in this random treasure hoard. On the command word "Conceal", These magical gloves will camouflage themselves as normal human flesh seamlessly attached to the wearers hand and wrist. This concealment is only penetrated by a level 9 full wish spell. Value: 40,000 gp.

    78-79 Staff of Druids : This 6 ft. long gnarled black oak staff is entwined by living green and topped with living mistletoe. The first power of this staff is to function as a + 1 weapon to hit and to damage inflicting 3-18 + 1 points of damage + any strength Bonuses when used as a weapon. As you can expect the staff is only usable by the druid player character class. A secondary power of this device is its capability to create food and water for up to 16 people up to three times daily on the command word " breakfast, lunch, dinner", respectively with the sacrifice of one charge. The user of the staff is also capable of curing diseases up to three times daily utilize in the powers of the staff. The staff may also cure light wounds on a creature of up to one time daily, curing 1-8 points of damage to that individual creature without sacrifice of a charge. The final power of this staff is the capability to cause any single plant to permanently grow 10 times its normal size in a natural and healthy way with the sacrifice of four charges. When this devices discovered it possesses 21-25 charges, which made be recharged at rate of three charges per day with the proper druidic rituals performed upon the device. As with all weapons when this device is found it a random percentage is rolled to determine if the weapon is intelligent using the DMG intelligent sword tables. Value: 45,000 gp.



    80-81 The Time Peace : This 3 in. diameter very accurate timepiece of an old western style is composed of adamantine, orachalium, mithril, gold, and 12 diamonds worth 1000 gp each set in their numerical spot around the devices rim crew . The device has a diamond strength crystal covering which is not scratchable under normal circumstances. The primary power of this device is to prevent all time related magic’s, affecting its wearer whether beneficial or not. The device must be worn next to the skin for this powers to function. The device has a secondary power of being able to shift its wearer back in time one round per day by simply touching each of the gemstones in a consecutive manner. The device owner can then change the past in some slight way to their benefit. Of course it is also very accurate timepiece. Value: 40,000 gp.

    82-83 Golden Centaur Salve: This pale orange salve is found in small containers which comprise one-four doses whenever it is discovered. Each dose of the salve can be placed upon a wounded area of the creature to heal 2-16 points of damage for each application placed upon the wounded area of the creature. Each tin is capable of storing up to three doses of the salve, which has a short-term shelf life. Value: 1000 gp per dose.

    84-85 Helm of Wizardry: This helm is actually a close fitting skull mask made of a mithril/carbon alloy thought of a dark grey color. When the devices properly fitted upon its wearer it leaves the eye sockets open as well as nose and ear holes for its wearer. The device possesses a + 1 to armor class and saving throw bonus for its wearer. This device also possesses an innate Immunity 100% verses feeble mind, sleep, and fear magic spells. The devices primary power is to give a bonus plus one spell each level of spell power the wearer possesses and an additional plus one spell of the next higher level magic which the wearer can not currently cast without the benefit of this magical helm. These extra spells are cast with the casting time of one melee segment when desired by the spell casters silent mental act of will. The wearer must possess the necessary components to cast the spell which magically disappear upon the spells completion. The spell caster me otherwise activate the magic silently without notifying nearby enemy. The device has a simple curse which causes its wearer to become true neutral once the device is first worn by its user. Value: 65,000 gp.

    86-87 Prison Dring: This mithril ring set with a single black opal worth 2000 gp which is caged by a set of small adamantine bars over its surface. If the ring finger of its wearer is pointed at any sentient being within 30 ft. of the wearer and the command word `Barzak dul Amalrik" is shouted at the target it will become imprisoned inside an extra dimensional secret room contained in the gemstone. All captured creatures must be fed, watered, etc., will help in their captivity. The device owner must transfer the necessary requirements by using the command word on the necessary materials on a daily basis to maintain the life of the imprisoned being. The prison is immune to all attacks, and can only be destroyed by its being thrown into a live active volcano. If another creature is sent into captivity then the captured creature it is ejected from the prison by violently 30 ft. away from the wearer in a random direction. Value: 80,000 gp.

    88-89 Horseshoes of Traveling and Leaping: This golden set of horseshoes each possess 6 Lavender diamonds worth 1500 gp each inset into the bottom of each horseshoe. These magical horseshoes magically size themselves to fit upon any 4 footed mount. It allows the mount to gain + 5 in. to their standard movement rate and also make vertical leaps up used 20 ft. in horizontal leaps of up to 60 ft. with flawless precision. The amount can also attempt to make higher or longer jumps at the falling rate, 75% success chance on 5 ft higher or 10 ft. longer jumps when attempted. There is an additional -25% for each increment of 5 ft. higher and 10 ft. longer attempted success rate up to a limit of 35 ft. high by 90 ft. long with a 25% chance of success . If the jump is not successful it inflicts 6-36 points of damage upon the mount and the rider of saving throw. Value: 20,000 gp.



    90-91 Ring of Rapid Transit: This ring is made of a rust colored iron seeming to possess no magical powers of any type. This device allows its owner/wearer to move at 10 times the normal foot speed that they are read normally allowed to move at a racial level. This power can be used up to five consecutive rounds before the wearer is exhausted. For each round that the wearer increases their foot speed they must rest three rounds in a stationary and panting manner. It may take no other action including spell casting, but may activate simple devices that require no command word if it takes one melee segment or less. This Resting must take place immediately after during wearer ceases his rapid foot movement. Value: 15,000 gp.

    92-93 Repeating Scroll: This 18 inch long by 11 in. wide black leather scroll is fringed in gold and has silver drawstrings to tie the scroll in an easily carried cylinder. This device is 100% immune acid and fire. The user of this item can set any desired spell upon the school surface for use at a future date. When the spell is read from the scroll the words disappear, but the scroll will make them reappear 24 hours after the spell was utilized. If another spell is desired upon the scroll surface it may be placed upon the surface prior to the 24 hours expiration period, but is unusable until 24 hours has passed from the usage of the other spell. As with any magical spell each one of these devices possesses an ability to store a limited number or type of magic spells on its surfaces which is rolled for randomly upon finding the scroll or creating it. Value: 2000 gp per level of spells stored upon the scroll.

