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              Aristotle University of Thessaloniki
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POTIONS


ALCHEMICAL ELIXIRS:  [S8] Most any alchemical elixir may be found or
bought.
See The Compleat Alchemist for details.
XP value:      100                      gp value:      200+(1d10*10)

ALCHEMICAL POTIONS:  [S8] All of the alchemical potions can be found or bought.
 See The Compleat Alchemist.
XP value:      300                      gp value:      400+(5d6*10)

INORGANIC SOLVENT:  [S8] (a.k.a., Universal solvent negative.)  Only alchemists
know the secrets of creating this solvent.  Inorganic solvent will dissolve any
non-organic materials (such as stone, metals, glass, ceramics, etc.) at the
rate of 1 cubic foot per minute, lasting for 1-4 minutes.  This substance is
ideal for dissolving locking mechanisms, doors, walls, etc.  It can only be
carried in a container made of some organic substance, such as a wooden vial,
or a small wineskin.  Inorganic solvent has no effect on any living organisms
or organic materials of any kind.
XP value:      800                      gp value:    2,000

OIL OF PHOSPHORESCENCE:  [S1] A slight application of this oil will cause the
user to believe that it is some other form of magical oil, generally oil of
slipperiness.  However, when it is fully applied to a living being's body, the
user's skin will suddenly start to glow as if it were aflame.  This
bioluminescence is permanent, and can only be negated by a limited wish, a
wish, or a remove curse cast by a cleric of 9th level or higher.  The glow
emitted from the body is usually a yellow-green color, and the affected
individual is highly visible at night or against dark surroundings.  All
attempts to hide, short of covering oneself completely in blankets, hiding in
another room, or going invisible, are doomed to fail.
XP value:      Nil                      gp value:      100

ORGANIC SOLVENT:  [S8] (a.k.a., Universal solvent positive.)  Only alchemists
know the secrets of making this solvent.  Organic solvent will do 6-36 damage
to any living organism and dissolve any organic material (such as wood,
leather, cloth, etc.) at the rate of 1 cubic foot per minute.  Duration of
effects 1-4 minutes.  Organic solvent can be contained in any glass, ceramic,
or metal vial.  Note that this fluid has no effect upon non-organic materials
of any kind.
XP value:      400                      gp value:    1,000

PHASE POTION:  [SG]  Phase potion, which is related to oil of etherealness, is
more useful for general combat.  When imbibed, this potion allows the user to
shift in and out of phase with the Prime Material plane at will, much like a
phase spider.  When out of phase, the user is impervious to all forms of attack
except those that reach into Ethereal plane.  A phase door spell forces the
user to remain in phase for seven rounds.  Even when in phase, the user is
surrounded by a fiery nimbus of white fire, the trace of the portal to the
Ethereal Plane.
     In addition to being able to shift himself to the Ethereal plane, the user
may take up to 60 lbs. of material with him.  Inert gear can be taken
automatically simply by touching it an willing it to come
along, a living creature is entitled to a save vs. spells at -2 if it does not
wish to go with the potion user.  These effects last for 5d8 rounds.
     Phase potions are brewed from phase-spider ichor or from the concentrated
juices of rare underground fungi.
XP value:      800                      gp value:    2,000

POTION OF CURING LYCANTHROPY:  This potion, as the name implies, when imbibed
will cure lycanthropy in the imbiber but contains belladonna and has a 5%
chance of poisoning the drinker, this poison will cause death unless cured in
one hour's time.
XP value:      100                      gp value:    1,250

POTION OF DIRECTION:  [S1] The effects of this drink last much longer than most
potions, continuing for 12-48 (12d4) hours.  Consumption of this potion enables
a character to retrace his path over and solid terrain, in effect preventing
the character form getting lost.  If a maze spell is cast at a character under
the influence of this potion, he reemerge from the maze after only 2-5
segments.  If the reversed form of find the path is cast at such a character,
the spell and the potion will cancel each other out; the potion will be
neutralized, but the spell will not take effect.
     This potion does not have the same effect as find the path, in that it
will not provide clues to the shortest path to the desired location. Note that
the user will only be able to retrace a path he travels from the moment the
drink is consumed to the moment the drink wears off.  Any distance covered
before or after that won't be automatically recalled.  Once the potion wears
off, the enhanced memory one has for the terrain covered will be forgotten; one
must rely on a map of the area to successfully retrace his path.
XP value:      350                      gp value:      800
 
POTION OF EXPLOSIONS:  [S1] Though this potion appears to be like any other
drinkable fluid, it is not meant to be consumed.  The liquid is a powerful
magical explosive that only requires contact with open air and a physical
disturbance of some sort (being dropped or thrown, struck with an object, or
shaken vigorously) to set it off.  A potion of explosions will be found in a
tightly sealed bottle similar to most potion containers.  The container is
generally fragile, of a ceramic or glass material that would probably break
(save vs. crushing blow) if thrown against a hard surface.  Most of these
containers,of course, will be wrapped in cloth or stored where they aren't
likely to be broken or jostled.
     If the entire bottle of liquid is thrown and breaks, this will generate a
blast of 10 feet in radius, doing 6d6 damage to all within this area (save vs.
breath weapon for half damage).  Sometimes a 'dose' of this liquid comes packed
in six small glass or ceramic vials that can be thrown separately.  Each
exploding vial does 1d6 damage to any character or creatures within a 5-foot
radius.  The small size and light weight of these vials makes them difficult to
throw accurately; attacks intended to hit a creature directly are made at -2 to
hit. the vials are especially fragile, taking a -2 penalty on any saving throw
to determine breakage.  The victim of a direct hit form a vial or an entire
bottle of this liquid will take half damage if a save vs. breath weapon
succeeds, but must make the saving throw at a -6 penalty.
     If an intended target is missed, the projectile will continue until it
strikes the ground or some other solid object--possibly causing damage to
someone else in the the vicinity of the impact point.  If the container hits
its target but does not break, the
liquid inside will not be set off, and the container may be picked up and
rethrown.  The container must make a saving throw  vs. fall if it is dropped
from a height of 5 feet or less.  In addition, there is a 50% chance that the
liquid will explode if the container is shaken or jostled vigorously for longer
than one segment.  The same 50% chance applies on each consecutive segment; for
instance, if a character with a potion of explosions in his backpack moves at a
faster than walking speed for three consecutive segments three separate rolls
are made to see if the liquid explodes.
     If someone tries to identify this 'potion' by taking a small taste,
several things can happen.  Opening the bottle and exposing the contents to the
air activates the explosive fluid, and there is a 5% chance that the character
doing so will inadvertantly jar the bottle enough in the act of opening it to
set off the explosive.  No saving throw would be given to the opener against
the explosion in this case. If a tiny bit is swallowed to sample the potion,
the drinker will feel his heart accelerate as if he's just sampled a potion of
speed (assuming he knows what that feels like).  This effect will only be felt
for one round, and does not actually give the drinker any of the benefits of
such a potion.  If the entire contents of a bottle or vial are drunk, the
character must make a system shock roll.  If the roll is failed, the liquid
explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another
system shock roll to avoid immediate death.  If the first system shock roll
succeeds, the drinker becomes extremely ill and will be incapacitated for 3-6
hours--unable to walk without assistance, attack, or defend himself.
     Potions of explosions are extremely rare.  Few alchemists will agree to
manufacture this liquid because of the great danger involved, even fewer
treasure hoards will contain it.
XP value:      450/bottle or 75/vial    gp value:      900/bottle or 150/vial
 
POTION OF FROST RESISTANCE:  [S1] This potion grants immunity to the ill
effects of all forms of normal cold down to -100 degrees F. Partial resistance
to magical cold is also granted; saving throws vs. cold spells are made at +4
on the die, and damage from cold attacks is reduced by 2 points per die down a
minimum of 1 point per die.  If only half a dose is consumed, the potion's
benefit against magical cold is halved (+2 on saves, -1 on each damage die) but
the protection from normal cold is unchanged.  A full dose lasts one turn (10
rounds); half dose lasts 5 rounds.  Note that the icy breath weapons of
creatures such as white dragons, winter wolves, and hoar foxes are included in
the category of 'magical cold'.
XP value:      250                      gp value:      400
 
POTION OF MIND RESTORATION:  [S1] When consumed, this magical liquid will cure
any form of normal or magical insanity, and will also restore a feebleminded
character to health.  If a psionic character who was attacked while defenseless
later drinks this potion, it will cure any psychic damage he suffered except
for death, idocy, the permanent loss of an attack or defense mode, or a robot
state.  This potion will also enable a psionic character to recover psionic
strength points at twice the normal rate for two hours after the potion is
consumed.
XP value:      650                      gp value:    1,300
 
POTION OF MISSILE PROTECTION:  [S1] The effects of this magical potion last for
3-18 rounds.  When consumed, the potion gives partial protection from all magic
missile attacks.  The drinker gains a saving throw vs. spell each time a single
magic missile hits him; if the
throw is successful, no damage is take from the missile.  If the throw is
failed, only one point of damage will be taken from the missile. Note that
separate throws are required foe each magic missile, so a target struck by six
of them from an 11th-level wizard must save six times.
XP value:      400                      gp value:      800
 
POTION OF NUTRITION:  [S1] The imbiber of this potion can go one week without
needing any food or water, and will suffer no ill effects as a result.
Protection is also granted against a chime of hunger; the user of a potion of
nutrition receives and initial saving throw vs. spell to negate the effect of
the chime upon himself.  And even if the throw fails, the drinker receives two
(not one) saving throws vs. spell on each succeeding round to end the hunger he
feels.
XP value:      150                      gp value:      500
 
POTION OF PAIN SUPPRESSION:  [S2] This non-magical concoction is presumably a
barbarian creation, but, if so, the secrets of its manufacturing are closely
guarded.  The potion deadens pain for 1-4 hours and tends to deplete the user's
energy reserves.
     Against magical powers that directly cause pain, such as a symbol of pain
or venom from eriniyes' daggers, the potion gives +5 on all applicable saving
throw and reduces all effects of such pain by half in every respect but
duration.  Furthermore, the potion restores 2-8 hp to the drinker (not
exceeding the drinker's original hp total) and allows the character to exert
himself physically as if he were one strength class stronger.  (A strength
class is considered to be each individual line given in the Strength Table II:
Ability Adjustments on p. 9 of the Players Handbook.)  Thus, a fighter with a
strength of 12 would be able to exert himself as if he had as strength of 14
(the lowest value of a range is considered to be the strength achieved). When
the potion's effect ends, the user suffers the loss of strength and hit points
bestowed, and loses an additional 1-4 hp of his own as well from exhaustion.
     Because the potion draws on the user's reserves, taking more than one dose
at a time can be risky.  If two doses are taken together, they will last for a
total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off.
However, the strength-class increase is the same for a normal-size dose, and
bonuses against magical pain attacks are as described above.  If three or more
doses are taken at once, the user must make a system shock roll, with a +5% per
dose penalty, to avoid retching and ruining the effect.  If the roll is
successful, the duration of the potions will be 3-12 hours, and 3-12 additional
hp will be lost at the end.  In no case is strength raised by more than one
class, bonuses against magic raised, or more than 2-8 temporary hp bestowed.
XP value:        0                      gp value:      100

POTION OF RESTORATION:  [SL] This magical fluid was first created by Kenither
the Gaunt.  Each dose negates the effects of the following spells and powers,
restoring the affected creatures to its normal state: charm monster, charm
person, feign death, forget, friends, haste, hold person, polymorph other, ray
of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and
Tasha's uncontrollable hideous laughter.
     A polymorphed creature restored by this potion need not make a system
shock roll.  The liquid also cures blindness and deafness, and restores a
crystalized character (see description of Crystal Spider). The potion can be
administered by pouring a dose on the subject or by the creature ingesting it.
In either case, it can negate more than
one spell.  For example, if applied to a creature under Tasha's uncontrollable
hideous laughter and haste, both spells would be negated.
XP value:      300                      gp value:    2,000
 
POTION OF TOUGHENING:  [S1] Quaffing this potion will immediately add 2-18
(d12+d6) hit points to the consumer's current total, even if the final total
exceeds the maximum number of hit points are held in reserve.  Any damage taken
by the character will first be taken off the character's own hit points; only
after all of these hit points are gone will hit points be deducted from those
bestowes by this potion.
     The duration of this potion (and the hit points granted by it) is only
7-12 turns.  Thus, if someone has received extra hit points from this potion
and has lost all of the extra hit points, then when the potion wears off he
will not loose any at all, because the extra have already been removed.
     Potions of toughening should only be taken singly; if a second dose is
consumed before the first wears off, the second one has no effect, and the
drinker must make a system shock roll or die.
XP value:      300                      gp value:      600
 
PSIONICS-BOOSTING POTIONS:  [S1] A few potions are known to psionic magic-users
and alchemists that are capable of increasing a psionic character's attacks and
defense strength for a limited time after being consumed.  A potion of this
type takes effect 2-8 segments after imbibing it, and the effects can last
anywhere from 2-40 turns (2d20).
     Experience points are gained only buy psionic characters who imbibe the
potion and use one of the psionic modes affected buy the potion.  Other wise no
experience points are given.
     The potions each are listed with the major ingredient which is taken from
a psionic creature from the Prime Material plane.  These major ingredients must
be taken from a creature which was slain without the use of magic or psionics.
     A character who drinks a psionics-boosting potion receives extra strength
points when he employs one of the attack/defense modes that the potion affects.
This boost enables the drinker to attack or defend as if his current psionic
strength was increased by the amount of the bonus.  However, the user cannot
receive these bonus points if he doesn't have enough of his own psionic
strength points remaining to use the attack or defense mode normally.  For
example, someone who drinks the violet potion will not receive bonus points for
using a psionic blast unless that character has at least 20 strength points
remaining (so that he would be able to use the attack mode even if he had not
drunk the potion) and actually employs a psionic blast attack.
 
GREEN  This potion adds 50 points onto all psionic blast attacks made by the
drinker, and 100 points onto all defense modes used as well.  A specimen of
tissue from an algoid is required to manufacture this potion.
XP value:      300                      gp value:      600
 
VIOLET  This potion adds 100 points to all psionic blast attacks made by the
drinker, and 50 points to any defense modes used while the potion is in effect.
 The brain of a mind flayer is required to make this potion.
XP value:      300                      gp value:      650

WHITE  Adds 50 attack points to all mind thrust attacks made by the drinker,
but not defensive alterations.  This potion requires one brain mole to create.
XP value:      200                      gp value:      300
 
GRAY  Adds 50 attack points to all psychic crush attacks, but makes not
defensive alterations in the imbiber.  Parts from a psionic gray ooze are
required to manufacture such a potion.
XP value:      200                      gp value:      350
 
SILVER  This drink will add 50 strength points to any ego whip of id
insinuation attacks made by the drinker, and 50 points to any psionic defenses
used.  An intellect devourer's body is required to make this potion.
XP value:      300                      gp value:      650

YELLOW  This potion adds 50 points to all id insinuation attacks made by the
drinker, and also makes a the drinker immune to psionic attack for the duration
of the potion's effects.  One-half cubic foot of material from a living colony
of psionic yellow mold , collected in an appropriate container, is needed to
make this potion.
XP value:      300                      gp value:      600
 
RED  This potion adds 25 points to any psionic blast, psychic crush, or mind
thrust attacks made by the drinker, as well as 100 points to any psychic
defense mounted.  The brain of a su-monster is required to make this drink.
XP value:      350                      gp value:      650
 
STANDARD ACID:  [S8] This corrosive liquid created by alchemists will do 2-12
points of damage to any living creature and do minor damage (save vs. acid) to
any non-organic substance except glass or ceramic items.  It may only be
contained in glass or ceramic vials.
XP value:       20                      gp value:      100

 

SCROLLS, SPELLBOOKS
 
 
SCROLL OF DOMINATION:  [S1] A scroll of domination is a powerful magical
document that can cast an advanced charm spell over anyone being normally
affected by a charm person spell.  The document requires a read magic spell to
understand, and may be only be used by magic-users.  When the scroll is read to
enact its magic, the writing disappears and the scroll is thereafter useless,
just as if it were a scroll of spells.
     The target of this dweomer must be within 60 feet of the scroll reader
when the power of the scroll is exercised.  The target is allowed a saving
throw vs. spell at -2 (with wisdom bonus/penalty applicable); if the throw
fails, the being becomes charmed and will obey the caster's verbal commands.
And, if both caster and victim share a common language, the victim will also
obey mental commands of the magic-user as well.  This charm power is the same
as that used by vampires.  The victim will not obey a self-destructive act, but
the charm will not be broken if such a command is issued.
     The influence of this scroll can only be broken by a dispel magic or
remove curse spell from a caster of 12th level or higher, or by a limited wish.
 The charm power is of relatively short duration, lasting only 4-16 hours.  The
victim will be freed of the scroll's effect sooner than this if he is taken
farther that 60 feet from the
scroll reader (the victim will not do so of his own 'free' will), or if a magic
circle comes between the magic-user and his victim.
XP value:    1,500                      gp value:    4,500

SCROLL OF SUGGESTION:  [S1] This scroll appears to be an official
pronouncement, personal missive, or other such innocuous document, and may be
found in treasure hoards like any other scroll.  No magical spell is required
to read the scroll's contents.  A magical curse, however, is worked onto the
writing of the scroll such that whoever reads the scroll will immediately
become subject to the next normal suggestion heard as if under the influence of
the spell suggestion. The victim is allowed a saving throw vs. spell to avoid
succumbing to the suggestion, but at the following penalties:  -2 for a mildly
dangerous act, -4 for a normal request involving little chance of personal
danger, and -6 for an extremely reasonable request or suggestion involving no
obvious risk.  Under no circumstances will the victim perform a
life-threatening or suicidal act, as per the provisions for the suggestion
spell.  Hearing such a suggestion, or making the saving throw allowed for other
types of suggestions, will void the curse and negate the effect the effect of
the scroll for the character.
     Because they are reusable, scrolls of suggestion have become popular with
many royal courts and governments.  Sometimes a messenger bearing one is
waylaid by a monster; hence their appearance in treasure hoards.
     A suggestion to be carried out over a span of time, the scroll's curse
will remain in effect after the scroll is read for a number of days equal to
the readers intelligence score subtracted from 22.  If no suggestion is heard
within this time then he will not be affected. If they do hear a suggestion and
are trying to fulfill it and then the duration expires, the enchantment is
broken.
     Influence of this scroll upon an affected character may be detected by a
detect charm spell, and its effects may be removed by a dispel magic or remove
curse spell cast by a spell-caster of the named level or higher (11th level
minimum for magic-users, 9th level minimum for clerics, etc.).  A wish, limited
wish, or alter reality spell will also remove this effect.
XP value:      Nil                      gp value:    1,000


