Magic Items of Kaladyn

The magical devices of Kaladyn come in a staggering number of vessels.

Armor

Armor of Strength: This plate mail provides its wearer with increased strength. When such a suit of mail is found, roll for the strength it provides. On Kaladyn, any type of magical metal armor can be Armor of Strength, so add the following XP and Gp values to the basic values.

Percentile Roll Strength XP Value GP Value

01-50 17 +500 +2,500

51-75 18 +750 +3,750

76-90 18/50 +1,000 +5,000

91-00 18/00 +2,000 +10,000

Books, Codices, Grimories, Lirbrams, Spell Books, Tomes

The Alchealon of Valmai the Brewer: At first glance, this book appears to be completely non-magical, and does not radiate magic. Normally, it will have recipies for Ales, Beers, and Meades of a non-magical (and rather bland) nature. It is however, enchanted, and it Read Magic is cast, and its pages are perused, the mage or cleric will find various formulae for arcane and obscure magical potions. The tome itself is extremely resiliant to damage, and will save as metal, +2. atttempts to tear out pages are resolved as a bend bars roll, and if successful, a save vs. crushing blow still applies. Virtually any potion known can be brewed from the formulae in this tome.

XP Value: 15,000 GP Value: 1,000,000+ GPs (Relic)

Tome of Brightest LIght: This Tome will permanantly increase damage caused by evocation spells cast by the reader. After complete study of the work (30 days), the reader ever after adds +1 damage per dice of damage rolled. If read by an evoker, this tome will also grant a -1 to the target's saving throws againts evocations cast by the Invoker (in addition to modifier the Invoker has for this class). The tome will explode for 3d6 points of damage when it is completely read, bathing the reader in a bright aura for several days (no save).

XP Value: 5,000 GP Value: 150,000 GPs

Tome of Shadow Magic: Early in his career, the Wizard Rolanthus obtained the fabled Tome of Shadow Magic, which is basically an illusionist's Arcanabula. He disdained the spells in the book, but has learned a few of them.

Cantrip: Dim

1st level: Light/Darkness

2nd level: Continual Darkness, Darkness 15' radius, Dark Mirror

3rd level: Lorloveim's Creeping Shadow, Shadow Bolt, Hand of Darkness

4th level: Shadow Monsters, Shadow Skeleton

5th level: Demi-Shadow Monsters, Shadow Door, Shadow Magic, Shadow Hand

6th level: Demi-Shadow Magic, Shades, Lorloveim's Shadowy transformation. Power Word- Darkness

Shadow Gauntlet

7th level: Shadowcat, Shadow Walk

8th level: Shadowform

9th level: Web of Shadows, Black Blade of Disaster

XP Value: 5,000 GP Value: 35,000 GPs

Daggers

Dead Dirk Dagger + 3, +5 Vs. Undead: Forged on the Positive Material Plane, This enchanted blade carries a small amount of pure positive energy at its core, which has the ability to cause double damage to undead on a successful hit. The double factor applies to both rolled damage, and any damage bonuses. Therefore, the dagger will do a base of 2d4+10 points of damage to undead, plus double the wielder'd strength bonus. If the weilder has a strength penality to damage, it is negated by the blade (Negative to hit modifiers are not negated however). Another side effect of the blade is that it will heal 1 point damage per turn as long as it is in close proximity to the weilder (for example, it it is weilded for 10 rounds in combat, or just sheathed in his belt). The Blade also confers superior health on the bearer, adding a +2 modifier to saves versus paralyzation, poison and death magic.

The Dagger of Tazmix Dagger +4: This weapon is said to have been Crafted from a huge talon from a Great Wyrm Shadow Dragon of Greatest size, by the demi-god Tazmix himself when he was but a mortal. It is said to have been forged at the same time as The Mighty Shadow Blade of Taxmix (Q.V.) itself. The weapon is Chaotic Neutral, and has a 15 intelligence. It can cummoncate with its weilder using semi-empathy, and it has an Ego score of 9. It lacks most of the abilities of the Shadow Blade, thoiugh If used by a thief, it grants a +25% chance to hide in shadows ability (Maximum of 99%).

XP Value: 5,750 GP Value: 60,000 GPs (Relic)

Quills

Quill of Enchantment: This magical writing quill has a number of useful and unusual properties. First, It is always willed with high quality golden colored ink. Second, it can be used to inscribe spell scrolls up to 4th level in power, without the benefit of special inks. Third, the quill can inscribe the folloing spells : Wizard Mark (1st level, At will), Sepia Snake Sigil (3rd, once per day), Explosive Runes (3rd, once per day) or Fire Trap (4th once per week).

XP Value: 1,000 GP Value: 10,000 GPs

Maces

Light Bringer Mace +4: This Mace was created with the purpose of slaying Chaotic Evil monsters. It is Intelligent (12 Intelligence), and is Lawful Good in Alignment. The blade can communicate via a semi-empathic link to its weilder. Although it cannot Detect Alignment, The blade will become agitated, glowing or even humming when an evil act is commited in it's presence. The Mace can Detect Magic in a 10' Radius, and can produce Light on command in a 20' Radius.