    95-96 Oil of Instant Immolation : This plane bile is filled with a substance similar to mercury in consistency and color. The substance can cover a 3 ft. square area per vial, and 1-6 vials are found in each individual cache. Once the material inside the vial has been exposed to the air for three rounds it detonates in the white hot flame inflicting 6-60 points of damage when it is hurled upon the target creature. Any creatures caught within 30 ft. of the blast area suffer 3-30 points of damage no saving throw. Items affected by this material must make the - 4 saving throw verses magic fire or be destroyed. The power of the material can burn through up to 10 ft. of stone or 1 ft. of steel when exposed to the fires of this material. Value: 5000 gp per vial .

    97-98 Horn of the Dragon Throat: This 39 in. long spiral horn like device is made of a rainbow colored orachalium with an ivory mouthpiece and insets worth, 2500 gp and 6 emeralds worth 2000 gp each with 3 along each side. The end of the horn appears to be a dragon's head with open jaws and 2 ruby eyes worth 500 gp each. The horn has a handy demonhide strap for carrying the device around in an easily usable fashion. This device has the power to allow the blower to pick a desired form of dragon breath to expel from the mouth of the device of any type that they have seen used during their lifetime. The range of the breath weapon is determined by the type of breath weapon used, but the damage inflicted is always 50 hit points which can be further modified by a successful saving throw verses dragon breath in order to only sustain 1/2 damage. Only dragon breathes that actually inflict physical damage can be used by the power of this device, the actual area of effect the blast affects dictated by the type of breast weapon used by the device owner. The powers of this device can be utilized to three times daily. When this device is sounded in situations other than combat it will summons all dragons within a 5 mile radius of the sounder to their current location. Other dragon's out to a range of 100 mi. will hear the sounding but are not summoned or commanded to present themselves before the device owner in the above mentioned way. Value: 100,000 gp.

    99-100 Ring of Efreeti Abilities: This plain brass band radiates with no magical powers at all, even under a detect magic spell. If put on the hand of the owner, and the command word "Efreeti" is spoken , the wearer of the device will receive all the magical powers of an Efreeti for 1 hour up to 3 time daily. The ring wearer will gain all movement, magic, etc... of the efreeti. It will bestow a small curse of resembling the efreeti for the duration of the utilization of these powers. There is a non cumulative 3% chance each time (1 hour) it is used that the wearer will become an efreeti permanently in all ways. While in a efreeti form the device wielder may use any other class based powers that they possess and normal way. Value: 70,000 gp.


    What is best in life; To Crush Your Enemies, see them driven before you, and to hear the lamentations of the women!!!

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever

    If you want the PC’s to work better together set up an encounter that will use graph paper to plot their paths. Don’t let them compare notes an then compare their paths for collisions. It lead them to set up their battle plans before hand better.

    More on its way..

    Later

    Shocked Cool
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Sun May 11, 2008 12:00 pm  

    Shocked

    This is my last pre-generated table for now. I will be creating new material from time to time or reworking materials that were already submitted in an updated form. I plan on creating single items to add to the thread as they come to me also.

    The best item for min/max PC's is the Food of the Gods. Check it out.


    For those who can, Enjoy:

    Table XIII
    Mostly By Dave Hargrave
    Additions by Matan Thunder

    01-02 Ring of Fire Stripping
    03-04 Ring of Night
    05-06 Bang Stick
    07-08 Belt of Courage and Jousts
    09-10 Cloak of Cleverness
    11-12 Scarab of Icy Touch
    13-14 Dancing Wand
    15-16 Dreaming Dust
    17-18 Gauntlet of Fire & Ice
    19-20 + 3 Hawks Helm
    21-22 Lorelie Lyre
    23-24 Staff of Black Wizardry
    25-26 Occam’s Razor
    27-28 Figurine of Tarn of Gor
    29-30 The Doomchain
    31-32 Skyhook
    33-34 Wind Staff
    35-36 Saddlebags of Holding
    37-38 Tantivity Wand
    39-40 Chalice of Potions
    41-42 Walking Stick
    43-44 Yellow Diamond of Tracking
    45-46 (11-20) + 3 Shark Bolts
    47-48 Oil of Obedience
    49-50 Life Savers
    51-52 Shot of Slaying
    53-54 Amulet of the Amazons
    55-56 The Silver Chalice
    57-58 Assassins Cloak
    59-60 Ring of Elemental Summoning
    61-62 Lifesavers of Color
    63-64 Witchfire Wand
    65-66 Oil of Immobility
    67-68 Gauntlet of Fencing Masters
    69-71 Dr. Johns Salve
    72-73 Ruby of Runaway Regeneration
    74-75 Ruby of Romance
    76-77 Gloves of Secret Ogre Power
    78-79 Helm of War
    80-81 Helm of Truth
    82-83 Misty Boots of Silent Speed
    84-85 Hood of Thievery
    86-87 Doomfire Wand
    88-89 Pouch of Powders
    90-91 Ring of the Titan's
    92-93 Ring of Djinni Power
    94-95 Food of the Gods
    96-97 Bolt of Slaying
    98-99 + 6 Shield of Prism Spray
    100 Golden Drop of Heavenly Essence


    01-02 Ring of Fire Stripping: This green is composed of white marble etched in platinum runes and set with a 3000 gp blue Emerald. This ring has the power to put out normal firers of up to 120 square feet or yards depending on whether it is inside or outside with no saving throw in one rounds time. The power of this magical device put it’s the fire out permanently and it may not be relit until 24 hours is passed. All magical fires get a - 2 magic saving throw verses their creators level of expertise which if failed extinguishes the fire for 7-11 rounds before reigniting if they have sufficient duration or magical power. This magical device also makes the wielder 100% immune to normal fires and 75% immune to magical flame. The spell caster must touch the area of fire they wish to extinguish and speak the command word "Out". Value: 40,000 gp.

    03-04 Ring of Night: These rings are plain looking rings of black onyx which radiate no magic at all. This ring has the power to make the where 100% invisible, as the thief hiding in shadow ability, at night or whenever they have sufficient shadow to hide in. also on speaking the command word "Gulshrok" to create a 30 ft. diameter sphere of one-way darkness which last for 1 turn per use in moves with the device wearer. The ring wearer can see through the darkness as if it were daylight in all cases. Value: 10,000 gp.