RINGS

 
ACME RING OF INVISIBILITY:  [S5] This plain bronze ring is inscribed with "Ring
of Invisibility" and "ACME Ring Co."  When it is worn, the ring becomes
invisible--it has no other function.
XP value:        1                      gp value:      100

JHESSAIL'S SILVER RING:  [SO] This ring confers upon the wearer protection from
mental attack.  No control magic works upon the wearer, and all sucessful charm
spells work on the caster, not the wearer.
     For example:  a magic-user attempts to charm the ring wearer, and wearer
fails his saving throw.  The charm is turned upon the magic-user--who gets no
initial saving throw--placing him under the control of the ring wearer.  Any
being thus charmed gets a saving throw to break the charm every 7 turns, and is
instantly freed if the ring is taken off or destroyed.  If the ring wearer
makes his throw vs. the initial attack, the spell merely fails, and the ring
has no
effect.  This property extends to gaze charm attacks, and is a maagical
property rather than a physical "reflection."
     The ring wearer also gains a +4 saving throw bonus against stunning,
confusion, and feeblemind.  In addition, the wearer gains +4 on rolls to
disbelieve illusions.  The ring acts as a tower of iron will (defense strength
of 77 points, no attack points) against psionic attacks.
XP value:    3,000                      gp value:   11,000
 
RING OF ANIMAL MAGNETISM:  Once placed on a character's finger, this ring
allows communication with all animals as if the wearer had an 18 charisma.  The
wearer may speak with animals for as long as the ring is wornn, though the ring
does not allow the wearer to charm animals in any manner.  Only true animals
(mammals, birds, fishes, reptiles, etc.) may be spoken to in this manner;
magical 'monsters' are not affected.  for the purpose of this ring, assume that
any creature capable of using magical spells is a 'monster.'  Thus, a pegasus,
owlbear, or worg is an animal, but a unicorn, bugbear (because clerical
bugbears exist), or a winter wolf is a monster.  The wearer may try to convince
animals to work or fight for him, and reaction is checked as if the animals
were randomly encountered humans.  Animals will not attack the wearer of the
ring unless attacked first, even if they are hungry.
     However, 10% of these rings are cursed to draw any and all animals within
one mile toward the wearer.  The animals then surround the wearer and refuse to
move, blocking the wearer's path in all directions.  If the wearer of his party
attacks any animals, all animals attack the wearer at once.  If the ring is
removed (requiring a remove curse spell), the animals revert to normal, and
either attack (1-2 on d6) or flee (3-6 on d6).
XP value:    1,000;  Nil if cursed      gp value:    5,000;  1,000 if cursed
 
RING OF ANNULMENT:  Whil this ring is worn, magic controlled by the character
has no effect.  This includes magical items, spells, and innate magical powers.
 Spells cast at the character from an outside source, however, act as normal.
Thus heal or fireball affect the wearer normally, but the ring-wearer cannot
sure his own wounds using magic.
     A remove curse must be cast upon the ring in order to allow the wearer to
remove it.  A dispel magic has a 1% chance per level of the caster of negating
the ring's powers for one round, allowing the wearer to remove it.
XP value:      Nil                      gp value:    2,000
 
RING OF THE BARD:  This rare magical ring, when worn by a character other than
a bard, acts a ring of protection, +2.  It can be recognized the the engraved
golden vines encircling the band.  When placed on the finger of a bard, it
retains it protection properties, but with a bonus.  The ring then serves as a
ring of protection, +2, +4 saving throws.  It also raises the bard's charm
percentage by 10%. This magic item is usually found in a wildreness or forest
area.
XP value:    3,000                      gp value:   15,000
 
RING OF BEGONE AND FORGOTTEN:  [S5] This small silver ring is always found with
other treasure.  When it is put on, the wearer must save vs. spell or be
transferred somewhere very far away indeed (DMO:  may be another planet or
plane....or another DM's world).  The victim also loses his memory and the
other party members forget the victim.  (He loses specific memories only--his
level, spells, skills, etc. remain.)
Only the stark naked victim is transferred:  all clothes and equipment stay.
     This is a good way to add treasure to your world, get rid of annoying
player-characters without killing them and give blase` high-level sharacters
the challenge of starting over.
XP value:      Nil                      gp value:   80,000
 
RING OF CIRCULAR CURSES:  [S5] This ring is only usable by mages.  At first
glance this ring looks simply ornate and is inscribed with 'Power to Curse'.  A
closer look shows two gold rings entwined around each other.  Closer yet, and
the two are shown to be a single band, looped twice.  The wearer may cast a
curse spell once a day, but the curse will affect him as well as his target.
(Ring cannot cast the reverse.)
XP value:      Nil                      gp value:   30,000
 
RING OF CLARAUDIENCE:  This ring's gem is a small amethyst with a normal value
of 100 gp.  The amethyst is easily separated from the ring; it can then placed
in a location on which the owner wishes to eavesdrop.  A pick pockets roll
allows a theif to secretly slip the amethyst into the clothes of another
character.  Any character can hide the gem in an empty room, barring
extraordinary circumstances.
     Whatever is said with 60' of the amethyst is magically transmitted to the
ring itself, and the words are then heard by the ring wearer alone.  The
ring-gem connection has a range of 1 mile, but only transmits sounds that could
be heard by a normal human in the same location of the amethyst.
XP value:    1,000                      gp value:    7,500
 
RING OF COMMAND:  A ring of command commonly has 3-30 charges when found.  The
ring has the following abilities, only one of which can be used at any one
time:
     1.  Command:  This ability duplicates the first level clerical spell,
command.  Creatures with an intellegence of 13 or better (highly  intellegent
and above monsters) or with more than 5 HD or levels are entitled to a saving
throw vs. spells.  A command uses up one charge for every round the command is
in effect.  For instance, an orc could be told to 'die' and would stay 'dead'
(unconscious) for five rounds is five charges were spent.
     2.  Charm person:  This power is the same as the first-level magic-user
spell charm.  Two charges must be spent to charm a character, and an additional
sharge per day must be expended to continue the spell each day thereafter.  The
victim is allowed a saving throw vs. sjpells to negate the charm.  A character
using a ring of command can expend another two charges to try again, of course,
in the event of spell failure.
     3.  Suggestion:  This ability is similiar to the third-level mage spell,
called suggestion.  The target of a suggestion is allowed a saving throw vs.
spells, as with the charm person above.  A suggestion costs two charges and
lasts for one hour.  More charges can be spent for additional hours, at the
rate of one per hour, as desired.
     All of these powers only work on the humanoids listed in the Players
Handbook under charm person, and their counterparts in the Fiend Folio and
Monster Manual II.
XP value:    2,000                      gp value:   10,000

RING OF DAMAGE ABSORBTION:  This ring is usually found as a platinum ring set
with a blue diamond, and is most often found near a mutilated body!  The ring
detects as magic but does not reveal other details. While wearing the ring, the
user takes no effect whatsoever from
anything (weapons, spells, poisons, etc.).  any effect or damage is stored
within the ring (no limits).  When the ring is removed (or falls off), all
damage, spells, etc. are released on the former wearer.  The ring can be
removed without releasing damage only by casting a dispel magic and a remove
curse at the same time that the ring is removed (and even if this is done, all
damage, etc. still will remain stored in the ring).  In stress situations, the
ring has a tendency to slip off the finger of the wearer (will fall off on a 1
on 1d12--how often to roll is DMO).  The ring cannot be fixed in place by any
means!  If a glove is worn over the ring, the glove will fall off also, even if
the glove is sewn or tied to a shirt sleeve, etc.  Also, the ring will be
highly coveted by thieves for its obvious value. Because the ring holds every
spell whether good or bad means that damage taken can have a cure light wounds,
heal, etc., cast after them (or before) and will be released simultaneously
with any and all damage which was stored.  This way damage that would put a
character below -9 and cause death can be cured with the ring on, and when the
ring is removed the healing is subtracted from the damage before the character
takes it.
XP value:    5,000                      gp value:   60,000
 
RING OF DISTRACTION:  This ring appears to be a normal ring of any other sort.
In combat, this ring is capable of generating a sudden burst of light and sound
that is perceived only by one opponent in melee with the ring-wearer (including
those firing or hirling missile weapons within a 60' range).  The burst of
light and sound is seen/heard by no one else, and the target victim is
designated by the ring-wearer's mental commands.  This distraction causes the
attacker to gain a -4 penalty on all attacks for the current round.  If the
opponent saves vs. spells, the penalties reduced to a -2 'to hit' result.  This
attack is made at the start of the melee round, regardless of all other
circumstances, as it is a mental command.  The ring may be used in this fashion
up to five times per day.  Once placed on a finger, the ring reveals its powers
to the wearer.
     One out of five (20%) of these rings do not operate on a conscious mental
command, however.  These rings simply generate their flash and sound burst for
the first five melee rounds in which the wearer is involved in combat in a day.
 As a result, the wearer might not imediately be aware that the ring is having
any effect at all, though the ring-wearer's opponents may appear to act
strangely. Another 5% of these rings are cursed (and cannot be removed without
a remove curse spell) to cause the flash and noise burst to affect the wearer
himself and no one else.
XP value:    1,000; Nil for cursed      gp value:    5,000; 1,000 for cursed
 
RING OF THE DROW:  This item is made of eight strands of different unique
metals entwined to form a ring.  The drow found it troublesome when their
magical items deteriorated upon leaving their underground homeland for long
periods of time; to combat this, they created this ring.  The ring of the drow
is only made in the drow homelands by clerics of Lolth.  Its purpose it to keep
drow-made items the wearer possesses from deteriorating.  To do so, the ring
radiates an aura of magical energy that duplicates the radiations deep in the
drow homelands.  This aura only affects the wearer and the wearer's
possessions.  As a side effect of the ring's magical aura, a detect magic spell
reveals the wearer to radiate magic strongly.  In addition, a detect evil shows
the wearer of one of these rings as evil, and a know alignment indicates that
the wearer is chaotic evil, regardless of the wearer's true alignment.  If the
wearer uses a
psionic power of aura alteration to try to change the aura, the wearer must
save vs. spells or else change alignment to chaotic evil.  If the wearer saves,
or if the wearer fails to save but is already chaotic evil, the psionic power
functions normally, and the ring's aura is temporarily changed.
     To posses one of these rings is considered an honor among the drow,
because it signifies that the wearer has traveled far from the homeland, and
that he or she was aided by a cleric favored by Lolth. Drow will kill any
creature other thatn a drow who possesses one of these rings.
XP value:    1,000 to drow; Nil to others    gp value:    5,000 to drow; 1,000
to others
 
RING OF THE EAGLE:  This ring allows the wearer to shapechange at will into a
giant eagle for an unlimited period of time.  All of the wearer's worn or
carried possessions (except live beings) are merged with the giant eagle form
and will be unusable while the ring wearer is in that shape.  The user may fly
for up to 12 hours non-stop, but will suffer exhaustion effects thereafter,
losing 1 hit point per turn until he stops and rests for 3-6 hours.
XP value:    1,000                      gp value:    5,000
 
RING OF ENERGY:  This magical ring always has a gem of some sort in its
setting.  Upon command, a pencil-thin beam of energy can be made to shoot out
from the gem toward a desired target.  The beam will automatically hit any
desired target located along an unobstructed line of sight fromt he ring wearer
and within 60 feet of the wearer. A save vs. spell is allowable to avoid the
beam and its damage, and it the intended target makes its saving throw, the
beam will continue along its straight-line path and may hit an unintended
target that lies within range.  The power beam of the ring of energy loses
potency as it travels outward.  Against a target within 20 feet of the ring
wearer, the beam does 4-24 (4d6) points of damage; at 21 to 30 feet it does
3-18 (3d6) points of damage; at 31 to 40, 2-12 (2d6) points; at at 41 to 60
feet, 1-6 points.  The beam only affects living things; golems, undead, and
creatures of similar sort are not hurt by it, but it will hit such a creature
and in doing so expend its energy.  The ring of energy cannot be used more than
four times in one day.  The energy fo the power beam is drawn from the Ethereal
Plane; as such, each usage has a 3% chance (non-cumulative) of opening a
passageway to that plane and causing a terithran (Fiend Folio) to arrive on the
Prome Material Plane.  Any such creature 'summoned' in this fashon will appear
30 feet waay from te ring wearer and will immediately move in to attack in an
attempt to destroy the ring (and its possessor).
XP value:      500                      gp value:    6,000

RING OF FASHION:  The ring of fashion, when commanded with the proper word,
immediately dresses the user in any sort of clothing the character can dream
of, short of true armor of any sort (all costumes are AC 10).  One out of 10
all such rings allow the wearer to create heavy clothing that can be counted as
padded armor (AC 8). Unfortunately, there is also a 1% chance that the ring
will create a completely random set of clothing that lasts for 1-6 turns before
fading.  Such clothing appears in place of any other sort of clothing worn when
the ring is activated.  No metallic or metal studded armor can be worn by the
user when the ring is activated, or else the ring will not function.  Magical
metallic items of small size, such as rings, bracers, or jewelry, so not affect
the function of this device. However, magical and normal suites of leather or
cloth armor will vanish once this ring is activated, returning only when the
ring's
effects are dispelled or negated.  all magical girdles, boots, cloaks, and the
like will likewise vanish and return later.
XP value:    1,000                      gp value:    3,000
 
RING OF FLYING TYPE I:  This magical item uses charges.  It may have a maximum
of 50 charges.  This ring will allow the user, or anyone else touched, to fly
as the magic-user spell for 12+1d6 spans per charge. The movement rate is 12"
horizontally, 24" downward, and 6" upwards. the user of the ring controls the
movement, so an opponent touched (who fails a saving throw) will be able to be
lifted into the air at the users commands, and be dropped at any time.
XP value:    2,500                      gp value:   30,500
 
RING OF FLYING TYPE II:  [DUNGEON 14] This magical ring looks exaclty like any
other magical ring.  When worn, however, it allows the wearer and up to 600
lbs. of weight to fly at will, as per the third-level magic-user spell. The
ring may be used for up to two cumulative hours of flight per day.  If worn in
flight past that limit, the ring ceases to function and the user immediately
falls.  One feather fall spell (cast at 12th level of experience) may be used
from this ring per day, in addition to the powers of flight; however, the
wearer should note that the feather fall spell has a duration of 12 segments,
slowing the wearer so that he falls only 144' during that time.  Thus, this
spell should only be called upon when the wearer is about to strike the ground,
or else he will fall again when the spell's duration expires.
XP value:    1,000                      gp value:    7,500
 
RING OF FIGHTER POWER:  The ring of fighter power appears as a small silver
ring, that is very battered.  Any round when the magic-user chooses to acitvate
this ring, he can fight as well as a fighter of the same level, using any
weapon.  The limit is ten rounds per day, but they need not all be used at
once.  Even if the user is under haste, etc., he cannot cast spells or use any
object not usable by fighters during any round the ring is activated.
XP value:    3,000                      gp value:   70,000
 
RING OF FIRE STARTING:  The beauty of this ring is obvious under even the most
casual inspection.  Its band is forged from a bright, silvery metal and has an
intricate bas-relief of an ancient fire-tending ceremony carved into its
surface.  The stone is a 5000 gp diamond and glows  with a faint inner light.
When it is worn, a slight sensation of warmth can be felt emanating from it.
If the wearer touches the stone to any combustable substance and speaks the
command word, the material must save vs. magical fire or burst into flame.  The
material need not be entirely dry or pure, and the conditions do not have to be
temperate in order for the ring to function.
     This ring has an unlimited number of uses.  It is in itself immune to all
fire- and heat-based effects, magical or otherwise.
XP value:    1,000                      gp value:    3,500
 
RING OF THE GRASSHOPPER:  While wearing this ring, a character weighing up to
300 lbs can jump (as per the magic-user spell) once per turn for a number of
times equal to his/her strength score.  (A strength of 18, with or without an
exceptional rating will allow for 18 jumps per day.)  If the wearer of the ring
of the grasshopperattempts to jump more often than allowed by his strength, he
must save vs. paralyzation each time he lands.  Failure to save indicates that
(s)he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled
and character has 35 hp then 10 (10.5 rounded down) points of damage are
taken)) and reducing the victim's movement
rate to 3".  A character injured in this manner will find running leaping, and
other strenuous activity involving the legs to be impossible for 6-36 hours
afterward, unless a heal spell is applied to neutralize the ill effects.
XP value:    1,000                      gp value:    5,000
 
RING OF HEALTH:  Wearing the ring of health brings many benefits.  The wearer
is allotted the ring's set constitution, in as far as it pertains to health,
recovery of hit points, ability to consume amounts of liquor, and system shock
and resurrection percentages; this does not, however, pertain to hit points
conferred by a high constitution whenever a level is attained.  For example,
wearing the ring of health (constitution 16) would allot 96% chance of
sucessful revival if the wearer is killed, while a ring of health (constitution
19) would give a +1 on saving throws vs. poison.  Neither ring gives the wearer
any additional hit points.  The ring must be worn for at least a week before
the wearer gains its benefits.  No benefits are realized by placing such a ring
on a dead person in a attampt to revive him.
The type of ring is determined by rolling percentile dice and consulting the
talbe below:
d100      CON       XP value       gp value
01-45     15        1,000          5,000
46-90     16        2,000          6,000
91-95     17        3,000          7,000
96-99     18        4,000          8,000
 00       19        5,000          9,000
 
RING OF INFRAVISION:  This magical ring can appear as any other type of ring
magical or otherwise.  The ring of infravision gives infravision to anyone
wearing the ring.  The rang e for this infravision is 60 feet, and can be
dispelled by any spell which nullifies infravision, or any light source within
sight of the wearer of the ring, because the ring will only work in total (or
very close to total) darkness.
XP value:      250                      gp value:    1,750