Rings

Ring of Frost Resistance: This ring functions in exactly the opposite manner of a Ring of Fire Resistance.

The wearer is completely immune to cold weather, ice cold water, etc.

Intese Cold, sources inflicting 24 or less points of damage per round will inflict a maximum of 10 points of damage per round. Against spells or effects causing extreme damage (25 points or more per round), the wearer adds a +4 to his saving throw, and the effect will inflict 2 less points of damage per dice of damage done (but never less than 1 point per dice).

Staves

Staff of the Seaons: This staff is rather ordinary looking, being made entirely of wood, with no adornments or sigils cut into it. These staves are said to be virtually indestructable, and are immune to fire, lightning, and cold, and save at +6 versus all other types of damage. The staff is typically a +2 weapon, encept that when held by a magic user, it enhances all spells dealing with water, weather, electricity, or air. Such spells are doubled in effect and duration, and the weilder gains a +2 to saves versus these effects. When used by a druid (or other nature priest, at DM discretion) it becomes a +5 quaterstaff, and will allow +5 to all saves versus spells and effects of any elements. All spells cast by the druid dealing with seasonal elements and weather are tripled in duration and effect.

Thonian Death Staff: These extremely deadly magical staves are manufactured by the followers of Buka in the desert Kingdom of Thonia. They have two-Distinct funcitons, which are separately charged into the staff: Disintegrate, and Flesh to Stone (2-40 charges each, roll 2d20 to see how many are remaining).

Swords

Among the most common of magical items in Kaladyn are enchanted blades. These devices are prevailant in all cultures, and all periods of history. The elves of Tharshira are said to have made the first lond swords long ago in the mists of time. The mightiest of these are the Great Swords, two-handed blades forged with a single purpose, created to slay a specific foe. Legend has it that a few of the Great Swords were forged to kill a specific individual, and that these swords were even more potent than those known to sages today. One example preserved in myth, is Garen's Death, which is said to have been forged to slay an ancient evil red wyrm name L'Smouda. This blade was said to have carried an enchantment of no less than +7. It is also said of such unique weapons, that they will vanish into nothingness when thier task is complete, or if prevented from doing so by any circumstance, the weapon becomes a malign and cursed item of the worst kind.

The Shadowblade of Tazmix Long Sword +5, (+6 to Damage): This weapon is said to have been Crafted from a huge talon from a Great Wyrm Shadow Dragon of Greatest size, by the demi-god Tazmix himself when he was but a mortal. The magnificent weapon is inceredible to view. Its perfect ebon transluscence is deadlier than all but the most powerful of weapons. The weapon is Chaotic Neutral, and has a 17 intelligence, telepathy with it's weilder, and a 17 Ego. It can detect magic in a 10' radius upon command, and can protect the weilder as though affected by a blur spell, confering -2 to Armor Class. If used by a thief, it grants a +50% chance to hide in shadows ability (Maximum of 99%). The Strangest effect of the blade is that it will render the weilder undetectable by shadows, Demi-Shadow Monsters spells, Shadow Monsters spells, Shades, or any other being composed of darkness.

XP Value: 10,000 GP Value: 135,000 GPs (Artifact)

Daemonbane Two Handed Sword +3, +5 versus demons, devils, and other lower planar creatures: Forged to slay Demon Lords, this blade has a variety of properties when weilded against a demon, devil, demondand, imp, quasit, mephit, bebelith, or any other lower planar native. Against such beasts, the blade inflicts 2d10+5 damage, and protects the weilder, adding a +3 bonus to Armor Class, and +5 to saves versus demonic abilities or magic of any type (against any other type of creature, spell, form of damage or attack, the blade only confers a +1 bonus to saving throws).

Goblinfoe Two Handed Sword +2, +5 versus Humanoids: Forged expressly to slay humanoids; Gnolls, Goblins, Hobgoblins, Kobolds, Orcs, as well as thier relatives and halfbreeds (Flinds, Orogs, Half-Orcs, etc.). The sword has an intelligence, which although Lawful Good, it has evil tendancies when it begans tasting orcish blood. Only in the hands of a Paladin can the blade be used correctly (and it's bloodthist controlled). If so weilded, it has the properties of a Holy Avenger, and it's circle of power will instantly slay all humanoids of less than 2 hit dice. The weapon can only communicate with it's weilder, but almost never chooses to do so, and speaks Orcish, common, Dwarven and Elven. Any goblinoid attempting to hold the weapon must save versus death, or be disintegrated, and even a successful save means it still suffers 5d4 points of damage.

TrollKiller Two Handed Sword +3, +4 vs Regenerating Creatures: These weapons were forged en mass centuries ago. They are sometimes mistakenly called Vampire Slayers by uninformed sages because they prevent the regeneration of damage. Damage inflicted upon a regenerating creature this weapon will not heal for as many days as the number of times the weapon strikes, begining after the last strike. The true power of this weapon becomes evedent when fighting a Troll. A successfull hit from this weapon will slay any True Troll or Troll-kin if the monster fails a save versus Death at -4.