    05-06 Bang Stick: This device is the 15 in. blue steel tube with a 5 in. long blue dragon bone handle. This magical item has the power once a day to build a nasty magical charge of force and energy to build onto the tip of this device. This magical power is discharged on impact of the metal end of the device touching a living creature. The detonation of this power causes a loud explosion and a blinding flash which causes all creatures seeing it to be blinded temporarily for 1-4 rounds no saving throw. The amount of damage inflicted is as follows:
    01-40 2-16 points of damage
    41-60 3-24 points of damage
    61-75 4-32 points of damage
    76-90 5-40 points of damage
    91-100 6-48 points of damage
    The value of this device is: 10,000-18,000 gp in value.

    07-08 Belt of Courage and Jousting: This leather belt has a platinum lion head 4 in. in diameter, which has to ornamental gold and silver silhouettes of jousting knights one on each side of the belt buckle whose lances face each other. The eyes of the line and belt buckle are made of red diamonds worth 1000 gp each. This magical belt allows its wearer to be immune from all fear and terror attacks. The wearer also receive a + 1 extra attack per round and a + 2 to strength up to a 19 maximum. The power of this device bestows upon its wearer a riding proficiency for land-based mounts, and bestows upon its wearer an additional + + 2 to hit and damage when mounted in combat. The device wearer can get out of the saddle at any time they wish, but otherwise can only be dismounted magically by hostile forces. The final power of this device allows its wearer to telepathically contact their mount talking to them as needed. This device is only usable by fighter based classes, all other sustain 1-10 points of electrical damage whenever they try to wear the device. Value: 65,000 gp.

    09-10 Cloak of Cleverness: This magical device has a bat wing high collar made of red silk and sewn with gold wire. the rest of the cloak is comprised of bright red silk of the highest quality. This device can be used by thieves, mages, merchants, and bards. To all other creatures it is just a normal cloak. The power of this magical device raises the wearer’s intelligence and wisdom by + 3, the ego by + 2, and the charisma by + 1. The cloak itself has the ability to camouflage itself as a mundane non remarkable cloak through the use of a powerful illusion. The wearer also gains the skills of the 10th level cartographer. The curse of this device is that its wearer will always seek to lead a group of player characters regardless of their skills. Value: 45,000 gp.



    11-12 Scarab of Icy Touch: This scarab is in the shape of a snowball made of mithril set with 12 white diamonds worth 2000 gp each. This device allows the wearer to become immune to normal cold and to reduce magical cold by -50% when determining damage. The wearer’s body radiates a cold field out to a 10 ft. radius in inflicting 1-10 points of cold damage about the spell casters body. This magical cold field is approximately -60 degrees Fahrenheit which doesn't affect the wearer of the device at all. The spell caster can indicate by touch those creatures it wishes to make immune from this cold field affect prior to the activation of this magical field by silent mental act of will of the device wielder. Value: 30,000 gp.

    13-14 Dancing Wands: This magical wand is of a random selected type of wand determined on the magical tables in the magical wand table. This device is actually a single 5000 gp blue diamond which is magically adhered to the tip of a magic wand as an add-on device. The device owner simply attaches it to the wand that he wishes to the imbue with the magical dancing ability. Through use of this magical device any wand is capable of functioning by itself at the device owner’s silent mental act of will up to 6 rounds in any given day. This frees up the device wielder to be able to be able to target of a wand affect on a specified area of the fact, as well as being capable of instigating the other actions during a given round. The 6 rounds can be used consecutively or as individual combat rounds up to the limitation stated above. The wand takes 2 segments to activate in any given round as well as fire its magical effect at the designated coordinates. Value: + 15,000 gp plus the wands value.

    15-16 Dreaming Dust: This fine rainbow colored sparkling sand is a narcotic of the most potent type. When this dust is sniffed the inhaler will go into the trancelike state, which debilitates its user’s buy -50% movement. While in the trancelike state the inhaler sees multiple parallel versions of the possible futures for himself as well as any creature viewed. The within healer will often speak of this future in rhymes, riddles, or even song. When the dreaming dust is activated it can bestow upon its user the useful version of a possible future, which could give the dungeon master the ability to tailor adventures to follow these possible futures which the inhaler experiences under the affect of the narcotic. It should be noted that this material is highly addictive for user if more than one pinch is used in a given month. This material is usually found in pouches containing 11-20 pinches of the powder. Value: 2000 gp @ per pinch.

    17-18 Gauntlet Fire and Ice: These pale flexible crystal gloves of blue look like ice with a glowing red flame contained within them. These magical gauntlets protect the wearer’s hands 100% from fire or ice which may affect the wielder. These devices possessed too many powers which are reflected visually in the devices. These magical devices can activate one of the powers at a time which are the following:
    A) Flame is created around the gauntlets or all around a weapon held by the gauntlet in inflicting 1-8 points of additional damage no saving throw on a successful to hit.
    B) Cold is created exactly as above but only inflicts 1-6 points of damage on a successful to hit roll.
    These magical powers are directed by this device wielders silent mental act of will requiring 1 melee segment in order to change the function or turn the device off. Any non magical weapon held by a set of these gauntlets can be melted or turned brittle by the powers of these gauntlets destroying them with one round of contact. Value: 40,000 gp.

    19-20 + 3 Hawks Helm: This mithril helm is in the shape of a giant's hawk head, which is hinged at the face area middle of the device. The primary power of this device is to provide its wearer with a 180 degree panoramic vista view while the viewer is wearing this device. In the area of the eyes the device possesses 2 red pearls worth 2000 gp each which provide the magical view which is reflected on the interior of this device. The wearer of this device receives the vision equal to 3x times the normal sight that the normally would possess. The device also provides a + 3 to armor class and saving throws due to its magical nature. The device possesses one additional power which is activated by the command word "Visualize", which is the ability to detect invisibility within their line of sight up to three times daily. Value: 25,000 gp.