RING OF LANGUAGES:  This ring is basically a limited version of the ring of
tongues.  Instead of gaining the abilities of the ring of tongues, the wearer
gains a number of languages conferred by the ring while the ring is worn.  The
wearer not only understands these languages--he is also able to speak, read,
and write the languages as if they were his native tongue.  Note that once the
ring is removed from the finger, the wearer loses the ability to understand the
languages the ring possesses.
     It is possible, however, for a character whose intelligence has increased
(thereby allowing the learning of one or more additional language), or for a
character with the ability to learn another language, to learn a language
possessed by the ring merely by wearing it.  This process requires the wearer
to wear the ring consecutively for one month, after which time (due to the
magically accelerated ability to learn) the character understands the language
entirely, without the ring's further assistance.  Only one language may be so
learned at a time.
     The number of languages possessed by a ring is determined by rolling 2d4;
the languages are picked from the table listed on page 102 of the Dungeon
Masters Guide or from a language table of the DM's own devising.  A roll of
86-00 on this table indicates either a common tongue, an alignment language,
the thieve's cant, or the druidic tongue, as determined by the following table.
 Duplications on this table are merely rerolled.
01-60           Human (common, foreign, or other)
61-70           Lawful*
71-80           Neutral*
81-90           Chaotic*
91-95           Thieves' cant
96-00           Druidic tongue
   *Ones digit: 1-3, Good; 4-7, Neutral; 8-0, Evil.
XP value:    1,000                      gp value:    5,000
 
RING OF LIGHTNING RESISTANCE:  [SM] This ring functions exactly like a ring of
fire resistance except that is protects the wearer from electricity.
XP value:    1,000                      gp value:    5,000
 
RING OF LIMITED TELEPATHY: These rare magic rings appear only in pairs.  This
ring combination allows the wearer to communicate telepathically with the
wearer of the other ring only, though these are restrictions on this.  These
rings have a telepathic range of 2,000 miles, but function only when both rings
and their wearers are on the same plane of existence.
     These rings are normally made and enchanted for a specific pair of
users--for example, for a husband and wife, a pair of allied adventurers, or a
brother and sister.  Notice that in each case, one partner must be male and the
other female.  This function on the enchanting, which enhances sympathetic
feelings between such pairs, capitalizing on gender attraction as well.  Also,
because the rings are enchanted for a specific pair of wearers, the chance of
two persons randomly finding such rings and being able to use them is almost
nil. A remote chance exists that two persons of the same gender who are very
closely allied of related (e.g., twins, friends or lovers who have been
together for at least 10 years, a parent and a child, etc.) can make use of
these rings, but the effective range is reduced to 500 miles, and there is a
20% chance per day that the rings do not function for that day.
     Successful use of these rings allows each wearer a +4 saving throw agains
any type of psionic attack, psionic discipline, or magical effect which affects
the mind and will of the wearer.  This includes all charms, dominations,
possessions, suggestions, and holds as well as fear, quest, confusion, etc. The
use of ESP or telepathy by another person against the wearer of such a ring
will immediately reveal the use of such rings to the skrying character.
However, if the saving throw against the attacks mentioned above is failed, the
ring wearer's partner (who might not be present during the attack) must save
vs. spells at +2 or else suffer the same spell or psionic effects.  Thus, if a
ring-wearer was subjected to a scare spell, the other ring-wearer must save vs.
spells at +2 or else be scared as well.  Use the Wisdom Spell Immunities table
in Legends and Lore to determine which spells are applicable in those cases. In
the event of dire need, such as when one ring-wearer is unconscious, dying, or
in great pain, a strong feeling of distress is felt by the partner.  By
complete concentration, the partner can determine the distressed ring-wearer's
location.  This takes a full turn to complete.  If one ring-wearer is slain,
the partner must save vs. spells (with will-force bonuses) or else pass into a
coma for 2-20 hours.
XP value:    2,000                      gp value:   10,000
 
RING OF MAGIC DETECTION:  This magical ring, which is always made of gold, has
the ability to allow the user to identify magical items as having a magical
property.  The dweomer detected will not be
identified as of type, what the magical properties are, or how to use the item.
XP value:    1,000                      gp value:   15,000
 
RING OF MAGIC RESISTANCE:  As their name describes, these rings impart magic
resistance upon their wearers.  These rings do not increase the natural magic
resistance a wearer may have-- they do not provide a cumulative figure for
magic resistance.  For example, a being with a natural magic resistance of 50%
wearing a ring of magic resistance, 45% does not gain a magic resistance of
95%; rather the wearer gains the higher magic resistance of the two (in this
case, the innate figure of 50%).  Consequently, the ring is ineffective in
respect to this wearer as a result.  The effective magic resistance of the ring
is obtained by rolling percentile dice and checking the table below:
d100    Magic Resistance
01-15           5%
16-30           10%
31-45           15%
46-60           20%
61-75           25%
76-85           30%
86-92           35%
93-97           40%
98-99           45%
 00             50%
XP value:    500+500 per 5%             gp value:    2,000 per 5%
 
RING OF NEUTRALIZATION:  This magical ring can be employed by any character
class.  Its sole function is to protect the wearer from the effects of a
predetermined magic-user spell.  Each ring has the ability to totally negate
any damage or ill effects from a given specific spell, as noted in an
inscription on the ring itself.  A ring of fireball neutralization, for
example, allows a character to stand in the center of a fireball blast and be
totally unharmed.  A ring of neutralization uses a charge every time a spell's
effects are nullified.  A typical ring of this sort, when found, has 4-16
charges. It can only be recharged by a 12th-level magic user or higher, to a
maximum of 20 charges, but this requires a prolonged and costly ritual (1 day
and 1,000 gold pieces per charge).  A charge is lost from the ring for each
predesigned attack made on an individual wearing it.  A magic missile or Melf's
Minute Meteor spell forces rings matched for those spells to use a charge for
each missile stopped.  For example, if four magic missiles are negated by a
ring of magic-missile neutralization, then four charges are used.  A ring of
neutralization only nullifies one type of spell.  For example, if a character
is wearing a ring of cone-of-cold neutralization and is the target of an ice
storm spell, he takes normal damage from the attack.
     Spells with similar effects are nonetheless considered different for the
purposes of using this spell-dedicated ring; a delayed blast fireball does
normal damage if a character is wearing a ring of fireball neutralization.
Similarly, a character wishing protection from lightning bolts, ball lightning,
and a chain lightning spell would require three different rings.  Only the
person wearing the ring of neutralization is immune to that spell's effects.
Anyone else caught in the area of effect takes normal damage or suffers the
effects of that particular spell.
XP value:    1,500                      gp value:    7,500
 
RING OF PERMANENT X-RAY:  This trapped ring of silver with gold inlay, has
1d10+1 charges.  On all but the last charge, it functions as a
normal ring of x-ray vision.  On the last charge, it makes all the soft tissues
of the user's body invisible (i.e., everything except the bones and teeth).
The user still functions normally, he just looks like a skeleton.  Effect is
permanent.
XP value:    2,500                      gp value:   30,000
 
RING OF PHANTOM FORM:  The user of this ring can disperse his body's molecules
at will, so as to become totally intangible.  This ring does not allow the user
to become invisible, as he will appear to be translucent in form.  (Rings of
invisibility and phantom form cannot be used together at the same time.  The
spell invisibility can be successfully cast upon the user of a ring of phantom
form, however). An intangible character cannot be hit by normal weapons, but is
affected normally by weapons with a +1 or better magical bonus.  An intangible
character cannot physically attack, but may cast spells. Heat, cold,
electrical, and energy attacks (ball lightning, fireball, blizzard blast, magic
missile, etc.) affect an intangible character normally.  The user of a ring of
phantom form can move through screens, pipes, and other narrow apertures at a
12" movement rate.  If a character fails a saving throw against any magical
attack form which can harm him, all carried items must likewise save vs. that
attack form or else be destroyed.
XP value:    1,500                      gp value:    7,500
 
RING OF PROTECTION VS. CHARMING:  This is a special limited charge ring based
on the 8th level spell Serten's spell immunity (+9 vs. beguiling, charm,
suggestion; +7 vs. command, domination, fear, hold, scare; +5 vs. geas, quest).
 It operates automatically to ward its wearer, and the protection from each
charge lasts a full 16 turns.  It protects only the wearer, and cannot be
recharge.  It may have a maximum of 12 charges.
XP value:    3,600                      gp value:   18,000
 
RING OF QUICK ACTION:  A ring of quick action enables a fighter, cavalier,
barbarian, ranger, or paladin to gain the initiative at the start of a melee,
regardless of any other factors, including the condition of the opposition.
The ring can be used 2-20 times in this manner before it runs out of charges
and becomes useless.  Expending a charge is an automatic action requiring a
mental command at the start of a melee round.
XP value:    1,000                      gp value:    5,000
 
RING OF RAPID REGENERATION:  This ring acts just as does the ring of
regeneration for the first two days worn.  After the two days have elapsed, the
character wearing the ring will regenerate one hit point per round instead of
per round as the normal ring.  If the ring is taken off for any period of time
for any reason, the two day 'waiting' period must start over, thus a character
may not discover the difference if (s)he continues to take off the ring to help
heal a companion.  A side effect of this ring is that the character also ages
twice as fast as normal while the ring is worn (including the two day waiting
period).  This includes the unnatural aging effects of some creatures (such as
ghosts, etc.).
XP value:    5,000                      gp value:   50,000
 
RING OF RANGE EXTENSION:  This item allows any spellcaster (including rangers,
paladins, and the like) to voluntarily extend the range of any spell cast, save
those spells with ranges of 0" or touch.  Each such ring contains 2-40 charges
and cannot be recharged.  Each charge used increases the range of any spell
cast by the amount listed as the
normal range.  Thus, if one charge is used, the range is doubled; two charges
triple the range, three quadruple it, and so on.  A ring of range extension may
be successfully used on a spell cast from scrolls or other magical devices, but
cannot be used to cast a spell into a plane other than that which the user
currently occupies.
XP value:    2,000                      gp value:   10,000
 
RING OF SERTEN'S SPELL IMMUNITY:  [SM] Once per day, this ring can generate one
Serten's spell immunity spell, duration 18 turns.  The wearer can use the
effect on himself, or share it with other characters as explained in the spell
description (Player's Handbook 2, page 192).
XP value:    8,000                      gp value:   50,000
 
RING OF SHAPE CHANGING:  This ring commonly possesses 3-30 charges when found.
Each of the charges expended allows the wearer to shape change as per the
ninth-level magic user spell shape-change.  The wearer of this ring may change
back to his original form at will, without expending a ring charge.  However,
there is a 2% chance per shape assumed that the wearer permanently assumes the
form of the thing into which he changes.  In this event, the character stuck in
an unfamiliar form can only regain his former shape by having dispel magic,
alter reality, limited wish or wish cast upon him.
XP value:    2,500                      gp value:   15,000
 
RING OF TELEPATHIC COMMUNICATION:  These are two finely wrought rings carved
from a single gemstone, rarely found near each other.  These rings are attuned
to each other so that their wearers can hold telepathic conversations--from any
plane, any distance, etc.  If the wearers share no common language, they may
still communicate simple ideas and feelings.  If one ring is not being worn,
the wearer of the other will receive a general idea of where the empty ring is:
direction, distance, etc.
XP value:    3,000                      gp value:   35,000
 
RING OF TELEPORTATION:  This enchanted ring commonly has 3-30 charges when
found.  The ring's gem is a deep blue spinel worth 500 gp if sold as an
ordinary gem.  The gem is easily separated from the ring and placed anywhere to
which the ring's user wishes to be transported at a later time.  By expending
one charge, the wearer of the ring is teleported without error to a safe
location within 5' of the spinel. The gem can be retrieved and reused as long
as the ring retains at least one charge.  If no safe location exists near the
location of the gem (say, if it is buried under 10' of earth or is inside a
burning building), the ring expends four charges and nothing happens.  The gem
must be obtained in order for the ring to work again.
XP value:    2,000                      gp value:   15,000
 
RING OF TONGUES:  The wearer of this magical ring can understand, read, write,
and speak any language known by any creature within 30' of the ring, as long as
the creature stays within the area of effect. Two rings of this sort within 30'
of each other automatically cancel each other out.  Additionally, it is
possible for a character wearing this ring to learn a language (where this
learning is warranted, as by an increase in intelligence or similar
circumstance) from another character as expressed in the rules regarding
language learning; half the normal time for this is required.  (For further
info, see page 34 of the Player's Handbook.)
XP value:    1,000                      gp value:    5,000
 
RING OF TRUTH TYPE II:  Most often found in the form of an unadorned band of
copper or silver this ring is a scourge to all forms of deception.  The ring
allows its wearer to detect lie automatically and also acts as a true seeing
spell up to three times per day upon the wearer's mental command.  The ring has
certain side effects that may manifest themselves upon the wearer.  Any
character wearing a ring of truth type II cannot knowingly lie or participate
in a deception without immediately suffering 1d4 points of damage and having
his vocal cords paralyzed for 1-10 rounds, rendering the character mute for
that length of time.  Also, if the wearer is a spellcaster, any
illusion/phantasm spells cast while the ring is worn will automatically fail.
XP value:    1,500                      gp value:    5,000
 
RING OF VAPORS:  The origin of these ten unique rings is greatly disputed, but
most mages agree that a powerful figure among the air elementals had a hand in
its creation.  The ring appears as a small circlet of misty vapors that
continually shift and change; the ring, however, is solid.  Any character
wearing the ring gains the following abilities:
At will                 Fly (12")
Once per day            Stinking cloud
Once per day            Obscurement
Thrice per week         Wind walk
Thrice per week         Wind wall
Twice per week          Aerial servant
Once per week           Cloudkill
Once per month          Summon aid from Elemental Plane of Air*
*Wearer's alignment good--djinni; wearer's alignment neutral--8HD air
 elemental; and wearer's alignment evil--mihstu.
All spell effects are at 16th level of ability.  Summoned monsters will remain
with the summoner for only 4-16 rounds, after which they will depart.  Summoned
monsters will not attack the monster unless attacked first, and they act in a
friendly and helpful manner during the time they are present.  The wearer also
receives a penalty on saving throws verses fire, agains which he saves at -2,
and takes +1 damage per die.  It is possible that the maker of these few rings
is still hunting for them.
XP value:    4,000                      gp value:   35,000


RODS, STAVES, WANDS


BATON DES FRERES MARQUES:  [S5] This wood staff (length varies), is usually
found marked with signs of chopping and sawing.  The staff will always grow or
shrink (in 1d3 rounds) to exactly twice the height of the person holding it.
If the ends are cut off or if the staff is broken, the largest portion of the
staff will regenerate fully.  One end of the staff detects traps by swinging to
point at the trap (range 10').
XP value:    1,750                      gp value:    8,000
 
CATSTAFF:  [S2] This item is a black, 7-foot-long staff of stout wood topped
with a sculpted knob resembling a cat's head.  When carried on or strapped to
one's person, it imparts abilities related to silent movement and concealment.
The holder/bearer of a catstaff is able to climb walls (if both hands are free)
and move silently as a 9th level
thief, hide in shadows with a 94% chance of success, see with ultravision to a
60' range, and cast shadow six times per day.  This shadow is a 1" radius globe
of semi-darkness centered on the staff; This gloom does not block infravision
or ultravision, and is negated by a light source within its confines.  It can
be dispelled by magical (but not normal) light which touches its periphery, and
unless dispelled or canceled by the desire of the staff holder it remains in
effect for 2-4 turns.  The shadow does not allow normal vision into or through
its area of effect, and as such serves as a defense against visual attacks
(gaze weapons, hypnotic and dazzling effects, and the like).
     The catstaff is a magical weapon and can be used in combat as a normal
quarterstaff would be; however, it has no bonuses to hit or damage.  It can be
employed as a weapon while any or all of its magical properties are being
utilized.  The staff never makes any noise itself while tapping, scraping,
striking, or otherwise contacting any solid object.  Many such staves contain
secret compartments for the carrying of small items such as thieve's tools,
spell components, magical tokens, and the like.  If it is broken in two, all of
its magical properties are lost.
XP value:    6,000                      gp value:   13,000
 
DEMON STAFF:  [SH] This is a black leather-like staff, very strong, and carved
with disgusting scenes and vile runes.  It allows the wielder to cause fear in
whomever it touches--no saving throw, inflict 4-24 hit points of damage which
can only be healed by the passage on 1 full day of time per hit point upon any
creatures it touches.  It may also be used to call forth a Type I demon and/or
turn the holder into a Type III demon for five rounds.  Each of these functions
operates but once per day.
XP value:    8,000                      gp value:   35,000

NIDUS' WAND OF ENDLESS REPETITION:  [SO] Named for the legendary mage who by
its use gave us the oath "Nidus' Curse!", examples of this device typically
have only 4d12 charges when found.  The art of its fabrication is lost and has
not yer been rediscovered.  Upon command, this wand emits a grey cone of light,
range 4", diameter at maximum range:  1.5".  This cone may be continually
maintained at a cost of 1 charge per round.  Creatures caught in its light are
allowed a saving throw.
     Anyone affected by the wand is forced to endlessly repeat actions taken
during the preceding 2 rounds (or at least mimic them, as in the case of a
spellcaster, who woould continuously try to cast a particular spell even after
his components and magic are exhausted). This automaton-style cycle of 2 rounds
of action, 2 rounds of the same actions in reverse to the starting position
once again, and so on continues until a dispel magic, remove curse, or a
limited (or full) wish is cast upon the victim.  Even if the victim should die
from lack of food and water, or of damage inflicted by passing creatures, the
corpse endlessly repeats the cycle of action until it falls apart.
XP value:    3,500                      gp value:   25,000
 