    21-22 Lorelie Lyre: This lyre of mahogany set with platinum and mithril alloy strings is covered with many golden runes as well as 12 white pearls worth 1200 gp each. Unless device owner is a bard, this device requires 12 solid months of study in order to play it correctly. This training is under the tutelage of a bard in any case. If songs are played on this device produces songs which are melodious with rich sound to all those hearing it. All creatures within a 90 ft. radius of the player are affected by the powers of this magical device. The spell causes creatures of less than 3 + 1 Hit Dice and has a 1 + intelligent score to sit around and become enraptured by the melodious music this device creates, no saving throw, as long as the tune is continued. Creatures of 4 + 1-5 + 1 Hit Dice are allowed a - 2 saving throw verses magic spell or be charmed (+25% to bardic charming). Creatures of this hit dice will listen intently to the strains of music produced by this device while it is played. Creatures of 6 + 1 Hit Dice-7 + 1 Hit Dice must make a saving throw verses magic spell at the normal rate, or they will listen intently to the music as it is played. The player of this music is immune to powers of this device. Value: 70,000 gp.

    23-24 Staff of Black Wizardry: This 8 ft. tall solid mithril/silver alloy staff is 1 in. in diameter its entire length. It is etched with runes of red gold along its entire length, as well as to long entwining serpents of red gold etched along its entire length. The first power of this magical device is its ability to immediately change the touchers alignment to chaotic with no saving throw because of the insane energies contained within this device. This device is a weapon of + 2 quality inflicted 2-12 + 2 points of damage on any successful to hit roll. This device is specially charged containing 71-80 charges of magical energy when it is first discovered. The owner of the device can activate any of these powers at no charge by silent mental act of will requiring one melee segment: Darkness 10 ft. radius, fear touch which allows the saving throw verses staff to avoid its effects, and ejects magic missiles at the rate of 4 per round at no cost to the spell caster. At the cost of 1 charge this magical device can activate any of the following powers: flight 24 in. for two hours, withering power by touch as per the staff, confusion by touch causing saving throw verses magic spell as 12th level caster, web as the spell 12th lvl caster, and Wall of Ice as a 12th level caster. At the cost of 2 charges this device can activate the following powers at 12th level efficiency: ice storm, dimension door, and conjure 1 elemental of any type for one hour directed by the device holder silent mental act of will. If the elemental power is used the spell caster must use the staff to scribe in magical protective sphere on the ground to provide them with protection. Only one power may be activated in any given round, and the device may be recharged with the appropriate spells it the spell caster is of sufficient level to cast them. Value: 60,000 gp.

    25-26 Occam's Razor: This device is the 6 in. long yellow gold hilt with the cross guard inlaid in turquoise chips. There is a single blue emerald said in the hilt of the device worth 4000 gp. Only in mage or a creature possessing psionics can activate this device as long as they possess a 15 or greater intelligence. For each point of Intelligence above 15 the power of this device will produce a 1 ft. long pale lavender blade of magical force energy, so if the creature possessed an 18 intelligence the blade would be 3 ft. long. The power of this magical blade will decrease 1 ft. in length for each 3 rounds of activation that it used for. After the first reduction in length the owner of the device will suffer the temporary loss of one intelligence point for 1 turn per each point of intelligence it lost until the item is deactivated. The intelligence returns at the rate of one point for each turn of rest that the device owner takes upon ceasing using the device. This blade is equal to a + 5 broadsword inflicting 2-9 + 5 points of damage in addition it possesses the power of vorpal strikes on any successful to hit roll which exceed the base THACO number by over 3. This vorpal attack will sever the head of the creature or a limb on this successful to hit roll. In addition to this power the device will provide a random critical hit whenever it makes a successful to hit roll regardless of the number. As with any magical weapon this device must roll for innate intelligence on the DMG's random sword intelligence tables when the device is first discovered. . Value: 60,000 gp.

    27-28 Tarn of Gor Figurine of Electrum : This figurine is 6 in. high by 6 in. wide by 8 in. long with an intricate saddle of gold, all the rest of the device is made of electrum. This device has 2 yellow diamond eyes were 1500 gp each. This device is activated upon the utterance of the command word "Gor", whereupon the bird grows to a full-sized giant falcon/eagle-like bird from the John Norman Gorian book series. Is has the following statistics: 6-48 + 2 hit dice, armor class 4, move 3"// 30" MC:B, intelligence 1-3 + 4, dexterity 1-10 + 10, bite for 2-16 points of damage, it is capable of a diving charge in inflicting 3-36 points of damage which requires the tarn to expand its full movement in order to achieve this attack , and 2x talons 2-12 + 1 points of damage. This device is usable for two hours in any 24 hour period, and may be used one hour per use in at 24 hour period. The creature can be returned to its figurine form by the device owner’s silent mental act of will . Value: 40,000 gp.

    29-30 The Doom Chain : This magical device is comprised of three separate items a belt, bracers, and a weighted 6 ft. long chain which is made from red dragon skin leather and a red orachalium alloy for the metal pieces. It has many silver inlays which swirl about the surfaces of the three items that comprise this device. The chain is of a + 4 quality to hit and + 8 to damage inflicting double damage to all undead its type creatures. The chain utilizes a bull whips like style inflicting 1-4 + 8 points of damage for each individual strike. If the chain is used to inflict damage with its weighted end the device will inflict 1-8 + 8 points of damage for each strike on the target creature . The bracers provided with this device provide the wearer with a in armor class of 2. The final component of this device is a belt that provides its wearer with a strength of 24 . As with any magical weapon this device must roll for innate intelligence on the DMG's random sword intelligence tables when the device is first discovered. . Value: 35,000 gp as a set.



    31-32 Skyhook: This device is in the shape of a taloned claw which functions as a grappling hook which is commonly made of steel. There is and eyelet for the addition of a rope to its function, of any type of this device owners wishes. When the grappling hook it is hurled skyward in the command word "Hold" is uttered in any language the grappling hook will stop its flight and grass the surrounding air holding itself immobile while the devices owner or others climb up the rope. The height limitation is of 120 ft., and the device will hold upon any type of substance even cloud through use of this magical power. If a low flying cloud is grasped by the grappling hook it can carry the device wielder along at its speed. The device can be released by using the command word "Enough", when uttered in any language, which can cause problems is a antagonist knows of this release mechanism. If the user of this device finds them self in freefall it has a 25% chance of being effectively used to arrest the fall each round that the command word is uttered. This is not a sure-fire protection though. Value: 25,000 gp.

    33-34 Wind Staff: This device is made of pure hardened crystal 7 ft. long that is absolutely clear, but is somewhat flexible considering it is made of the crystal material. This device is usable only by mages, druids, and clerics. The staff's nature makes it hard to see but there is a light blue outline of the crystal whenever in magical power is activated. This devices of the + 2 quality to hit and it inflicts 2-20 + 2 points in damage per strike. This magical staff possesses 71-80 charges when it is first discovered by the device owner. This device has multiple powers which all perform at 12th level efficiency when activated, and only one power may be activated at a time. The following powers can be used with no charges expanded: fly 36 in. MC:B at will, unseen servant one at time usable at will, and feather fall as long as the staff is grasped. The following powers can be activated at the usage of one charge: turn self invisible for 3 turns each charge, cloud kill as the level 5 spell under the staff holders silent mental command, lightning bolt inflicting 8-48 points of damage along a 5 in. long pathway 1/2 inch in diameter area of defect, and polymorph into any aerial creature that the device owner has seen in flight which lasts for six rounds per usage. This shape change requires no system shock roll. The final power useable at the expenditure of one charge is the ability to create wind from the top end of the staff in the direction it is pointing which will repel most gasses that are directed at the device owner. At expenditures of two charges the following powers are granted: conjure air elemental with full control of the elemental, but no other powers may be activated when doing so; the ability to create a cyclonic vortex which is 45 ft. tall 5 ft. wide at the base by 5 ft. wide at the terminus which moves at 9 in. per round under the device owners silent mental act of will, and is capable of inflicting 6-36 points of damage, creatures of less than 4 hit dice or levels are blown off their feet for 1-3 rounds, with each cyclone lasting 1 turn during which time the device owner can initiate know other powers. As with any magical weapon this device must roll for innate intelligence on the DMG's random sword intelligence tables when the device is first discovered. Value: 80,000 gp.

    35-36 Saddlebags of Holding: This set of black leather saddlebags is sewn with mithril wire at all of its seams. This device has pouches that are 12 in. wide by 8 in. deep a 12 ft. in length, which can hold up to 7500 gp or 750 lbs. in each pouch. Each pouch opens into an extra dimensional space which can fit any item up to the aperture opening limitations and weight allowances. The device when completely filled will weigh only 200 lbs. regardless of the materials placed inside. The weight rises up to this limit as the space is filled. The undersurface of the device is a velvet-like material which will automatically stick to any surface it is placed upon, which is usually the device owners mount. Value: 20,000 gp.

    37-38 Wand of Tantivity: This magical wand is 18 in. long golden crystal tipped with a 1 in. long cap of platinum at the tip. This magical device holds up to 81-100 charges when it is first discovered . The power of this device affects up to 20 levels or hit dice of creatures within 3 in. diameter area of effect. Each charge will last for 1 turn and can strike targets up to 12 in. distance. Any combination of creatures equaling up to the 20 hit dice limitations can be mentally selected by the spell caster to be affected by this wands magic. Any intelligent creature that is infected by this power will sit down and contemplate the wonders of life due to the power of this device. When this device is activated the area of effect glows in the golden aura which touches the affected creatures, and causes all undead creatures to be turned as if a 12th level cleric were present. Any creature entering the area of effect after it has been activated will suffered a debilitating nausea until they leave, while the evil creatures will suffer a - 2 to hit and a + 2 the armor class for 1-6 rounds after they leave the glow. Good and Neutral creatures are simply left feeling dizzy if they violate the above stated parameters. Value: 30,000 gp.

    39-40 Chalice of Potions: This devices made of the skull of a minor demon, etched in gold, and set with 12 black pearls worth 1200 gp each set into its surfaces. It is 9 in. high and the skull interior is filled with a red gold cup. This device can be used up to 10 times per day to produce a potion that the device owner has previously used which must be drank within three rounds of its creation. The device owner must speak the command word, which is the type of potion that he wishes to create. The potions created by this device will function absolutely the same as any type of known potion described in the player's guide. Value: 45,000 gp.



    41-42 Walking Stick: This devices actually more a cane than a stick, which is 3 ft. 4 in. long made from a stone giants forearm bone covered with gold runes on its glossy black 1 in 1/2 inch diameter surfaces. This device is only usable by a non fighter types . On the command word "Assist" the owner of this device can command to fly through the air whirling in striking a target as if it were a + 1 weapon inflicting 1-8 + 1 points of damage. The power of this device can be activated up to 36 rounds in any 24-hour period. The device owner can return the cane to his hand by uttering the command word "Return" any time after it has been released upon a target creature. This device attacks as if wielded by the device activators hit dice or levels out to ranges up to 10 in. distant. The magic of this device prevents it from being struck by any type of attack directed at it by those it attacks. It always seems to slip just out of reach. As with any magical weapon this device must roll for innate intelligence on the DMG's random sword intelligence tables when the device is first discovered. Value: 15,000 gp.

    43-44 Yellow Diamond of Tracking: This device is a 7000 gp yellow diamond set on red gold chain and possessing several golden runes. When this 2 inch by 1 in. oval cut diamond is looked through in the foot prints upon the ground which are viewed with it will be outlined in a yellow glow as long as the device owner concentrates upon it. The device owner must designate the creatures whose footprints they wish to have outlined, mentally by name or basic description. This device can track footprints up to 12 hours old. The device tracks as a ranger, and will be able to follow tracks unless covered by multiple layers of later subsequent foot prints. Simply brushing the tracks away will not prevent this device from functioning. This device will function as many times as the device owner wishes during a 24 hour period. The only way to leave a false trail is the utilization of a level 9 Wish spell. Value: 35,000 gp.