ROD OF MANY THINGS:  [S1] This magical wand of silver may be commanded to turn
into any 15 of the items listed on the chart below, and will stay that way
until commanded to become a rod again.  To change into something the owner must
give a mental command naming the object desired, or the mental command 'do
something'.  If the rod is ordered into something which it cannot become, then
the user must make a save vs. spell or suffer 2-12 points of electrical damage.
 For the rod to go from one shape to another, the object must first be
commanded into
rod form and then into the other shape.  Since the rod is made of silver, any
creature vulnerable to silver weapons may be damaged by the rod in weapon form.
 Although the rod has no + to hit or damage it may also be used to attack
creature hit only by +1 weapons or better.
Possible objects:
Dice roll   Item formed         Dice roll   Item formed
  01-04     Axe, hand              51       Jo stick
  05-06     Broom                 52-53     Lance, light
   07       Bo stick              54-57     Mace, footman's
  08-09     Cable, 50'             58       Needle
   10       Candlestick           59-61     Oar
   11       Club                   62       Pick, footman's
  12-13     Crowbar               63-65     Poker, fireplace
  14-16     Dagger                66-67     Pole, 10'
  17-19     Dart                  68-69     Scimitar
  20-21     Flail, footman's      70-71     Spade
  22-24     Fork, dinner          72-75     Spear
  25-27     Fork, hay             76-78     Staff, quarter
  28-30     Fork, military        79-80     Sword, bastard
  31-32     Guisarme              81-83     Sword, broad
  33-36     Halberd               84-89     Sword, long
  37-41     Hammer                90-93     Sword, short
  42-46     Hoe                   94-95     Sword, 2-handed
  47-48     Hoof pick             96-98     Trident
  49-50     Javelin               99-00     Toothpick
XP value:    7,500                      gp value:   25,000
 
ROD OF MELTING:  [S2] This item is usable by a member of any character class,
is the bane of all magical swords, particularly those with innate intelligence.
 It destroys magical swords through heat, which an intelligent sword will
perceive as pain.  If used to destroy a sword when not in combat, the user
simply touches the rod to the sword and gives the command words to activate it.
 If the sword fails a saving throw vs. disintegration (as hard metal), the
sword grows rapidly hotter until it melts into white hot slag within a single
round.  Anyone touching the hot slag or holding the sword as it melts takes
4-16 hp damage (save vs. wands for half damage).
     In combat, the wielder of the rod must concentrate on striking the
opponents sword, which is considered to have a base AC 0 (with bonuses for
magical protective devices applicable, such as from a ring of protection, but
not from bracers of defense).  Any misses against the sword will not strike the
sword's wielder.
     If a sword is struck while in combat, it gains a +2 bonus to its saving
throw due to the circumstances of combat.  If the save fails, however, the
sword quickly accumulated dangerous thermal energy, and the wielder will take
damage noted above and drop the weapon.  The sword will often spray the 5' area
around it with sparks and lights as it melts, though this display is not
dangerous.  A sword with speech capability will emit a death shriek that will
deafen all within 30' of it for 1-6 turns, if the affected creatures fail to
save vs. wands.
     There is a 5% chance per ego point a sword possesses that it will explode
when it fails to save against the rod of melting.  Such a blast will cause 1 hp
damage per ego point the sword possessed to all beings within 30' of it.  If
this occurs, the rod must save vs. disintegration (as hard metal), or it, too,
will be destroyed by backfiring thermal energy, forcing its wielder to take
damage and drop it as well.
     A rod of melting has at most 50 charges, and cannot be recharged. Each
time it forces a sword to save against its melting power, whether the sword is
destroyed or not, a charge is used for every point of ego
that the sword possesses (or for the total to hit bonus the sword possesses at
its greatest effect, if it is not intelligent).  The rod will not affect
non-magical swords or any other magical or non-magical weapons or items.  If
used against a living creature, it may be treated as a jo stick for damage.  It
has no effect at all against iron golems.
XP value:    3,000                      gp value:   12,000
 
SPECTRE WAND:  [SN] This wand only operates in the hands of a necromancer (or
death master).  It fires a jet black ray to a range of 180 feet.  A hit by the
ray is determined as if the intended victim had been attacked by a 6 HD monster
vs. the target's frontal armor class (assuming the target is facing the weilder
of the wand).  If theis roll to hit is not made, there is no effect.  If the
ray does hit, the target takes 1-8 points of damage (no saving throw), and that
many points are drained permanently from the figure's hit-point total. The wand
takes 1 segment to fire, and can have from 1 to 50 charged when found, and
cannot be recharged.  The victim can only regain lost hit points in only one of
three ways:  limited wish (2-8 points), restoration (2-12 points), wish (3-18
points).  Once the victim gains a new level of experience, lost hit points that
have not yet been regained are forever lost.
XP value:    2,500                      gp value:   10,500
 
STAFF OF ADJUSTMENT:  [S5] This staff is of dark polished wood.  It will always
be just the right size for the cleric holding it.  In the hands of a good
cleric it heals 1d6 per round or touch which ever is latest to anyone (but the
cleric) who touches it.  In the hands of an evil cleric it does 1d6 points of
damage.  In the hands of a neutral (lawful, true, or chaotic) is glows bright
green--and so does the cleric, for 1d6 hours.  It uses charges, and can be
recharged.
XP value:    1,500                      gp value:    8,000
 
STAFF OF THE COUATL:  [S9] The Staff of the Couatl is a device much appreciated
and used by good clerics, particularly those who worship the few good aligned
deities of the Central American mythos.  The lawful neutral clerics of
Quetzalcouatl, however, may use staves of this sort normally.
     A Staff of the Couatl is about 7' long, with the top 3' of the staff
fashioned in the shape of a winged couatl.  Such staves are usually made from
precious materials such as ivory over a silver core, and are magically
strengthend so they can be used in combat (as quarterstaves).  This powerful
staff has the following abilities:
     1.  It can be used to summon one couatl per month to serve the needs of
the cleric possessing the staff.  The couatl will have randomly determined hit
points and psionic abilities.  It will fight on behalf of the summoning cleric
until the opponent is vanquished or escapes, or until the user of the staff
commands the attack to cease. If the couatl is summoned to fight against
insurmountable odds, or if the combat does not seem to be favoring the side of
the couatl and the cleric, the couatl will wrap its tail around the cleric and
transport both of them to a place of safety elsewhere on the Prime Material
Plane (by traveling through the Ethereal Plane).  This destination is not under
the control of the cleric.  In any event, the couatl will vanish back to the
Ethereal Plane 5-8 turns after being summoned, or sooner if the cleric commands
it.  This power may only be used by lawful good clerics or clerics who worship
Quetzalcoatl.
     2.  So long as the staff is carried, the cleric gains a +2 bonus to his
saving throw vs. magical effects in general, and a +4 bonus to
his save vs. all poisons.  These bonuses are cumulative with those offered by
other devices, as per a ring of protection.
     3.  The staff may be used to effect the casting of certain spells:  detect
evil and snake charm each three times per day; neutralize poison and sticks to
snakes each once per day; and wind walk once per week.  All spell effects are
at the 8th level of ability.
     4.  The staff is +1 to hit and damage when used in combat.
     A non-good, neutral-aligned cleric (lawful neutral, chaotic neutral, or
neutral evil) who grasps the staff will not be harmed, but cannot use any of
its powers (except for clerics of Quetzalcoatl, as noted for power #1).  An
evil cleric who picks it up will take 2-5 points of damage each round the staff
is held.  If a cleric of Tezcatlipoca, Quetzalcoatl's chief rival, is struck by
or picks up this staff, all damage received is doubled, and that cleric must
save vs. poison each round the staff is grasped or be slain.
XP value:    7,500                      gp value:   20,000
 
STAFF OF ETHEREAL ACTION:  [SO] Also known as the blink staff, this item
appears to be a nromal wooden staff, but when a command word is spoken, it
allows the holder to blink, as in the spell, for a cumulative period of up to 2
turns per day.  In battle the blinking stops (and begins again) in one segment
upon the holder's command.
     The staff is a +1 weapon, and is able to strike cretures on the ethereal
plane (such as couatl, ghosts, phase spiders, and characters using armor or oil
of etherealness), as well as those on the Prime Material.
      This staff neither has nor uses charges.
XP value:    7,000                      gp value:   15,000
 
STAFF OF SKULLS:  [SO] This staff, usable by all classes, can animate skeletal
remains.  Each such operation, triggered by the word "Arise!", drains 1 charge.
 Animated skeletons are under the command of the wielder of the staff (cf.
animate dead spell).  If the staff should change hands, control of the
skeletons goes with it.  Skeletons need not be complete, but the skulls must be
present, and skeletons lacking parts of course have their actions and/or their
mobility impaired.  Such animation is permanent, lasting until the magic is
dispelled or the skeletons destroyed.
     Twenty-five percent of these staves have a secondary function: mending
broken bones of both living and dead creatures.  This takes one charge, and in
a round will reattach a severed limb or digit, although it does not restore
lost hp due to the wounds (or can restore hp, DMO).  Limbs or bones not
belonging to the recipient may be used; thus a heap of bones can serve as
"spare parts" for a guard of skeletons.  Typically, these staves are of ebony
topped with an ivory skull, or constructed of a smooth-polished skull and a
thighbone of giant size.
XP value:      900                      gp value:   15,000(25% 25,000)
 
STAFF OF SPELL FOCUSING:  [S1] This staff aids in the casting of a magic-user's
or illusionist's spells, and makes the magic more effective if the spell is
cast successfully.  It must be held in the caster's left hand (or right if
left-handed) throughout the casting of the spell, whether or not the magic
requires a somatic component. (Any gestures requiring movement of the left hand
are automatically modified by the staff if necessary.)
     When properly employed, the staff of spell focusing causes the target(s)
of a spell to suffer a -4 penalty on the saving throw against the magic, if a
saving throw is normally allowed.  If the
spell does not allow a saving throw, the duration of its effect is increased by
50% of the normal time.  This effect does not apply to spells with a
nonspecific duration or to those that have a permanent duration.
     Each use of the staff, for either purpose, expends one charge from the
item.  It can be recharged.  If the holder of the staff tries to enhance a
spell that cannot be affected (such as hallucinatory terrain, which allows no
saving throw and has a non-specific duration), the staff simply fails to
function and a charge is not wasted.
     The staff of spell focusing can only be used in this manner by a
magic-user or illusionist.  It can be wielded as a weapon by characters able to
employ a quarterstaff, but grants no combat bonuses and has no magical
properties.
XP value:    6,000                      gp value:     25,000
 
WAND OF ARMORY:  [S7] When touched to a target creature (or activated upon the
wielder's person), this wand causes the recipient to be enveloped from head to
foot, and on all sides, by an invisible field, magical field of force which
slows and deflects physical attacks so as to afford the equivalent of armor
class 0 protection.
     This field of force can be destroyed by dispel magic, limited wish,
disintegrate (which will not affect the protected person, however) or similar
magic, but otherwise lasts for 6 rounds.  During this time it absorbs magic
missiles and all electrical attacks (including magical ones) so that they do no
harm to the wearer--or to anything else coming into coming with the field--but
otherwise do not affect spells cast into, or out of, its confines.  The 'force
armor' may be cast over and in addition to real, physical armor worn by a
target, and will completely cover any M or S size creature (who need not be
conscious, alive, or even willing to be so protected; no saving throw allowed).
 Size L creatures will have only their heads and torsos protected by the fields
of force.  All classes may use this wand, which may not be recharged.  Each use
of the wand (only one use per round is possible) drains one charge.
XP value:      2,000                    gp value:      7,000
 
WAND OF BACKFIRING:  [S5] These wands resemble the normal wand and are tapered
toward one end.  It is often difficult to determine the function of a found
wand--except by trying it.  These wands function as normal wands EXCEPT that
the discharge is from the thick end rather than from the thin end.  This is
often hazardous to the unwary user. The more common models of these wands are
constructed in such a way that anyone grasping the wand will know its basic
function--but not which end it fires from.  It is believed that these wands
were originally conceived by an inept mage but later copied by intent.
     All standard saves apply in addition to the special dexterity saves given
below.  The most common varieties are:
     1)  WAND OF MAGIC MISSILES--This wand will fire three magic missiles per
charge expended.
     2)  WAND OF LIGHTNING BOLTS--Fires one lightning bolt per charge expended.
 (Mis)User must save on dex -10; if he saves, anyone behind him must save on
dexterity normally.
     3)  WAND OF FIREBALLS--Fires one fireball per charge.  (Mis)User must save
on dex -10; if he saves, anyone behind him must save on dexterity with no
minuses.
     4)  WAND OF COLD--Fires a cone of cold and the user has no dexterity save;
anyone behind him must save on dex at -10.
     5)  WAND OF PARALYZATION--Fires a beam that will paralyze the user (no dex
save) as the wand of paralyzation.  For anyone standing behind, save on dex
-10.
     6)  WAND OF POLYMORPH--Only a save vs. polymorph is allowed.  If it is
failed, the (mis)user is polymorphed into what he wished the opponent to
become.
XP value: wand norm +300(for finding fault)  gp value:  as wand of type
 
WAND OF FOG:  [SF] When activated, this wand creates 1,000 cubic feet of fog
per round for 7-12 rounds, as per the first-level illusionist spell wall of
fog.  Such usage drains the wand of one charge.  The initial 10' x 10' x 10'
cube can be centered on any area within his range of vision.  On subsequent
rounds, additional cubes of fog can be created in adjacent 10' x 10' x 10'
areas as willed by the wand user. Each fog cube persists for one turn after its
creation.  The wand is usable by all classes and may be recharged by an
illusionist of 12th level or higher level.  It can hold up to 100 charges.
XP value:    1,750                      gp value:      8,000
 
WAND OF HOMING FIREBALLS:  [S5] This wand is most often red and decorated with
flaming arrows and shoots and ordinary fireball, except that detonation is
delayed 2d4 rounds and it will home on whatever target the user names.  Range
60', move 8.  If the fireball cannot find a target that fits the name the user
gave (and it can be very pedantic), it returns to the user for further
instructions. . .but still explodes at the end of the 2d4 rounds, wherever it
is. . .cannot be deactivated. . .
XP value:    3,000                      gp value:     19,000
 
WAND OF MAGICAL MIRRORS:  [S7] Activation of this wand creates an opaque,
silvery, and reflective circular shield of force.  This shield appears wherever
the wand is pointing, 1" distant from the wielder of the wand, facing outward.
Its surface will reflect images (including the gaze of the catoblepas and
basilisk) like a mirror; the wand wielder can look through the mirror as though
it was a window without suffering any harm from such attacks--and when viewed
through the shield, things appear as they truly are:  illusions are invisible;
creatures or items disguised by magic, mutable form, or invisibility (e.g.,
dopplegangers, shapechanged individuals, leprechans, demodands, and devils) are
revealed in true aspect; and so forth.
     The mirror-shield lasts for 3-8 rounds (at random) and moves as the
wielder moves the point of the wand. Each wand can only have one shield created
from it in existence at a time (the first shield will instantly vanish if a
second is created).  The caster need not concentrate on the shield to maintain
its existence, and can even put the wand down or pass the wand to another (who
thereby assumes the control of the mirror) to engage in spell casting or other
activities.
     The shield has no tangible physical existence; it can neither ward off
attacks or be used as a weapon.  Creatures pass through it as though it does
not exist.  It will, however, reflect color spray spells back at the caster,
and harmlessly dispel darkness and prismatic spheres, sprays, or walls upon
contact.  A dispel magic, limited wish, wish, or alter reality will destroy
such a shield; it cannot otherwise be affected.  Each creation of such a shield
drains one charge from the wand, and such wands are not rechargeable.
Magic-users, illusionists, clerics, and druids may use this wand.
XP value:    1,000                      gp value:    4,000
 
WAND OF OPENING:  This wand is usually thin and made of wood.  When this is
struck against a lock, bound, tied, etc. object, it will cause the object to be
opened, untied, or otherwise unbound.  This effect is similar to the knock
spell.
XP value:      750                      gp value:    1,550
 
WAND OF TEETH:  [S7] This wand is not rechargeable; it calls forth a certain
number of 'teeth,' one per charge, firing not more than one tooth per round, at
targets up to 7" distant.  The missiles it fires are daggerlike wedges or
blades of force that coalesce out of nothingness (actually from material and
kinetic energy drawn from the Positive Material Plane) within 1 segment of
activation, and in the next segment flash arrow-straight from the tip of the
wand to the extent of the wand's range, passing through everything in their
paths except spheres of annihilation, prismatic shperes, shield spells, and
walls or cubes of force, all of which swallow or absorb them.  A forcecage
spell, or an existing armor (as in the 1st-levl magic-user spell, or that
caused by a wand of armory) will deflect a tooth.
     A strike by a tooth does 4-14 (2 + 2d6) points of damage (save vs. spell
will reduce damage by half), and strikes (as though a hand weapon directly
wielded by the wand bearer) at +2 to hit.  Solid rock will deflect a tooth; any
other material will be struck and damaged by it, although magic items cause any
plus they possess to be subtracted from the tooth's to hit roll.  Wind wall and
gust of wind spells, and similar air disturbances (such as those caused by wind
walkers and air elementals) have no effect on the flight of he tooth.  All
classes can employ this wand.
XP value:    1,500                      gp value:    5,000
 
WAND OF TEMPORAL STATUS:  This wand allows the wielder to place any one
creature in suspended animation, until a dispel magic spell or the reverse
(temporal reinstatement) is cast.  The effect is the same as the 9th level
magic user's spell.  The command word are invisibly graven into the side of the
wands which remain invisible until a detect magic is used on the wand.  The
wand can only put one creature at a time into the magical state.  That is to
say, once a bugbear has been magically frozen in time,, the wand cannot put
another creature into that state until the bugbear has been released.  One end
of the wand (usually the thinner end) casts the spell, the other end (thick
end) uncasts it.  One charge is used for each casting, and uncasting is free if
the status was cast by the wand, other wise uncasting costs one charge.
XP value:    3,000                      gp value:   10,000
 
WAND OF THE UNDEAD:  [SJ]  This wand resembles the wand of Orcus, but it is
smaller.  The wand of the undead acts as an unholy symbol, but any undead
pressed into service will serve for 1-6 months rather than 1-6 weeks at a time.
XP value:    5,000                      gp value:   40,000
 
WAND OF VISCID GLOBS:  [SH]  This item is a metallic baton which upon expending
a charge will shoot one blob that covers an area of 4 feet with a gummy
substance which adheres various things together--hands to items held, arms to
shields, members to bodies.  That is, whatever is covered by it will stick
permanently to any other such object.  It is cut by alcohol, however.  The wand
has a range of 6".  The bond of the blob is stronger than the substances
bonded, and very strong creatures can tear themselves apart trying to get free
is enough is exerted.  A saving throw applied (but blobs that miss must hit
somewhere!).
XP value:    9,000                      gp value:   50,000
 