    45-46 (11-20) + 3 Shark Bolts: This set of 14 inches long grey crossbow bolts are each kit with a mouthful of miniature shark's teeth (similar to that represented on the Flying Tiger fighters of World War Two). The bolts are made of a steel alloy with each possessing 2 black sapphire eyes worth 500 gp each. The fletching on these bolts is made from is specially treated sharks skin to help the bolts fly true in flight. These bolts are of a + 3 to hit quality inflicting 1-6 + 3 points of damage for each successful strike, and any material bitten off by the jaws of the bolts will be annihilated due to the stomach functions of these devices. . Once a bolt has struck a target creature it continues to bite each successive round for the appropriate listed damage above without requiring a to hit roll. If any 3 bolts strike on 3 successive rounds on a creature, or if 12 rounds of successful attacks has been completed all of the shark bolts will leap from their container and attack, requiring separate to hit rolls, the creature which has been the victim of the above listed attack sequences. Each bolt requires a separate to hit roll in order to determine their success or failure in attack, and attack as a 3 Hit Dice creature with an armor class of 2 and possessing 8 hit points to strike them out of the air. This shark like frenzy continues until 1-20 successful attacks, for each bolt, have occurred whereupon those bolts that did not successfully strike the creature will return to their container within 2 rounds of the frenzy occurring. If a creature dies at any point during this frenzy period the bolts will return to their container if they are not chewing on the target creature. If any of the crossbow bolts are damaged in the attack they will regenerate one hit point per day until fully healed. If all 8 hit points are inflicted on the crossbow bolts then they are destroyed and removed from the total number in this shark pack. Value:7000 gp @.

    47-48 Oil of Obedience: This vial appears to be a green shade type of quicksilver. The material contained within the vial is sufficient to cover a 3 square foot area which must be applied by hand. After three rounds of exposure to the arid the oil causes any creature or thing covered with this material to dance about as if they were at a square dance. The potency of this material is so great that it causes the chair is, people, and even normal rocks to dance about at the silent mental will of the creature which coated the material with the oil of obedience. There is no saving throw verses this material, but each application will only last for one hour. The arms and legs of the creature are compelled to move, and inanimate objects gain the necessary flexibility to acquire locomotion under the applier’s mental will. Value: 10,000 gp per dose.

    49-50 Life Savers : This magically created candy comes in a pack of 10 lozenges contained in the foil wrapped container. When taking the wearer gains the benefits of the following powers for the next five rounds: regenerate up to 75% of the hit planets of the eater, 50 hit points whichever is greater. Also if the creature is killed during the five rounds this magic candy is in effect the creature gains the benefits of a level 7 raised dead fully spell immediately upon being killed. Unfortunately if these lozenges are exposed to a simple detect magic spell they are rendered permanently mundane and are simply candy permanently. Once opened the package must be used within the next seven days or that can be reverts to a mundane form. Value: 50,000 gp.



    51-52 Shot of Slaying: This 3 in. diameter opal is worth 5000 gp and it is laced with silver and gold veins throughout its surface. This sling stone is reusable and is preset to kill a single creature types as if it were an arrow of slaying detailed in the DMG magical item description. If the appropriate creature type is struck it is allowed a saving throw verses magic spell to avoid death, but it still inflicts 4-24 points of damage to the target creature. Because of its magical nature this sling stone can be shot up to 12 in. distant. Value: 20,000 gp.

    53-54 Amulet of the Amazon Mother: This gold moon shaped amulet pierced by a red gold arrow is 3 in. long and suspended on a gold chain which is inset worth to white diamonds worth 3500 gp each. When wearing this device any female creature gains a + 3 to strength and dexterity for as long as the devices worn. Also one facing an the wearer gains a + 3 to hit for any attacks the initiate, and if the minimum required to strike roll is exceeded by 3 then the random critical hit is inflicted upon the target creature. Value: 35,000 gp.

    55-56 The Silver Chalice: This 18 in. high silver chalice is set with 8 blue pearls worth 500 gp each, 6 white opal's worth 500 gp each, and amethyst worth 2000 gp total. If this device is filled with liquid it will 100% neutralize any poisons contained therein. Also each midnight and it fills with a clear liquid that adds one day to the drinker's life, which confers almost a perfect immortality. Value: 45,000 gp.

    57-58 Assassins Cloak: This nondescript black cloak this sewn with golden thread. When this device is first put on by its new owner the following powers are bestowed upon the wearer: the abilities of and elven cloak as per the DMG; fire resistance as the ring in the DMG, and it bestows a five-foot radius of silence at the silent mental activation of the device owner. The device also contains (4) 12 in. extra dimensional pockets which could hold up to 10,000 gp weight each while not encumbering the wearer. These pockets can only be seen by the device wearer when the cloak is worn. Value: 70,000 gp.

    59-60 Ring of Elemental Summoning: This platinum ring is in the shape of entwining clouds with 1 red, blue, brown, and white diamonds set into the cloud formations worth 2500 gp each. This device gives the wearer the ability to summon 1 elemental each day for up to 2 hours of service each time. The device wearer mentally chooses to the type of elemental he wishes to conjure at that time. This device allows the summoning of elemental types from the quasi and para elemental planes also. The devices activated upon the command word "Agrix", followed by the type of elemental that the owner wishes summoned. The summoned elemental appears two rounds later at the mentally designated point of this owners choosing up to 6 in. distant. The device owner has full control over the elemental for the entire duration of its usage. Attempts by other creatures to wrest control from the device owner will fail utterly. Value: 50,000 gp


    .
    61-62 Lifesavers of Color: This pack of Lifesavers is sealed in a golden foil. The magical power of this device compels its owner to eat one of Lifesavers immediately with no saving throw. The lozenges take effect upon the character immediately and grant one of following permanent powers immediately upon tasting these magical Lifesavers. The only way to undo negative affects is the utilization of the level 9 full wish spell.
    1) affected by 1/10th gravity 6) becomes a cloud
    2) spins uncontrollably 7) grows fully functional gills
    3) heart turns to acid, die immediately 8)slowed as spell permanently
    4) teleport randomly 3 turns 9) take double from sword damage
    5) 3x damage from blunt weapons 10) reincarnated as a butterfly
    Value: 5000 gp.

    63-64 Witchfire Wand: This 18 in. long black wand is tipped with a golden claw with a single red diamond worth 7000 gp set into it. This magical device has a range of 9 in. when it emits its 15 ft. wide whistling and red fireball that explodes in the 40 ft. diameter blast at the end of its range or when it strikes a solid object. It inflicts 6-36 points of damage, which allows a saving throw verses wands for 1/2 damage, in fire damage. This fireball also causes a second saving throw verses wands or creatures within the blast zone will be paralyzed for 2-12 rounds if the saving throw is failed. A successful saving throw negates this effect. This device possesses 81-100 charges, and is constructed of materials that allow it to strike as a + 2 weapon when necessary. Value: 40,000 gp.

    65-66 Oil of Immobilization : This 10" high steel vial contains a golden quicksilver material. The material can coat an area of 3 square feet. Once the material has been exposed to air for three rounds it dries to the steel like consistency permanently. The coating can only be broken by creatures possessing the strength of 24 or greater. Depending on its application area is sufficient to kill a creature if the nose and mouth are over coated with this material. If placed in a fragile vial it can be hurled at creatures within 30 ft. and after the three rounds of drying time has elapsed the creature will be immobile. Value: 10,000 gp.

    67-68 Gauntlets of the Fencing Master: This set of fine black leather gloves is covered in silver scales along the back of each glove. The wristband of each gauntlet is encircled with eight green emerald worth 1000 gp each, and the palm of each gauntlet is stitched with a red gold thread. These devices are usable by the following players character class's of the thief types : bards, spies, merchants, etc.. The power of these devices is activated when ever the wielder is working with rapier or foil like weapons. These devices bestow a + 5 to hit and to damage quality of such weapons when wielded with these devices. The wielder of such devices will gain 2x the normal number of attacks normally granted to them in a given melee round. If the device owner has the capability of wielding 1 weapon in each hand both weapons will gain benefits from these devices. Value: 60,000 gp.



    69-71 Dr. John's Salve : This green Vaseline-like substance is usable by any human type creature that is capable or placing it upon a wounded area of their body. The substance heals 2-16 points of damage per dose, and each container possesses one-three doses per tin. When this material is discovered is usually found in caches of 3-18 containers. This material is made for player characters and cannot be used on followers or non player characters in any way. Value:5000 gp per tin.

    72-73 Ruby of Runaway Regeneration: This 7000 gp red ruby is set with silver runes on its surfaces. When worn next to the skin the device will cost Regeneration, but in the following non anticipated manner. The regeneration will take the following forms:
    1) 1-3 eyes 6) 1-3 arms
    2) 1-3 ears 7) 1-3 hands
    3) 1-3 noses 8)1-3 legs
    4) 1-3 mouths 9) 1-3 feet
    5) 1-3 heads 10) 1-3 genital organs
    This form of Regeneration will appear on any wounded area that is created upon the devices user. Not only does the regeneration appear randomly but the racial variable must be rolled for each independently created appendage. The effects of this device are permanent unless changed by the use of a wish spell level 9. The value: 10,000 gp.

    74-75 Ruby of Romance: This 3 in. diameter 7000 gp black ruby is etched in red golden runes around its surface. The magical power of this device compels any creature touching it to fall in love with the next creature and that is viewed by the afflicted creature. There is no saving throw verses magical affect and it doesn't matter what sex, race, etc. that the viewed creature is. The creature touching this gem stone will want to make love with that creature, and likes it, constantly after being afflicted by this devices magic. A creature can prevent themselves from being afflicted by this devices in magical affect simply by wearing gloves or gauntlets. Value 15,000 gp.

    76-77 Gloves of Secret Ogre Power: These fine gray leather gloves are lined with silk and sewn with yellow gold thread. These fine gloves bestow upon their wearer the equivalent of an 18 (100) strength in their arms and shoulders. This magical power is maintained throughout the devices wearing. Value: 35,000 gp.

    78-79 Helm of War: This unadorned steel helm with the nose guard is of the Nordic styling. This devices of the + 2 to armor class and saving throws when worn. This item will raise its wearer’s strength, dexterity, and constitution, + 3 points up to a maximum of 20 for those ability scores. This item also bestows upon its wearer a 35% + 2% per level of knowing in advance the opponent's next melee move. At that time the wearer may select to do: a) may automatically carry or, b) attack first regardless of speed or initiative rolls. Only mages and illusionists are prevented from wearing this magical helmet. Value:30,000 gp.



    80-81 Helm of Truth: This helmet is made of gold with silver eagle’s wings on the side of it. It has a single 5000 gp white diamond centered in the forehead of the device. The wearer of this device always sees in True Sight level 6 spell when it is worn. The wearer of this helm can also detect lies by simply hearing them spoken with an audio range. This powerful also allow the wearer to hear the truth subliminally whenever a lie is uttered in audio range. The possibly unfortunate side effect of this device forces it's wearer speaks the truth always, even against their own will. Value: 30,000 gp.

    82-83 Misty Boots of Silence Speed: The material of these boots is a translucent blue grace substance much like smoke, ever shifting in its patterns. The material is very supple and sewn with mithril wires and threads. These magical boots have an exact ground pressure of the 0, bestowing on their wearer 100% move silent ability, moves at double speed, and can walk on any surface. This does not allow the wearer to walk on walls or ceilings. Value: 50,000 gp.

    84-85 Hood of Thievery: This nightmare hide hood is sewn with red gold thread, but is only usable by thief player character classes. This item lets its wearer hear and see as an elf would. While detecting for secret doors, traps, or slopes, etc. as if they were a dwarf.. It bestows upon its wearer a + 5 saving throw vs. mind spells, quest, and geas spells. It bestows upon its wearer 6 in. of infravision and a + 10% to all thieving skills when worn. Value: 30,000 gp.

    86-87 Doomfire Wands: This 18 in long smoky grey crystal wand has a golden tip and is covered with golden runes. Whenever this device is discovered it possesses 81-100 charges. The range on this device is 12 in. for a five-foot wide green ball of flame that erupts into a 20 ft. diameter sphere inflicting 6-36 points of damage it the saving throw verses wand is failed, a successful saving throw sustains only 1/2 damage. A secondary effect of this wand causes a second saving throw verses magic wand, or suffer abject terror for 1-8 rounds were all held items are dropped. If the saving throw is successful this power is negated. The ball of flame erupts at range limitations or upon contact with a solid object. Value: 45,000 gp.