WANDS OF WHIPS:  This wand shoots forth a whip-shaped field of white,
shimmering magical force to a maximum (horizontal and vertical) range of 7".
The wielder of the wand, as he activates the wand, names, looks at, or
concentrates upon a specific target creature or automaton (i.e., golem, undead,
homonculous or the like), and the whip attacks this creature and this creature
only.  The whip remains in existance for 4 rounds; if the target is beyond 7"
from the wand when it is cast, the whip will flash instantly (in 1 segment) to
the limit of its range, at the point closest to the target, and hang
motionless, waiting; it will attack only if the target enters its range.
Otherwise, the whip strikes once per round, as Quaal's feather token does:  at
+1 to hit and on damage, doing 2-7 points of damage per strike, and binding
fast an opponent if a save vs. spell is not made after each successful strike.
     Once a whip has bound an opponent, the wand wielder cannot release it to
strike again.  The whip cannot change targets.  A whip may follow an opponent
that it has successfully struck at least once beyond 7", moving with the
target, even if the target teleports, plane shift, blinks, enters a rock or
plant, etc.  The whip can hit invisible and ethereal (but not astral) creatures
without penalty. The wand of whips may be recharged.  Any class may wield it.
XP value:    1,500                      gp value:    4,000
 
 

MISCELLANEOUS MAGIC
 

ALCHEMICAL ITEMS:  [S8] Any type may be found.  See The Compleat Alchemist.
     BLADE VENOMS    XP value:      300      gp value: 1,500+(1d20*10)
     COMPOUNDS       XP value:      150      gp value: 300+(1d10*10)
     DUSTS           XP value:      300      gp value: 500+(5d6*10)
     GASSES          XP value:      300      gp value: 600+(5d6*10)
     POWDERS         XP value:      125      gp value: 200+(1d10*10)
     TALISMANS       XP value:      500      gp value:    6,000
 
AMULET OF CHARMING:  [SM] Anyone viewing the amulet is favorably disposed to
the wearer (saving throw vs. spells negates the effect). Furthermore, the
wearer's charisma (and comeliness if used) are raised three points.
XP value:    5,000                      gp value:   20,000
 
AMULET OF E'NEZBIT:  [S5] This trap is a 1" crystal jar on a gold chain to be
worn as an amulet and gives off continual light.  This is a jar of endless
honey.  When the crystal stopper is removed and inverted, it will drip
excellent honey at the rate of 1d8 quarts per hour (approximately 1d4 oz. per
minute).  When worn as an amulet it cured the wearer's worst fault (party must
vote on which fault is worst)--sending him to such excess in the opposite
direction that all will want him back as he was.  (i.e., a drunkard becomes a
prohibitionist, etc.)  The only way to remove the amulet is for all who voted
on the worst fault to lift it at once--or by a wish or a remove blessing cast
by someone twice the level of the wearer.
XP value:      Nil                      gp value:   10,000
 
AMULET OF FINDING:  This item appears to be much like other magical amulets.
Anyone who wears one of these may see through the eyes of the wearer of the
amulet's twin.  Each amulet has one mate or twin and is attuned only to that
other one.  If an amulet's twin is not being worn by another, then when the
wearer searches for the other end they will find nothing.  If an amulet is tied
in a small sack while worn around someone's neck, the wearer of the amulet's
twin will see only blackness when the other end is sought after.  If one of a
pair of amulets is destroyed then the mate amulet becomes non-magical.
XP value:      400                      gp value:      950
 
AMULET OF POWER WORD-PAIN:  All creatures within 20 feet of the user must save
vs. Rods when the word is intoned, or else suffer wracking pains for 2-8
rounds, causing them to fight at -4 to hit, and making their AC worse by 1
type.  The power word can only be used once per day and and the amulet must be
held in the hand for the power word to work.
XP value:    5,000                      gp value:   11,000
 
AMULET OF PROTECTION FROM SLEEP:  [S1] When worn on a chain or cord around
one's neck, this object prevents its wearer from falling into any sort of
sleep, whether normal or induced magically.  The wearer is always alert under
its influence, and cannot be affected by a sleep spell, potions or poisons that
cause sleep, the sleep gaze of a jacklewere, or any other item or procedure
that causes sleep or drowsiness.
     The amulet of protection from sleep can be worn as long as desired.  But,
after three days of continuous use, the wearer will begin to have mild and
infrequent hallucinations.  This effect increases in intensity and frequency on
each day thereafter until after seven straight days of sleeplessness, the user
will contract a form of insanity, as determined by a roll of 1d6:  1 = dementia
praecox, 2 = delusional insanity, 3 = schizophrenia, 4 = paranoia, 5 or 6 =
hallucinatory insanity.  (DMG pp.83-84).  The hallucinations will stop
immediately if the amulet is taken off before seven straight days of use, but
if the wearer is stricken by insanity, this condition will persist until
removed by a heal, restoration, or wish spell, or similar magic.  If the amulet
is worn for ten consecutive days, the wearer will die as soon as the tenth day
has passes.  No magical cures will offset this effect, and the character can
only be brought back to life by a raise dead, resurrection, or wish spell.
     The amulet does not provide a substitute for sleep, it merely postpones
the need for it.  A character who goes without sleep by using the amulet will
eventually have to make up for this deficiency. In making up lost sleep, a
character need not always sleep for one hour for every hour he has missed;
instead, only one half-hour of 'makeup sleep' is required for each hour missed.
 This advantage does not apply when the deficit is a full night's sleep (8
hours) or less; in such a case, the lost sleep must be made up on an
hour-for-hour basis.  If the wearer has lost 16 hours of sleep or less when the
amulet is removed, he will be able to remain awake on his own for up to one
hour thereafter, as long as he is engaging in daily strenous physical activity.
     The amulet may be worn by a member of any class, and will function
continuously and indefinitely without needing to be recharged.
XP value:      500                      gp value:    2,000
 
AMULET OF PSIONIC REFLECTION:  The ancient githyanki-mind flayer wars have
spawned a number of interesting psionic-related magical items and
weapons.  Among them is the githyanki amulet of psionic reflection, a small,
ornate device that is pinned to a headband and placed so that it centers on the
user's forehead.  The wearer is protected from all psionic blast attacks made
upon him; this protection does not extend to anyone else.  In addition, if a
psionic blast is cast upon the person wearing this amulet, the amulet itself
will generate another psionic blast in the direction of the attacker, at
one-half the strength of the original psionic blast (round fractions down).  If
the wearer is psionic, he cannot fire his own psionic blasts without attacking
himself at the same time he attacks everyone else.
     This device is generally used by githyanki scouts who operate alone on
missions into mind flayer lairs.  Wearing such an amulet is considered a great
honor, and githyanki will go to great lengths to recover lost amulets from
their new owners.  Mind flayers will be equally enrages to see such an amulet
if they recognize it as such. Only humans, demi-humans, semi-humans, githyanki,
and githerazi may use this device; non-psionic characters are neither helped
nor harmed by it.
XP value:    2,500                      gp value:   10,000
 
ANKLET OF GROWTH:  [S3] This anklet appears and functions as an anklet of
levitation in all respects.  However, it also causes the wearer's leg to grow
at the rate of 1 inch per turn (or part of a turn) for as long as it is worn.
The victim's Dexterity score drops by 2 points per foot (two hours) of growth;
if two anklets are worn, both legs grow evenly, and Dexterity drops by only 1
point per foot of growth. The anklet(s) may be removed in normal ways.  The
magical growth and loss of Dexterity can be negated only by a remove curse or a
wish. Although either remedy instantly restores the victim to normal size and
Dexterity, the anklets, wherever they are, disintegrate.
XP value:      Nil                      gp value:      350
 
ANKLET OF HOBBLING:  [S3] When locked on an ankle, this item causes the victim
to move at two-thirds normal rate.  If two are used, only one-third normal rate
is possible.
XP value:      Nil                      gp value:      350
 
ANKLET OF LEVITATION:  [S3] When locked and commanded to rise, this item does
so.  It stops and goes upon command of the person who locked it.  If one anklet
is used, the wearer is hoisted by one leg, in a most inconvenient posture; if
two are used; normal levitation is obtained.  It may be controlled within a
range of 60 feet, but the effect is otherwise identical to the magic-user's
spell levitate, bestowing vertical movement at the rate of 20 feet per round.
The victim cannot be dropped unless the anklet is suddenly unlocked or
destroyed.
XP value:      500                      gp value:    1,000
 
ANKLET OF SINKING:  [S3] This anklet appears and functions as an anklet of
walking (q.v.) in all respects.  However, when used to walk on acid, or on
water 30 or more feet deep, the anklet stops functioning at some inconvenient
point, suddenly becoming as heavy as a 1,000 gp weight (per anklet).  When this
malfuction occurs, the anklet also negates all other water walking spells and
effects.  The wearer thus sinks like a stone until the anklet is removed,
although feather fall and other spell effects may show the victim for a time.
XP value:      Nil                      gp value:      350
 
ANKLET OF WALKING:  [S3] When locked, this anklet enables the wearer to walk
upon any fluid--water, oil, acid, etc.--without actually
touching it.  The feet or boots hover a fraction of an inch above the fluid.
One anklet can support 2,000 gp weight; two will support 5,000 gp.
XP value:    1,000                      gp value:    5,000
 
ARMBAND OF DEATH:  [S3] This armband appears identical to an armband of
healing, but when locked on the arm, the snakes on its insignia animate and
bite the wearer.  Both hit each round, with no hit roll required.  Each
inflicts 1 point of damage per bite and requires a saving throw vs. poison per
bite; failure results in death from the poison.  After the snakes are animated,
the armband will not unlock until destroyed.
XP value:      Nil                      gp value:      500
 
ARMBAND OF HEALING:  [S3] This item bears the insignia of a caduceus--two
snakes entwined about a staff.  When locked on the arm of a cleric, it causes
any three curing spells cast by that cleric to cure the maximum possible
damage:  8 points for a cure light wounds, 17 for a cure serious wounds, etc.
Only three spells per day are affected.
XP value:    2,000                      gp value:    6,000
 
ARMBAND OF MUSIC:  [S3] This item appears and functions in all respects as
either an armband of healing or an armband of strength. However, each time it
is activated, the armband emits the sound of a brass band (with drums).  The
band plays a rousing march for one turn. These concerts don't overlap if the
armband is used while the music is playing; if the armband is activated three
times in three successive rounds, the music lasts for three turns.  The armband
cannot be unlocked while producing music.  The noise can be heard clearly
within a 60-foot range, regardless of intervening walls, doors, etc., and may
attract the attention of monsters within that area.  Note that silence 15'
spell only dampens the effect slightly, reducing it to 30-foot range.
XP value:      Nil                      gp value:      500
 
ARMBAND OF SALUTATION:  [S3] This armband bears the symbol of a fleu-de-lis (a
three-petaled flowering plant).  When locked on the arm, it causes the wearer
to salute his opponent (by bending his arm and raising his hand to the
eye-brow) before engaging in hand-to-hand combat.  It has no effect on missile
fire combat.  The victim must hold the salute for one round.  The opponent may
attack during that round, gaining a +2 bonus on its hit rolls.  There is,
however, a 50% chance that the opponent is so surprised it will fail to attack
that round.  The wearer is never forced to salute any one opponent more than
once in any given melee.  Once the first salute has been given the armband will
not unlock unless a remove curse or more powerful magic is used.
XP value:      Nil                      gp value:      500
 
ARMBAND OF STRENGTH:  [S3] This band bears the symbol of a lion.  When locked
on the arm, it may be commanded to raise the wearer's Strength scores to 18/00
for one turn.  It functions three times per day.
XP value:      500                      gp value:    2,000

ARMBAND OF VARIABLE STRENGTH:  [S3] This appears identical to an armband of
Strength but, when commanded to function, it instead drops the wearer's
Strength score to 3.  The Strength scores thereafter rises by 1 per turn, until
18 is reached, and drops again to 3 on the
following turn.  The victim's original Strength returns only when a remove
curse spell is applied.
XP value:      250                      gp value:    1,000
 
AWL OF HOLE PUNCHING:  [S3] This awl can be used to create a hole large enough
to see through (1/2 inch across and up to 5 feet deep) in any non-living
material, including magic-user wall spells, solid steel, etc.  It does not
affect creatures of any kind and if used on a magical weapon will not change or
destroy the enchantments upon it. The awl of hole punching may be used as often
as desired.
XP value:      500                      gp value:    5,000
 
BACKPACK OF CONVENIENCE:  [S5] This very well-made backpack will adjust its
size to fit the wearer.  It has been enchanted so that whatever the wearer is
thinking about will be readibly available at the top.  Each time the wearer
reaches in, there is a 10% chance that the wrong item is brought up:  1)
clothing, 2) food, 3) weapon, 4) misc.
XP value:      500                      gp value:    5,000
 
BALANCE OF CONVERSION:  [S3] A weighing device, the balance of conversion will,
on command, convert any coins placed on its left-hand tray into a gem of
equivalent value, which then appears on its right-hand tray as the coins
disappear.  It can hold up to 1,000 coins at once, if they are in sacks.  If a
second command word is used, the balance operates in reverse, converting any
gem on its right-hand tray into any named type of coins on the left-hand tray;
the coin do not appear in a container and will spill.  This item will function
as often as desired.
XP value:      950                      gp value:    2,600
 
BARDING OF DECEPTIVE TRAVEL:  [S3] This item is identical to barding of easy
travel, and indeed may be used as such indefinitely.  However, if the proper
command word is discovered and spoken, the steed turns into a monster.  Roll
1d6 to determine the form of the monster:
 
1       bear, cave
2       lizard, minotaur
3       rust monster
4       basilisk
5       manticore
6       scorpion, giant
 
the monster understands, obeys, and even fights for the user.  Note that the
gaze of the basalisk form is still dangerous, even to the user, and that the
rust monster may require very quick and detailed instructions if accidents are
to be avoided.
XP value:    5,000                      gp value:   25,000
 
BARDING OF EASY TRAVEL:  [S3] This is a 2-inch-long set of barding for horses.
When the user places it on the ground or floor and speaks the proper command
word, it enlarges to full size and magically creates a warhorse within it; hit
points are determined randomly for each use. This can be done once per day at
most.  The animal disappears on command, when slain, or if the barding is
removed. When the animal disappears, the barding returns to its original
(empty) miniature state.
XP value:   3,000                       gp value:  18,000

BASE BALL:  [S3] When set upon the ground as a command word is spoken, this
ball attunes itself to that 'base.'  Thereafter, if the creature carrying the
ball speaks a second command word, the ball teleports itself and the user,
along with all equipment carried, to the base location.  No other creatures can
be carried or otherwise transported in this way.  Standard chances of error
apply, and the base is treated as generally known.  The base ball will function
once per week at most.
XP value:      800                      gp value:    2,500
 
BEAD OF ACCURACY:  [S3] This bead may be thrown at, and automatically hits, any
victim within 60 feet; the victim must make a saving throw vs. spells.  If the
saving throw is successful, the bead falls off but does not break and can be
recovered unless broken afterward. Otherwise, it sticks to the victim and turns
into a small target ring of concentric circles.  The effect lasts for one hour
and cannot be removed except by soap of washing or wish.  If generally aimed at
the side on which the target appears, all weapon attacks gain a +2 bonus to hit
the targeted victim.  For example, a thief's backstab attempt would not gain
this bonus unless the bead were thrown at the victim's back (that is if the
thief makes the backstab at the back, invisible thieves could attack the side
and get the benefit).
XP value:      700                      gp value:    1,250
 
BEAD OF DEW:  [S3] When placed in any spoiled, poisoned, or stagnant water,
this bead purifies it, affecting up to 1,000 cubic feet of liquid.  The
purified water is clear and cool.  The bead disolves when used.
XP value:      800                      gp value:    1,400
 
BEADY EYE:  [S3] Upon command, this bead becomes a small eyeball.  The user may
see with the eye as long as it remains within 60 feet.  If it is rolled, the
user must make a saving throw vs. spells or be dizzy, confused, then completely
stunned until the bead is destroyed.  If crushed while in use (by someone being
spied upon, for example), the user must make a saving throw vs. spells or be
blinded (curable in the usual ways).  Although the user may have any number of
extra eyes through the use of these beads, the eyes cannot be closed, and the
user cannot avoid looking through them.  If any monster with a gaze attacks
looks at the eye in use, the user must make the appropriate saving throw
(possibly each round), and may not look away.  Upon command, the eye turns into
a bead again.
XP value:    1,000                      gp value:    2,750

BELLOWS OF BREATH:  [S3] When pumped while the command word is spoken, the
bellows of breath produces a greenish poison gas in a 25 x 20-foot cloud, 10
feet high.  The gas inflicts 20 points of damage, but each victim may make a
saving throw vs. breath weapon to take one-half damage.  This bellows produces
its cloud only once per day.
XP value:    1,500                      gp value:    6,000
 
BELLOWS OF BREEZES:  [S3] This bellows appears and is used the same as a
bellows of breath.  However, when pumped and commanded, it produces great
winds.  The winds blow all loose items about, affecting a cone 60 feet long and
10 feet wide at its furthest end.  Each victim within the area must make a
saving throw vs. spells or be knocked over and unable to attack or cast spells.
 If used to help propel a boat with sails, the winds add a bonus of 30 feet per
round to the movement rate.  The bellows may be used once per day for up to a
full turn per use.
XP value:    2,000                      gp value:    7,000

BELLOWS OF ROARING:  [S3] This bellows appears and is used as a bellows of
breath and will also produce a cloud of green gas.  The cloud is harmless;
however, if any victims within it are hostile to the user, they all roar in
rage for one round.  This roaring bestows a +1 bonus to their hit rolls and
saving throws for one turn and attracts the attention of all other creatures
within 120 feet.  Only one cloud can be created per day.
XP value:      Nil                      gp value:      300
 
BLACK FLAME CANDLE:  [S4] Like the spell of the same name, a black flame candle
burns in reverse.  It produces cold, darkness, and oxygen, while growing all
the time.  The candle may be cut into segments, but only the uppermost one will
retain the magic.  Note that if the atmosphere of an enclosed space gets too
oxygenated, humans can get quite giddy, although it causes no real physical
harm.
XP value:    1,000                      gp value:    5,000
 
BLANKET OF SLEEPING:  [S3] This plain gray blanket is 6 feet square. If used to
wrap or cover any living creature, the victim must make a saving throw vs.
spells or sleep until the blanket is removed.  The blanket is easily removed by
anyone but the victim; if the saving throw is successful, the blanket has no
effect.  The victim needs no food or water while asleep, and may sleep for
years.  A normal hit roll is required if the blanket is used in hand-to-hand
combat.
XP value:      Nil                      gp value:    1,600
 
BOOK OF CURSES:  Large white leather book, decorated in gold leaf with pictures
of spinning wheels, apples, cradles, fairies, radiates neutral good magic.  If
a person under a curse opens this book, it will tell him who cursed him, when,
why, how and how the curse can be broken.
XP value:      750                      gp value:    3,500
 
BOOK OF FORESIGHT:  This is a slim volume which feels much heavier than its
size would suggest.  Bound in a dark maroon leather, the cover always has a
chilling, clammy feeling.  While the book of foresight appears to have may
pages of fine paper, it is impossible to turn to any page except the one where
the book opened.
     When opened, the book will reveal a potential danger, hazardous situation
or other warning...always something which might be encountered or might occur
later.  When first opened, the warning is vague - a hint or suggestion of some
possible hazard and, if the book is closed again, nothing immediate will result
and the pictured hazard may or may not happen.
If used repeatedly, the warnings may change...or the same warning may repeat
itself but becoming more and more distinct.
     If the book remains open or if the warning is studied, the danger becomes
increasingly clear and also immediate until, after 1d10+10 rounds spent
studying the warning, the pages suddenly become blank...but the reader and
party find themselves in the midst of the cautioned situation.
XP value:      700                      gp value:    2,200
 
BOOTS OF THE COWARD:  [S5] These boots resemble boots of elvenkind. They will
appear and function as boots of elvenkind... until the wearer runs from a
monster or combat.  At this time the boots will clamp to the user's legs and
will not release until a remove curse is cast upon them.  When the victim runs
from a monster or combat, the
boot will leave glowing, greenish-yellow footprints with a strong odor.  The
prints will last for 1d6+6 turns before they fade, allowing the victim to be
followed by even the most incompetent trackers.
XP value:      Nil                      gp value:    5,000
 
BOOTS OF SAFETY:  [S5] These are well padded boots that will, if a melee brings
the wearer below 2 hp per his level, will immediately be teleported without
error to the safest place within 20' per his level. It has 2d10 charges and
cannot be made to not function.
XP value:      900                      gp value:    2,600
 
BOTTLE OF CONTAINMENT:  This small bottle can hold up to 20 units of any kind
of fluid.  A magic potion counts as one unit, as does one gallon of any
non-magical fluid.  The bottle keeps all its contents separate, and each may be
recalled by name.  However, any fluid stored must be poured from the bottle to
be used.  The bottle appears empty if examined.  If the bottle is broken, all
its liquid contents disappear.
XP value:    1,750                      gp value:    4,500
 
BOTTLE OF EVAPORATION:  [S3] This bottle appears identical to a bottle of
containment and usually functions in the same manner.  However, its entire
contents may disappear without warning.  There is a 5% chance of disappearance
any time the user attempts to remove a liquid from the bottle.
XP value:      200                      gp value:    1,000
 
BOTTLE OF FIREFLIES:  [S3] This bottle appears and functions as a bottle of
containment.  However, when one wineskin of wine is poured into it, the bottle
glows with many tiny lights and the wine is immediately consumed.  The lights
can be commanded to glow with any brightness desired and can light an area as
small as 1 foot across or up to 120 feet in diameter.  However, the bottle
cannot be completely darkened except magically.  The firefly light lasts 1 hour
per wineskin of wine used and functions as often as desired.
XP value:    2,000                      gp value:    5,000
 
BOTTLEJOHN'S NEST EGG:  [S5] This item is a large crystal globe--powerful
neutral magic may be detected.  This is commonly found in the nest of a Harpy
or other large, dangerous birds.  It has been enchanted for the sole purposes
of attracting such a bird to nest where its eggs may be gathered for market.
Anyone carrying the globe has 25% or DMO to be attacked by such birds each day
in the dungeon or wild, or each week in town.  This is a rare imported item.
And can only be identified by someone with experience with this item, or by the
party carrying it getting attacked by the birds attracted to it (which gives
them a 7% chance per encounter--let them wonder).
XP value:    1,500                      gp value:    7,000
 
BOWL OF BLOOD:  [SO] This bowl resembles other magical bowls (cf. bowl of
commanding earth elementals) saves that it fills with blood either once per day
(24 hours), upon command, or of its own volition once every 4 rounds after
being activated.  While in the bowl, blood will not congeal, and can be used as
a material component, writing ink, medical supply (it will be compatible with
all whom it is given), stirge lure, or hurled at opponents and blind them
temporarily in a fight, etc.  Eighty percent of these bowls contain human
blood. Others contain elvish, gnome, and even (most rare) dragon blood.  Such
bowls fill from 9-90 times, and then vanish.
XP value:      500                      gp value:    1,000
 
BRACELET OF SWIMMING:  This bracelet is made of gold and is set with small
pieces of jade.  Its apparent value is 250 gp.  It is actually a semi-powerful
magic item which gives the wearer the same swimming abilities as those given by
gauntlets of swimming and climbing.  Note that no climbing abilities are given
and that any character may use this item.
XP value:      500                      gp value:    5,000
 

BRACERS OF DEFLECTION:  [S2] These magical bracers function like bracers of
defense of the most powerful sort, affording the wearer an effective armor
class of 2.  In addition, if the wearer chooses to attempt to parry an
opponent's attack (as detailed on page 104 of the Players Handbook), the
bracers cause the opponents to take a -4 penalty 'to hit', making a successful
parrying attempt more likely. The wearer may only parry in this fashion against
one opponent in any round, and cannot attempt to parry unless he does not take
any offensive action during that round.
XP value:    4,500                      gp value:   27,000
 
BRACERS OF THE MERMAN:  [S1] These devices will allow the wearer to swim at a
constant speed of 18" for up to 6 hours once per day, and at the speed of 12"
indefinitely.  The bracers also confer water breathing upon the wearer for an
indefinite period.  They do not, however, allow one to use fire or wield
weapons underwater as one could on the surface.  The bracers appear to be
ordinary wrist guards or arm guards; they contain no engraving or other
elaborate decoration.  As with all magical bracers, both must be worn by the
same character for their magic to work.
XP value:    2,000                      gp value:    4,500

BREACH-GATE:  [S5] A steel ring, two feet in diameter, this artifact is devoid
of ornamentation or detail of any kind.  Anyone who passes his head through it,
though will receive the command word directly into his mind.  When the ring is
held against any surface and the word is uttered, there will appear a hole,
beginning at the ring and continuing straight ahead until it again reaches open
air.  Speaking the word again causes the hole to be refilled, while speaking it
backward causes the ring to appear at opposite end of the hole before closing
it.  In actuality, the device is temporarily phasing out the intervening
material.  If something happens to be occupying that space on the plane that
the gate uses (take your pick), it will appear, probably to the user's
detriment.
XP value:    2,500                      gp value:   20,000
 
BREAD OF RESTORATION:  [S5] This item is a small loaf of very dark bread that
radiates magic.  Eating one loaf of this bread is the equivalent of a full
night's sleep and a full meal as far as renewing spells, mana, once-a-day
powers, etc., are concerned.  It keeps 8+1d12 days, if dry--if it gets wet it
spoils in 2 hours, when it is broken or its sealed package is opened.
XP value:      900                      gp value:    5,000

BREATH MINTS:  [S5] Breath mints are found as small colored mint-candies.
These candies come in the same colors that dragons do, and the person who eats
the mint can use the same breath weapon as the corresponding dragon.  Damage is
2-12, range 10", weapon may be used 1-2 times only.  User is immune to the
effects of that sort of breath weapon during duration.  These mints do not keep
well.  If spoiled, water-damaged, etc.,  they make the users mouth feel as
though a
dragon has been nesting in it for the last decade or so--and have only 75% or
less to work at all.
XP value:      700                      gp value:    7,000
 
BRIDLE OF CONTROL:  [S3] This bridle automatically calms the mount, preventing
all non-magical fear.  Flying dragons, nearby snakes, and other occurrences
which could cause unprotected animals to falter or flee do not effect the
mount.  The bridle of control has continuous effect while worn.
XP value:      500                      gp value:    2,000
 
BRIDLE OF LISTENING:  [S3] This bridle given the mount the ability to
understand any language heard.  It does not enhance the animal's ability to
speak, however; a speak with animals spell is needed for the mount to act as an
interpreter.  The bridle functions as long as it is worn.
XP value:      500                      gp value:    1,500
 
BRIDLE OF SOARING:  [S3] This bridle gives the mount the ability to fly (as the
M-U spell) at any rate up to 360 feet per turn.  The speed is not affected by
encumberence, but the duration is 6 hours per day if the animal is lightly
encumbered or 3 hours if fully laden.  The total time is not limited to a
single journey and may be used in any number of parts; however, each flight
uses one turn of flying time even if only a few round's duration.
XP value:    2,500                      gp value:    7,000
 
BRIDLE OF SPEAKING:  [S3] This bridle gives the mount the ability to understand
and speak in the common tongue.  As most riding animals are not highly
intelligent, the words and concepts are limited.
XP value:    1,000                      gp value:    4,000
 
BROOCH OF ALCHEMY:  [S5] This brooch is made of amethyst, that is carved with
an alembic pattern.  This brooch gives the wearer a percentage (his wisdom +
15) of indentifying any potion correctly, by placing the brooch into the
potion, or adding the percentage to any other adjustments the identifier has
when tasting the potion or just allowing the identifier more obvious clues when
tasting.
XP value:    3,000                      gp value:   17,000
 
BROOCH OF BEGOING:  [DUNGEON 11] This item appears to be a decorative pin set
with rubies, worth about 2,500 gp.  However, it has distinct magical properties
and can be used by a PC of any race and class. Each brooch has 1-50 charges.
     Once per week, the brooch allows the wearer to teleport himself plus an
additional 750 lbs. to any part of the Prime Material Plane familiar to the
person.  This power drains two charges.  Up to three times per week ( but never
more than once per day), the wearer can blink (as per the 3rd level mage
spell), except that the distance of displacement is of the wearer's choosing.
This power drains one charge.  Once per day, the wearer can become invisible
(as per the spell).  This power uses no charges.
     Furthermore, the brooch acts as ring of protection +1 so long as the
wearer has it on his person and wears no other form of magical protection or
armor.  The brooch may be worn with bracers of defense, however.  No charges
are drained by this ability.
XP value:    4,000                      gp value:   16,000

BROTHER SAMUEL'S COOKOO FIGURINE:  [S5] This object is a well-carved figurine
of a cookoo on a nest and inscribed "Spell Storing".  It
appears to function as a normal item of spell storing with indefinite capacity.
 In fact it stores the spells in other people's magic items. Range is 100' and
spells are stored last in first out.  When asked to release the spell it will
do so normally if the other item is still in range -- otherwise it will release
a different spell or none (DMO). If necessary it will delete spells already in
the other magic items tomake room for the new ones.
XP value:    5,000                      gp value:   50,000
 
CARPET OF CATASTROPHE:  [S6] This large beautiful carpet files on command,
smoothly and well, and can carry up to six passengers. However, it will always
fly directly to the greatest possible danger on that level of the dungeon and
then land.  It will not fly again until the danger in this location is
abbrogated.  At that time, if commanded to fly, it will again fly directly to
the location of greatest possible danger.  (The carpet can pass thru stone
walls as if ethereal.)
XP value:      Nil                      gp value:    9,000
 
CATBOOTS:  [S5] These boots are decorated with pictures of mice, milk,
cushions, hearths, etc.  Anyone wearing these boots will always land on his
feet, whether jumping, falling, turning sumersaults, etc.  But they in no way
negate impact damage.  Some varieties of these boots have all the benefits of
boots of elvinkind too, and are worth the values of both boots added together.
Each day the boots are worn the wearer has 1% (not cumulative) to be geased to
go and look at the nearest queen.
XP value:      400                      gp value:    1,000
 
CENSER OF THAUMATURGY:  [SO] This perferated metal vessel is typically (75%)
made of electrum, but may be forms of any prescious metal.  If it is filled
with incense and the contents are lit, the vapors from theincense will permeate
a 1" radius after 1 round and increase by 1" per round thereafter until
reaching a 7" redius limit after the seventh round.
     The effect of the vapors depends on what sort of character or creature
ignited the inscence (which may be someone other than the owner of the censer).
 If the lighting was done by a member of a spellcasting class of creature with
spell-like ailities, all magic-user spells cast by someone who is within the
vapors are treated as if cast by a magic-user of 18th level.  If the lighting
is done by a character or creature with no spellcasting or innate spell-like
abilities, then all magic-user spells cast by someone within the vapors are
treated as if cast by a character of 5th level.  A ranger or palidin who has
obtained spell abilities because of high level is considered a spell-caster for
pupopese of this determination.
     All forms of magic that are equivalent to any magic-user spell (such as a
monster's innate spell-like abilities or druid, illusionist, or cleric spells
that directly duplicate magic-user spells) are affected by the magic of the
censer of thaumaturgy. Psionic powers, magic items, and other magical or
magic-like effects are not altered.
     The 'high-level' effect of the censer's magic will give any spell cast the
range, duration, and effectiveness that would be afforded to a magic-user of
the 18th level, but does not allow the casting of any spell that the caster did
not already possess.  The 'low-level' version of the magic will limit the
spells usuable within the vapors to magic available to a 5th-level casterl in
other words, nothing higher than a 3rd-level spell can be successfully cast.
Any attempt to use a spell of 4th level or higher will simply fail, and the
spell
will be wasted.  As with the 'high-level' version, no caster can use a spell to
which he would not normally be entitled.
     The censer will burn for 3-12 turns unless deliberately extimguished.  A
gust of wind spell, the approach of a wind stalker, or the presence of similar
air currents which markedly affect the vapors will disperse them and end the
effect. When the censer goes out or it is extinguished, the vapors persist for
1-4 rounds thereafter before losing thier power.
XP value:    2,500                      gp value:   12,000

CHAIN OF SUBSPACE:  [S5] This is a chain of mithril/laen links with a clasp on
each end--size varies.  This may either be as a large chain (20 feet long, each
link 3 inches diameter) or as a bracelet.  The large chain will always be
unclapsed, the bracelet will always be clasped.  When the large chain is laid
in a circle and clasped it will change to the bracelet size, and any objects or
people inside the circle (and up to 40 feet above) will be teleported to
subspace and place in partial time stasis.  For them no obective time will pass
in relation to aging, spell duration, bleeding to death, etc.  When the
bracelet is unclasped the full size chain and its contents will reappear.
XP value:    7,000                      gp value:  100,000
 
CHAINS OF THE RUNE OF THE CHAIN:  These dull black chains and braclets were
constructed to allow the imprisonment of any magic using classes. They are 100%
magic resistant and drain all magic spells from any spell using class.  Spell
users are drained of any and all spells and mana points, and must recuperate
and study or pray before being able to perform magic again after being
released.  The chains can be removed only by the use of a mundane key.
XP value:    2,000                      gp value:   55,000
 
CHIMES OF THE WINDS OF TIME:  [S4] A fine and delicate-appearing set of wind
chimes, these seven resonant bars are possessed of a terrible power.  When
struck, each sounds a clear, perfect note, and a certain amount of time passes,
within a to foot circle.  There is one bar for each of the following time
periods:  minute, hour, day, month, year, century, and millenium.  If strung
and/or hit carefully, precise time increments can be obtained.  If not, who
knows how much time might pass?  Perhaps enough for the stoutest steel to
crumble into dust, or just a respite for an exhausted fighter, while his enemy
freezes in place.  Three footnotes will be of special interest--First, the
apparatus used to hang the chimes is not immune to the effect of them, so often
the only thing to stop a runaway chime will be the disintegration of whatever
is holding them up.  Second, since chime ring in real (outside the 10' area)
time, they can be heard by approaching beings.  It is possible, however that
they might not realize what is happening, even though they will not hear the
chimes within the area.  The agin affects only those things stay within the
area (beings can walk out, unaffected, and their movements will seem
exceedingly quick to those outside).  Third, there is a legend stating that the
song of these creatures will be the final sound at the end of time.
XP value:    4,000                      gp value:   20,000
 
CHURCH BELL:  [S3] This bell has no clapper and must be struck by a cleric
using a holy symbol to create its magical effect.  When striking the bell
properly, the cleric temporarly gains one level of experience; this effect last
only one hour at most.  Hit points and spells which would be gained are
obtained immediately and require no
training or meditation; damage taken thereafter is subtracted first from the
magically gained hit points.  The effect can also absorb one energy level
drain; the cleric then merely drops back to origional level.  The bell may be
used only three times per week and only once in any 24 hour period.  A wish
merely extends the effect to eight hour's duration; the gain in level cannot be
made permanent.
XP value:    2,000                      gp value:    5,000
 
CIBOLA'S POWDER:  [S5] This item is usually found as a soft gold powder.  A
dose of 1/4 teaspoon per 100 lbs. body-weight will cause the user to rejuvenate
10 years (effects permanent).  Those contemplating usage should be cautioned
against overdoseage--extreme juvenation is possible.
XP value:    1,000                      gp value:   15,000 per 1/4 teaspoon
 
CLAWS OF RAKING:  [S3] This pair of apparently ordinary gloves will grow claws
on command.  The wearer may use them as edged weapons, striking twice per round
for 1-4 points of damage per hit plus strength bonus.  The gloves can affect
creatures immune to normal weapons.  When used with cleats of gripping, the
wearer may climb sheer surfaces as if a 4th level thief (but with penalties for
armor appling).
XP value:      600                      gp value:    1,000
 
CLEATS OF GRIPPING:  [S3] The wearer of these useful items can walk on
otherwise impassably slippery surfaces, even if magical.  Sheer surfaces cannot
be climbed, but any slope of 45 degrees or less can be easily scaled.  When
they are used with claws of reking, the wearer may climb sheer surfaces as well
as a 4th-level thief.  The cleats make clicking noises when used on rock or
stone, so the wearer cannot suprise others.
XP value:      800                      gp value:    1,300
 