    88-89 Pouch of Powders: This stained and frayed leather pouch appears to be useless junk. It is actually a very valuable magic powders that fills it with magic powders in 10 dose lots from the following selection of dusts:
    1) disappearance 11) instantaneous ice
    2) appearance 12) madness
    3) sneezing and choking 13) non detection
    4) dryness 14) panic
    5) illusion 15) paralysis
    6) tracelessness 16) passive action
    7) dreams 17) rage
    8) amnesia 18) sleep
    9) desire 19) water evaporation
    10) hallucinations 20) spell reversal
    This device will fill with a ten doses of a random selected type of dust every 24 hour period, and if any dust is left over it becomes mundane dust and the pouch will not regenerate the magical powders. The old dust can be dumped out at any time during the 24 hour period into another container. Value: 35,000 gp.



    90-91 Ring of the Titan's: This blue unadorned titanium ring fits any human sized character. The device changes its wearer into a random giant sized creature for up to one hour daily upon the command word "Assume". The form of giant which of the wearer assumes will dictate the amount of strength is capable of wielding on the following table:
    01-30 hill giant 19 str
    31-50 stone giant 20 str
    51-70 frost giant 21 str
    71-85 fire giant 22 str
    86-95 cloud giant 23 str
    96-100 storm giant 24 str
    All the ring wearers gear is not magically sized to fit them in the giant size state they grow into in a single melee round. Worn items must be manually removed in order to avoid sustaining possibly grievous injury. Value: 20,000 gp plus 5000 gp per strength increment.

    92-93 Ring of Djinni Powers: This gold band has 2 silver holly leaves and 3 rubies worth 750 gp set into it. This device will allow the wearer upon entering the command word "Djinni", to become a air djinni for one hour up to three times per day. While this power is activated the wearers face assumes some djinni-like features for the duration of the powers activation. The wearer is granted the magical powers, movement, and possibly hit dice it is greater than the device wearers for the duration of the powers activation. There is a 3% chance each time the rings power is activated the change will become permanent and the owner becomes a djinni in appearance, without losing any of their player character abilities. Value:7000 gp.

    94-95 Food to the Gods: This 18 in. diameter magical bowl is made of gold, with a ten rainbow diamonds set equidistantly around its circumference worth 2500 gp each. The bowl is filled with manna bread food of the gods. This bowl is accompanied by an 18 in. long drinking horn full of ambrosia nectar of the gods. These substances are part of the Greek mythos of god’s food and drink not normally attainable by the player character. If these two substances are eaten and drunk by a player character they assume powers almost demigod status if they are lucky. One of the powers that the substances provide is the ability to negate any previous death defense suffered by the imbiber. Only one creature may benefit from the nourishment provided by this magic item. The ambrosia is fickle for the taker as it will +/- 50/50% 1-4 points of a characters attributes up to a 22 maximum. The effect is permanent and is rolled separately for each attribute. The ambrosia also +/- 50/50% grants a + 1-100 psionic points and will +/- 1 psionic devotion on a 50/50% roll . The manna bread will +/- 1-4 levels of experience when it is eaten. Once the creature has eaten and drank their fill one time of these godly foods they may never imbibe them again in their lifetime. Value: 100,000 gp.

    96-97 Bolt of Slaying: This blackened silver bolt is fletched with ravens feathers and has a barbed tip with golden runes upon it. This device is exactly like an arrow of slaying in the DMG, in that it causes the specified type of creature to be slain when it is struck with this magical bolt. The bolt is very hard to destroy, and may be reused as a normal + 3 to hit and damage crossbow bolt whenever its owner wishes. . Value: 25,000 gp.

    98-99 + 6 Shield of Prism Ray: This 7 colored horizontally striped classic roman style shield is made of demon hide backed with steel, and studded with 12 rainbow diamonds around its outer edge worth 5000 gp each. This device is a of a + 6 to armor class and saving throw quality for its holder. This item is activated upon the command word "Razzle Dazzle", whereupon, the device shoots a 180 degree arc of prismatic spray out to range of 6 in.. Once activated the spray will remain in effect for three rounds before dissipating. This device is usable up to two times daily. To determine which ray has affected the victim in random rule is made on the following table:
    1 ) red
    2 ) orange
    3 ) yellow
    4 ) green
    5 ) blue
    6 ) indigo
    7 ) violet
    The shields color bars are oriented in this exact formation on the shield when it is viewed when the powers are not currently activated. This magical shield also has six magical barbs protruding from the front facing of the shield capable of inflicting an 3-18 + 6 points of damage when used to buffet an opponent. Value: 80,000 gp.

    100 Golden Drop of Heavenly Essence: This amber gold vial holds one-three large drops of a translucent golden liquid. This mystical fluid will regenerate, cure disease, cure insanity, cure amnesia, and raise dead fully any creature no matter how small a sample or remnant of a creature is when this fluid is applied to it. There is only a 1% chance that the elixir will fail to complete a full recovery of the dead creature. The substance is from the sap of the tree of life which is collected at the rate of three drops in a given 10 year’s period. The value of this substance is 100,000 gp.


    If you want the PC’s to work better together set up an encounter that will use graph paper to plot their paths. Don’t let them compare notes an then compare their paths for collisions. It lead them to set up their battle plans before hand better.

    Lo there do I see my father,
    Lo there do I see my mother, and my sisters, and my brothers,
    Lo there do I see do I see the line of my people, back to the beginning,
    Lo they do call to me,
    They bid me take my place among them,
    In the Halls of Vahalla
    Where the brave,
    May live,
    Forever

    Randomize it adds spice to a predictable games plot line (especially if they have read it before).


    More new stuff to come...

    Later

    Laughing
    Black Hand of Oblivion

    Joined: Feb 16, 2003
    Posts: 3835
    From: So. Cal

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    Sun May 11, 2008 3:08 pm  

    Crazy stuff Matan! Happy

    Thanks for keeping the 2e forum active. Though the 2e players are a relatively silent group here, I'm sure that the lurkers appreciate your efforts.
    _________________
    - Moderator/Admin (in some areas)/Member -
    Apprentice Greytalker

    Joined: Mar 16, 2007
    Posts: 58


    Send private message
    Sun May 11, 2008 9:57 pm  

    Cool

    There's more already done....

    I would have posted last week but I lost my link to post and it took a while to re-access my password.

    I could post here more, but a lot of my stuff is 2nd edition, but not Greyhawk specific.

    I might post a little of it here..but as you say...it is sort of slow here.

    MT

    Later

    Shocked
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