CLOAK OF BATTLE:  [SA,SO] This cloak will entangle any weapon parried by it
(treat any unsuccessful to hit roll of an opponent upon the cloak wearer or
wielder as a parry).  Magical weapons must then make a saving throw of 20, with
a bonus equal to their magical bonuses; those magical weapons without combat
bonuses save on a 20, and all artifacts save at +5 on the die or at their own
plus, whichever is greater. Failure to make the save binds the weapon fast to
the cloak for 1-3 rounds.  This entanglement prevents further attacks using
that weapon, and a bend bard/lift gates strength roll is needed to pull the
weapon free prematurely.
     If the attacking creature leaves or moves away to engage another olpponent
before the 1-3 rounds are up, it must part company with its weapon, which
remains in the possession of the cloak-bearer.
     The cloak has one other function; upon the speaking of a command word
while the cloak is held (but not worn), the cloak will be transformed into a
stout bar or cudgel for 5-8rounds.  The cudgel is largely composed of magical
force, will no be damaged by normal use (i.e., all except contact with magical
weapons or spells), counts as magical for to hit purposes but has no bonuses,
does 1-6/1-3 hp of damage, and cannot be used to entangle other weapons as
above.  The cloak can be destroyed by parrying (in the above manner) eight
blows from magical weapons while in this form, and it can be weilded by
characters of any class without proficiency penalties.
XP value:    2,000                      gp value:   12,000
 
CLOAK OF COMFORT:  [SA,SO] This cloak imparts (to the wearer only) equable
temperatures for comfortable studying, physical activity, sleep, and so on.  It
does this by alternatively exuding heat or cold that it has magically absorbed
(including the heat of the sun, the chill of night breezes, and extremes of
temperature common to deserts, glacers, and other inhospitable regions).  The
cloak's outlines are always clearly visible to creatures having infravision.
Notably, cold- and heat-based magical atacks are absorbed by the cloak
harmlessly; thus, the wearer is immune to cone of cold, heat metal, and similar
spells.
     Note that most fire-based spells and magics such as ice storm do damage
for other reasons than merely the temperature of their effects. The wearer of a
cloak of comfort suffers -2 hp per die of damage from ice storm and fire-based
magics of all sorts, although the cloak itself is immune to the effects of
flame and freezing.  Electrical and other energy attacks are unaffected by such
a cloak.  The capacity for absorbtion of such a cloak is not known--none is
known to have ever 'overloaded' nor, when destroyed, to have exploded or
emmitted any bursts of heat or cold.  The wearer of such a cloak never suffers
the effects of exposure to the wilderness, such as reduced constitution,
dexterity, etc.  Sunstroke (due to ultraviolet radiaion) and water damage to
accoutrements, ets., are still possible.  Hypothermia and fataal effects of
frigid waters are not possible.
XP value:    1,500                      gp value:    7,500

CLOAK OF DELIGHT:  [SO] These strange, most rare garments cause all who view
the wearer to feel calm and at peace in the latter's presence, and feel
friendly towards the wearer.  At first sight of a wearer of a cloak of delight,
regardless of the latter's natural charisma, all who fail to save vs. spell
will feel loyalty and love for the wearer, and will tend to carry out the
latter's most bizzare commands with enthusiasm and alacrity.  All who wish to
attack the wearer of such a cloak must save vs. spell at every attack or strike
at -2 due to reluctance and remorse.  Once per day the cloak wearer may
entrance creatures who fail to save vs. spell by causing the cloak to display
the ultimate pleasure and goal of each (creatures of low or animal intelligence
save at -3, non-intelligent creatures are unaffected).  Entranced creatures
will remain in a motionless trance for 1-8 rounds, oblivious to their
surroundings, but will attack manically any creature or thing obstructing their
view of the cloak. Use of darkness, pyrotechnics, or similiar obscuring spells
ends the trance.  Entranced creatures cannot employ psionics or cast spells.
     A side effect of the cloak's powers is that everyone who views the garment
will see it differently, and give widely different descriptions of it later.
XP value:    3,000                      gp value:   35,000
 
CLOAK OF DRY CLEAR:  [S5] This is a cloak of very fine watered silk and is
waterproof.  It makes the wearer completely invisible, even to truesight--but
only in the rain, in fog, or underwater.  "...took a sprinkling can and kept
wetting himself down with it.  He was invisible all right, but you should have
seen those orcs chasing that dancing water can..."
XP value:      500                      gp value:    4,000
 
CLOAK OF ECHOES:  [SO] This cursed item is identical to a cloak of elvenkind
(q.v., DMG), and functions properly as such an item at all times.  When a
wearer is attempting to be quiet and stealthy--and only at such times--all
noises made by the wearer are greatly magnified, and echo loudly.  Thus, the
sound of a footfall or that of a weapon
being drawn would alert other beings to the presence--if not the precise
location--of the cloak-wearer.  Whenever such an echo-activated cloak is taken
off, it will emit a weird, echoing falling cry as it parted from the being who
has just worn it.
XP value:      Nil                      gp value:    3,000
 
CLOAK OF EMPTINESS:  [S5] This cloak is a dark blue embroidered robe. The
embroidery is so intricate that close studying of it will cause severe
headaches.  To use, the wearer wraps himself tighly in the robe, thinks or
where he wants to be, and he is there.  However, the robe falls to the ground
where he used to be.  Accuracy depends upon the condition of the cloak.
XP value:     3,000                     gp value:   15,000
 
CLOAK OF ETHERALNESS:  This apparently ordinary cloak will allow the user to
fade briefly into the Ethereal Plane up to three times a week. It is activated
by one segment of concentration.  No verbal command is necessary--the character
just begins to fade.  The process takes five full segments, during which time
the user cannot move but may defend against attacks.  While fading into
theether the character can be struck buy any weapon or spell.  At the end of
the five segments the character is wholly in the ether and thus invisible on
the prime material and immune to most attacks.  While ethereal, the user can
move at the rate of 15 feet per segment in any direction, even up or down, and
can bypass walls, ceilings, magical traps, doors, ect.  At the end of three
segments, the user will fade back in to the prime material plane.  The cloak
cannot be activated again for one full turn, and may be activated only three
times in any one week. While in the ether there is a 1% chance of an ehtereal
encounter which may follow the user  at the DM's discretion.  A user who would
rematerialize inside a material object is trapped on the ethereal plane!  The
cloack can be used but 36 times, after which the item becomes non-magical.
XP value:    2,600                      gp value:   15,500
 
CLOAK OF FANGS:  [SA,SO] This cloak can be worn as a normal, heavy-wear,
all-weather cloak for an unlimited time, but when magically activated will
serve only once.  The word of activation for all such cloaks is 'Feerond,' then
name of their maker.  When this is spoken, the cloak is dangerous to the
wearer's friends and foes alike; it fires darts of pure force up to 3" distant
in all directions, this spray of invisible missiles lasting for seven rounds
regardless of the cloak wearer's intentions.  The cloak wearer wil never be
struck by any of these missiles, nor do any such missiles ricohet, but all
creatures within 3" of the cloak-wearer (who may, of course, move and fight
normally) suffer 6-36 hp damage per round; a save vs. spell means half (3-18)
damage, and spells such as shield, wall of force, anti-magic shell and the like
will offer complete protection against the missiles.  The missiles also cannot
penetrate other planes (i.e., the etheral) or extra-dimensional spaces (e.g.,
those created by a portable hole or rope trick spell), although if the cloak
wearer enters such a space or plane by some means, the flurry of missiles will
accompany him or her.  The missiles do not hamper the movement rater of
affectred creatures, but do prevnt spellcasting that involves somatic and
material componnts.  At the end of the seven-round flurry of missiles, the
cloak vanishes forever.
XP value:    1,500                      gp value:   10,000
 
CLOAK OF GUARDING:  [S1,SO] This garment is identical in weight, texture, and
appearence to a normal woolen cloak, and is typically
gray in color.  When it is worn and the user is struck by a physical blow, the
cloak will instantly become rigid at the point of impact, deflecting all
non-magical missles and absorbing some of the force from any other physical
attack (-2 on each die of damage, down to a minimum of 1 point of damage per
die).  After the attack had landed and withdrawn, the cloak cannot be torn of
otherwise damaged by any physical attack, except under the circumstances
described immediately below.
     If a cloak of guarding is subjected to constriction or sustained pressure
(as in a dead fall trap, or caught between two walls that are closing
together), the garment will protect the wearer in the manner of a rigid suit of
armor until it has 'rested' for as many rounds as the number of points of
damage it absorbed, or until it is taken off and not worn for at least one
round.
     The constriction of a cloak of guarding (which invloves metal spun into
fine threads) is such that the wearer will take maximum damage--no saving throw
permitted--from heat, cold, or electrical attacks of all sorts.  The cloak
itself will not burn.
XP value:    1,500                      gp value:   10,000
 
CLOAK OF MANY COLORS:  [SA,SO] This rare garment can so shift its pigmentation
that its wearer is immune to the effects of color spray, prismatic spray, and
the like, and can pass through a prismatic sphere or prismatic wall (together
with all items carried or worn within the cloak) as though the barrier did not
exist.  The wearer only (not companions) is so protected, and he is likewise
solely protected from blindness due to blur, pyrotechnics, hypnotic pattern,
darkness, blinding light of all sorts, and magical effect.
     The cloak itself does not seem to an observer to alter its own colors, but
will always seem to have a swirling and indistinct surface (aiding the success
of a wearer hiding in shadows by +10%); more so when it is acting to shield its
wearer's gaze from color effects cast at the wearer.  The cloak cannot,
however, deliberatey be used to camouflage te wearer by blending with
surroundings, nor does it have any powers to affect creatures other than te
wearer, either by attack or by conferring protection.
     Once every 12 turns, the wearer, by effort of will, can cause the cloak to
glow (equivalent to a light spell, but not blinding) white, such glowing
lasting for nine rounds, without any concentration required, or ceasing sooner
if the wearer wills.  Obviously the wearer cannot hide in shadows while the
cloak is thus used.
XP value:    1,200                      gp value:    8,000
 
CLOAK OF NIGHT:  [SN] This magical cloak will operate only on a non-good
figure.  If a good figure wears it, he will automatically be attacked by any
undead encountered, even if those undead must push past other party members to
get at the wearer.  The cloak, when worn by a non-good figure, confers the
following powers at night only: polymorph with all possessions into a bat.
stirge, crow, or owl at will in 1 segment (the figure must return to normal
shape before changing into a different form); gain 90-foot infravision (whether
underground or not); and act as a cloak of elvenkind.
XP value:   2,000                       gp value:   20,000


CLOAK OF QUICK CHANGE:  [S5] This cloak usually red and black and very popular
with thieves and assassins, is reversible and any two colors desired.  When the
cloak is worn with one color out, a set of clothing is visible, when the cloak
is reversed, a second form of dress appears.  when the cloak is donned over a
set of clothing and the clasp is turned, the inner side of the cloak is attuned
to that set of
clothes.  When the cloak is removed, the clothes vanish with it.  A second
choice of costume may then be selected and the process repeated with the cloak
reversed.  After this, when the cloak is reversed, the appropriate set of
clothing appears.
XP value:    5,000                      gp value:   15,000
 
CLOAK OF REFLECTION:  [SA,SO] This cloak (many were made) confers a limited
spell immunity upon any one, living creature wearing or covered by it.  The
following spells and spell-like magic-iten functions--and only the following
spells--are directed back at the caster/wielder as follows:
     Magic missile- Reflected back at the caster with full effect (no saving
throw).
     Shocking grasp- Discharge directed back instantly into caster and
nullified; caster takes no damage, but spell is lost.
     Forget- Spell distorted and throw back at caster, who is confused (as per
the 4th-level magic-user spell, confusion) for the following round (no saving
throw); the forget spell is lost, and neither caster nor cloak wearer forgets
anything.
     Irritation- Reflected back at caster, who is affected normally unless save
is made (negates effect).
     Ray of enfeeblement- Reflected back at caster, who is affected normally
unless save is made (negates effect).
     Hold person/animal/monster (if cast at cloak wearer) - Distorted by the
cloak and reflected back at the caster, who must save vs. spells (at par) or be
slowed for two rounds.
     Tasha's uncontrollable hideous laughter- Reflected back at the caster, who
is affected normally unless save is made (but the caster's saving throw is
always at par, never a minus due to intellegence).
     Polymorph other- Reflected back at the caster, who must save +2 or be
affected normally (system shock roll must be made, form recieved as the caster
intended).
     Feeblemind- Reflected back at the caster who must save vs. spells at +2 or
be affected normally.
Color spray- Reflected back at caster, who must save vs. spells or be struck
unconscious for 1-2 rounds.
     Entangle- Cloak wearer is unaffected by entangle, but the spell has normal
effect on other creatures within area of effect; magic not reflected back on
the caster.
     These cloaks were made to protect rangers and other traveling messengers
in the service of the High Lady of Silverymoon.  The precise magical defenses
against each spell are now unknown, the knowledge having died with the maker of
the cloaks, the mage Irentalar.  The caster or wielder can escape into another
plane (or extra-dimensional space).  Momentary dislocations such as blink,
dimension door, and teleport are not sufficient to escape, and instance is not
a factor.
XP value:    1,500                      gp value:   10,000
 
CLOAK OF STARS:  [SA,SO] The inside of this cloak comtains four stars aound the
neck and front hems, sixpointed shapes of silver cloth. These are enspelled and
radiate magic.  If a star is touched and the name of its maker spoken (Thalanta
the Fair made most of these cloaks), the star will vanish and the spell stored
within the star will be activated.  The knowledge of the making of such stars
is lost, and thus they cannot be replaced.  Only one star may be activated per
round; it will cause the a spell to be cast as though by the cloak wearer or
bearer (regardless of that being's class or level), and the spell will take
effect as though cast by a magic-user of 20th level, for that is what Thalanto
was.
     The usual spells stored in a cloak of stars vary according to which of the
three types of cloak is found:
     1.  Teleport, enchant an item, spirit-wrack, limited wish
     2.  Anti-magic shell, repulsion, reverse gravity, imprisionment
     3.  Death spell, legend lore, statue, shape change
     4.  Wish, blizzard blast, ball lightning, anti-lightning ball
Such cloaks are very rare, versions 3 & 4 espically so.  The pattern in which
the stars were placed inside the cloaks vary as well.  The four known varations
are:  a three-star triangle inside the right front throat hem, one star in the
center of the triangle; four stars in a square on the left front hem; two stars
down the right front hem and two stars down the left front hem; and, four stars
in a diagonal row by the right front throat hem.  The stars can, of course, be
activated without knowing what spell will occur; knowledge of the spell power
will fill the star-activator's mind in time for the spell to be directed at an
area or specific target (but not negated or saved for later).
XP value:    1,200                      gp value:    7,500

CLOAK OF SURVIVAL:  [SA,SO] While wearing this cloak, any being gains a +2
bonus on all saving throws vs. poison and has a -03% penalty to the chances of
contracting any disease or parasitic infesation.  In adition, the cloak
maintains a supply of pure, breathable air, enough for the wearer only to
breathe for one turn, within itself, replenishing this supply constantly
whenever the surrounding air is pure, and automatically envelopes the
cloak-wearer's head in it whenever breathable air is not present (i.e., if the
cloak wearer is enveloped in choking smoke or plunged into water, he or she can
see, breathe, and act normally for up to one turn).
     Incidentally, the wearer of this cloak is immune to nausea and its
effects, and to the person-affecting cantrips belch, cough, sneeze, and yawn.
Note that poisonous vapors are protected against for one full turn, and only
thereafter must the cloak wearer save (at +2) to aviod any effects.
XP value:    1,000                      gp value:    6,000
 
CLOAK OF SYMBOITIC PROTECTION:  [SA,SO] This type of cloak is very rare.  It is
impregnated with an immobile, nonintelligent living substance of unknown
identity and origins which cannot be isolated by alchemists and naturalists for
study.  The symbolite drains one hit point of vitality from the wearer every
other time it is put on (or, if worn continuously, once every two days) and
makes the wearer color blind while worn.
     In return, the cloak confers immunity to the effects of green slime, olive
slime, obliviax, violet fungi, yellow musk creeper, yellow mold, and russet
mold (but not brown mold).  In addition, spore attacks of all other sorts
(including those of the mythconid, ascomoid, basidirond, and similar creatures)
are saved against at +4. The symbiotic life form in the cloak seems to feed
upon and neutralize spores and microscopic airborne life of all sorts; in many
cases, this power will confer upon the cloak wearer a -06% penalty to the
chances of contracting diseases.
XP value:    3,000                      gp value:   20,000
 
CLOAK OF THE SHIELD:  [SA,SO] The wearer of this cloak can project a shieldlike
fiedld of invisible force once every two turns, maintaining and moving this
force field by conscoius mental control.  The field lasts up to three rounds,
in the form of a square 10' x 10' across and four inches thick.  The wearer can
employ this shield, protecting himself or another single being, so that it acts
as a wall of force
(as per the magic-user spell), a weapon (striking as an invisible ramming
force, doing 1-10 points of damage per blow, one blow per round, no saving
throw), as a bridge or barrier (like a door), or as a 'floating disc' (like
Tenser's spell).  The wearer can shift the force field to fulfill any or all of
these functions in any order, but it may serve only in one capacity per round.
If not maintained by constant mental control (i.e., the wearer cannot be struck
unconscious, stunned, charmed, confused, feebleminded, or psionically attacked,
and cannot himself cast spells), it will cease to exist instantly.  Attacks
upon the field of force do not affect the cloak. The cloak has 750 charges and
uses one charge for every round in use.
XP value:    1,500                      gp value:   10,000
 
COLLAR OF OBEDIENCE:  [S4] Simply put, the wearer of this item is subject to
any command, given by any being within earshot.  The only conditions are these:
 1) The victim must don the collar willingly; 2) The priority of each command
is lower than the preceding one.  Thus, if you tell the collar-wearing
chancellor to kill the king, and the cornered monarch orders him to desist,
yours will be the instruction followed.  The collar is a beautiful work of art,
often worn for its ornamental value by the unknowing.
XP value:    2,000                      gp value:   10,000
 
CONE OF SILENCE:  [S4] Six inches tall and three across the base, this cone is
made of a springy, yet nearly invulerable spongelike substance.  It is always
in operation, completely damping all sound within any room.  Even if the room
has an opening, the room will still be silent, and the space outside will be
unaffected.  Out of doors, the effect extends for 100 yards or until blocked by
an obstruction. Wrapping the cone of silence or placing it in a container
allows hearing to resume.
XP value:    1,000                      gp value:    8,000
 
CUE BALL:  [S3] This ball appears identical to a crystal ball, but no images
appear in it, and it may look useless.  If carried, however, it can offfer
advice.  Whenever the user is in doubt as to a decision of any kind, the cue
ball speaks in a language known to the user, offering its opinion as to the
best course of action.  The cue ball always has an opinion if asked for advice,
though its opinion is entirely random if a random chioce is the only one
possible (such as the direction to take at an unexplored intersection).  This
ball operates by using ESP on the mind of its user, brilliantly analyzing and
applying all the user's knowledge to arrive at its opinion.  The cue ball can
offer only three opinions per day.
XP value:      500                      gp value:    1,000
 
DANLEOR'S DUNGEON CHAIN:  [SP] Hundreds of years ago, there lived a great
wizard named Danleor who created dozens of sets of magical dungeon chans, which
he used to confine his numerous and unusual enemies.  some of these enchanted
shackles have survived the centuries to the present.
     Individual sets of chains vary in power and effectiveness; the stronger
ones are noticeably thicker and sturdier than the weaker ones.  The iron chains
and shackles are built to confine any creature from hill giant size to halfling
size, and Danleor's dungeon chains are so heavy on a captive that he is almost
totally immobilized.  To determine the strength of the chains discovered, roll
on the following table:
 
1d100     Result
01-30     Restrains up to 17 strength
31-60     Restrains up to 18/00 strength
61-90     Restrains up to 19 strength, prevents captive from becoming gaseous
91-97     Restrains up to 19 strength, prevents captive from becoming gaseous,
escaping to the Astral or Ethereal planes, teleporting, or using dimension door
98-00     Restrains up to 20 strength, prevents captive from escaping by any
means short of a wish
     Danleor's dungeon chains are much too heavy to be thrown or otherwise used
as weapons.  Anyone aside from the chains; captive may open the magic shackles,
if he knows the command word.
     In some of Danleor's ancient records, which are now kept by an isolated
clan of elves, there is mention of strange types of dungeon chains which are
actually sized to hold larger giants.  To date, however, no such chains ave
been discovered.
XP value:    1,500                      gp value:   20,000
 
DEGREE BELT:  [S4] Appearing to be a strap of woven material six feet long,
this item is in fact the most revered relic of an ancient school of martial
arts.  When worn in the proper manner, wrapped twice around the waist and tied
with a square knot, it imbues the wearer with all the fighting skills of a
top-rank student of the organization from which it came.  In Oriental
Adventures terms, this means a kensai of the 12th rank, while in AD&D terms, it
means a fighter of 12th level with a single weapon of proficiency (the PC may
not choose which weapon).  Nothing else is gained, such as special abilities or
hit points, and if the school (or any former member) still exists, the owner of
the Belt could well be in continual danger from them.
XP value:    3,000                      gp value:   15,000
 
DEW TENT:  When pitched and left standing for one night, this tent collects the
morning dew on its surface and channels it into a collection pouch in one
corner.  The dew tent provided sufficient water for two humans and their mounts
for one day, even in the desert and other arid regions.
XP value:       20                      gp value:      500
 
DIMENSION EGG:  [S4] One of the most difficult of magic iterms to correctly
construct, a dimension egg is a small (1-6 in) spheroid of gleaming metal, with
only one surface feature- a slight groove about half an inch across.  When the
groove is pushed in the right direction, usually with a fingernail, a minute
door slides open in the side of the Egg.  Sticking any extremity into the
opeining results in the experimenter being shrunken and sucked into the
dimension egg, which in fact houses anything from a huge palace to a small
planet. The particulars of this environment were entirely up to the wishes and
skills of the maker of the egg, and may thus seem utterly mundane or insanely
bizzare.  The exit from the egg is normally unknown to the inhabitants thereof,
but a determined searcher should be able to uncover it after many adventures.
Success results in expulsion from the door and a return to normal size.
XP value:   10,000                      gp value:   50,000-200,000
 
DRAGON'S EYE:  A dragon's eye appears to be a small multicolored gemstone,
perfectly spherical in shape and about 1/2" in diameter.  A jeweler will not be
able to estimate its worth, and it seens to be made of no known mineral or
substance.  When held up to the light and closely examined, some specimens of a
dragon's eye may be seen to have
a design within the stone that resemebles the silhouette of a dragon in flight
(which may be given as a clue to how the item functions).
     When cast into the air at the same time a command word is spoken, a
dragon's eye will vanish in a puff of smoke.  In 1-3 rounds, a young adult
dragon of random color (without spellcasting abilities) will be summoned,
appearing 10 feet away from where the character who cast the dragon's eye is
standing.  The dragon will initially be well predisposed to the summoner, and
will obey any reasonable commands of the summoner that are spoken in the common
tounge.  However, the dragon will only remain for a certain period of time
before it vanishes forever.  The greater the difference between the summoner's
alignment and the alignment of the dragon summoned, the less time the dragon
will remain.  The following table gives the different types of dragons that be
randomly summoned by this device:
 
D20 roll        Dragon color    Alignment
  1-2           gold            lawful good
  3-4           silver          neutral good
  5-6           copper          chaotic good
  7-8           brass           chaotic neutral
  9-10          red             chaotic evil
 11-12          black           neutral evil
 13-14          blue            lawful evil
 15-16          bronze          lawful neutral
 17-20          green           true neutral
 
Any dragon summoned by a dragon's eye will remain with the summoner for 6 turns
if the alignment of the summoner and the dragon are identical.  For every step
between the summoner's alignment and that of the dragon, counting the latter
but not the former, the duration of the eye's effect is reduced by 1 turn.  For
example, lawful good is four steps away from chaotic evil:  from LG to LN or NG
= 1 step; LN or NG to N = 2; N to NE or CN = 3; NE or CN to CE = 4.  Thus, a
lawful evil summoner who recieved a red dragon after casting the eye would have
its services for only 2 turns.
     The summoned dragon will generlly behave in a manner consistant with its
alignment, unless commanded to do otherwise by the character controlling it.
All of these dragons are of average size and have 4 hit points per hit die.
They can use thier breath wewapon, claw, and bite attacks in combat.  None of
them will have fear aura that dragons gain upon reaching adulthood.  Each can
detect hidden or invisible creatures within a 4" radius.  None of these
dragons, because of the special nature of thier summoning, can be subdued in
battle; if commanded to do so, a dragon will fight to the death on behalf of
the summoner.
     A dragon's eye can only be used once.  It is 90% likely that only one will
be found in a treasure hoard; otherwise, two will be discovered.
XP value:    3,000                      gp value:   20,000
 
DUST OF BLENDING:  [SE] This magical dust is usually found in a small leather
bag upon which is drawn many magical sigils in silver foil. Each of the 2-12
cakes of dust of blending found in a bag resembles a crumbly chunk of yellow
dirt about 3" in diameter.
     If thrown against a creature or inanimate object, cake of dust of blending
explodes in a harmless shower of yellow and red sparks and causes the immediate
area to blend in with its surroundings so as to be 90% invisible, even on close
inspection.  Each cake can cover an area of 50 cu. ft. (such as 2' x 5' x 5',
2' x 2 1/2' x 10', etc.). The magic from the dust of blending lasts for 1d6+6
turns.
     The dust can be washed off, thus revealing the object or creature it was
meant to conceal.  It may also be blown off by winds in excess of 40 MPH.  If a
creature moves while coated. there is a 10% chance per turn of movement that
the dust will be shed.
XP value:    1,250                      gp value:   5,000
 
DUST OF FORGETFULNESS:  This dust looks like other magical dusts, and is stored
and delivered in the same manner.  When throw at a character or other living
creature, the dust causes the victim to forget everything that has happened to
him in the last hour (including having the dust tossed upon him).  Enemies
encountered during that time will be forgotten, paths explored will look
unfamiliar, and newly made friends will be seen with suspicion.  If a
character's immediate surroundings are similar to those the character was in an
hour before, the character won't even be aware of the difference without close
examination (if any differences in environment exist).  After one week, the
lost memories will be restored, and no experience will be lost.
     Player characters, if sprinkled with dust, should be forbidden by the DM
to use 'forgotten' knowledge.  No saving throw is given against this power.
XP value:    1,500                      gp value:    4,000

ELEMENTAL BALL:  There are four types of elemental balls--air, earth, fire, and
water--but all appear identical to crystal balls. Upon command, an elemental
ball turns into its element (stone for earth). Each holds its shape while in
elemental form and resumes the origional crystal appearance on command.
     The air ball is useful underwater, where it can supply the user with three
hours of breathable sir.  If Strength permits (15 or over), the earth ball can
be used as a boulder (as if throw by a giant) but is treated a a +1 weapon in
all respects; it is also immune to acid damage.  A fire ball will burn the
person holding or touching it for 1-4 points of damage per round of contact,
though it had no effect if any sort of fire resistance applies; with a touch it
will set combustible amterials afire.  The water ball is useful  in desert
areas, for it cannot evaporate and can provide one person with daily water for
up to seven days.
     On the prime material plane, if an elemental ball is offered to an
elemental creature as a gift, it causes that creature to become neutral toward
the donor and is thus useful for preventing attacks from out-of-control
summoned elementals.  The summoned creature then immediately departs to its
home plane, taking the ball with it.
XP value:    1,000                      gp value:    2,000

ELVEN BRACELETS:  [S5] These are bracelets woven from green vine.  The vine
possesses natural magic, which enables it to locate thin cracks and breaks.
The wearer is able to locate secret doors by placing his hands against the
wall, floor, ect.  The range is 20' in all directions.  Percentage of success
will be the same as for an elf actively searching.
XP value:      300                      gp value:    3,000
 
EXPANDING CRYSTALS:  These crystals look like colored quartz, 1-12 inches in
diameter.  These crystals grow when touched with water.  A 1" crystal becomes
2" the first round, 4" the second, 8" the third, etc.  Maximum is 360".  Each
doubling requires 1 quart of water. Crystals have the strength of normal quartz
and tend to grow around and encase any obstacle.  Any portion of the crystal
will act in the same way.
XP value:      200                      gp value:    4,000
 
EXTENDABLE ROPE:  This looks to be a normal rope of 10' long.  When one end is
held and the command word spoken, the rope will grow from the other end at 10"
per round until the holder commands it to stop or reaches 100' of growth
(making the rope 110' long maximum).  The new growth may be cut into any length
desires--will be normal rope.  If the origional 10' secton is cut it loses all
magic.
XP value:      700                      gp value:    4,000
 
EYES OF THE UNDEAD:  [SN] These cups that fit over the eyes look like any of
the other magical "eyes."  However, they allow a figure to see living things at
a range of 90 feet even in total darkness, even if the figure is invisible or
is somehow cloaked or protected from normal sight.  The eyes of the undead will
see an aura of life, but are not able to see details of the figure's face, etc.
 Wearing the eyes cancels normal or magical infravision.  The eyes of the
undead prevent a vampire from charming their wearer.  If worn for one full day,
the eyes mold themselves to the wearer's eyes and cannot be removed until that
figure is dead.  To others, the victim's eyes look totally white. In all cases,
the wearer's natural charisma will drop by two points while the eyes are worn,
if they can be seen by others.
XP value:    3,000                      gp value:   10,000
 
FAERIE LASSO:  This rope is silver colored, and is actually made of hair that
is 50' long.  Upon command the rope can:  stretch up to 4 times its length; tie
or untie; move like a snake (rate 12").  Anyone bound by it must obey the
rope's holder/current owner.  It dislikes ordinary ropes and if tied to one
will wait until no one else is looking, untie itself and slither off 25-125' to
silk--will not obey again until owner apologizes.
XP value:    3,000                      gp value:   13,000

FLAGON OF DRAGONS:  [SO] This large, silver vessel never tarnishes, and bears
no device (scratches and painted or chalked marks will fade and dissappear in
2-8 turns).  A stoppered flagon is always heavy, and if shaken, a liquid
sloshing noise is heard from within.  When it is opened, a single dragon breath
weapon attack will issue forth from its neck--acid stream, bolt of electricity,
cone of gas or vapor, cone of fire or cold--such attacks being at random and
not at the choice of the flagon-wielder, as follows:
(roll of 1d10)
01   black dragon acid:  does 36 points of damage
02   blue dragon bolt:  48 points
03   brass dragon sleep or fear gas
04   bronze dragon repulsion gas
05   copper dragon slow gas
06   green dragon chlorine gas:  56 points
07   red dragon cone of fire:  56 points
08   silver dragon paralyzing gas
09   white dragon cone of cold:  36 points
10   gold dragon fire:  64 points
 
     These attacks have the range of the breath weapons they duplicate.  Once
such a flagon has been unstoppered, an attack is launched immediately,
regardless of the flagon-bearer's wishes, and after that attack has occured,
directed outwards from the flagon's throat whether target's are present or not,
nothing more occurs until the flagon is stoppered (and then unstoppered) again.
 Stoppering and unstoppering each take one round.
     The flagon of dragons appears to be empty; nothing amiss occurs if
weapons, etc. are poked into it.  It can even carry liquid without harm; but if
stoppered, the liquid vanishes and a breath weapon attack emerges when the
flagon is next opened.
XP value:    6,000                      gp value:   40,000
 
 
FOLDBOX:  [S4] A lesser and more benign use of the power of spatial folding,
the foldbox is nothing more than a large container, possessed of many
different-sized storage spaces.  The standard type, described in most texts,
has one each of the following compartments:
          12'x6'x4'
          6'x4'x3'
          4'x3'x2'
          3'x2'x1'
          1'x6"x3"
          6"x3"x1"
     The great utility of the foldbox lies in its ability to get smaller as it
is folded up.  Its maximum deployment will expose all of the compartments at
once, while the minimum shows only a fine wooden box (lidded) the size of the
smallest compartment.  A skilled user can get to any of the spaces without
exposing any others.  No matter how much material is placed in the foldbox
(keeping in mind the constraints of volume), it will never weigh more than the
weight of the box  that is presently exposed (excluding contents).  If the
exceedingly tough box should somehow manage to get destroyed, the resultant
explosion is equal to a 10 HD Fireball.
XP value:    5,000                      gp value:   50,000


FOLDING CORACLE:  [SQ] This device is similar to a folding boat(???), except
that it does not create such a grand vessel nor does it take up as much space
when it is collapsed.
     The folding coracle looks like a small leather patch when folded--about
the size of a large playing card.  In fact, the patch may be sewn to a piece of
clothing as a means of disuising it.  When the command word is spoken, it
expands into a skin-and-strut craft that is circular and about eight feet in
diameter.  Up to six human-sized passengers can travel in it.
XP value:      500                      gp value:    3,000
 
FOSTER GRANTS:  [S6] This is, as the name suggests, a pair of dark glasses.
The person wearing these has a 50% chance to hide in shadows (plus any other
percentages applicable) and not to be reconized by any person or monster.  If
sucessful, he will be forgotten in one melee round by all monsters and by all
party members who fail to save on intellegence at -6.  This will last as long
as he wears the glasses. Is it necessary that we indicate in detail the
possible disadvantages of this condition?  Accidents do happen!
XP value:      500                      gp value:   10,000
 
GAUNTLETS OF HEAT:  These golves are capable of generating heat and fire upon
the mantal command of the wearer.  A set of gauntlets of heat is capable of
producing the following spell-like powers:  The wearer can produce flame and
heat metal six times per day each, and use burning hands three times per day.
The guantlets can also be used to ignite up to twelve arrows or crossbow bolts
a day, as per the spell flame arrow. All spell effects are at the 12th level of
ability where determinations of spell level are applicable.
XP value:    1,000                      gp value:   10,000
 
GAUNTLETS OF THE GHOUL:  [SN] If a good figure puts these on, he must save vs.
paralysis each round until they are removed or until he is paralyzed.  They can
only be removed by dispel magic or remove curse, and even then removal must be
done within 2 rounds of the spell being cast or they will again lock on the
victim's hands.  The figure will remain paralyzed until the gauntlets are then
removed.  If a non-good figure puts them on, his touch will be as that of a
ghoul, inflicting 1-4 points of damage per touch (hand), and a victim must save
vs. paralysis or be paralyzed for 5-20 rounds.
XP value:    1,500                      gp value:    10,000
 
GEM OF SHIELDING:  This object is a small, magical gemstone that has the power
to bestow upon its user complete immunity against certain psionic attacks.
Each of these gems has a clear, pale color and initially seems to be of 10 gp
value, though of an unidentifiable sort of gem.
     A gem of shielding is pressed to the user's forehead, where it will seem
to melt into the skin and become invisible.  No command word is necessary for
this to occur.  Thereafter, the gem performs its protective functions
automatically.  The gem may be removed by placing one's fingers against the
forehead and mentally commanding the gem to reappear.  It is possible for more
than one gem to be emplaced on a character; however, there is a 20% cumulative
chance per extra gem emplaced that a resonance field will be set up between the
two (or more) stones.  This resonance field will continue to protect against
the attack forms the gems were designed to stop, but they will supress all
other psionic defenses that the subject possesses.  A person who is using gems
to shield against attack forms C, D, and E would thus have ho defense at all
against attack forms A or B if this occurred. The affected person will not be
able to sense his own vunerability.
     Additionally, the resonance field will alert all psionic creatures within
a one-mile radius of the gem-user as to his location, ruining all attampts to
suprise such creatures.  It is also possible for a psionic creature to track
down the gem-user because of the resonance field given off when the item is in
use.
     Only 1-2 gems of shielding will be ususally found.  When one or more are
discovered, the type(s) of gem(s) found may be randomly determined using the
following table.
 
Die roll                                Protects against
 (D12)      Color of gem    Gem type      attack mode
  1-3       pale violet     nerve shield       A
  4-5       pale green      mind shield        B
  6-7       pale orange     ego shield         C
  8-9       pale yellow     id shield          D
 10-11      pale blue       psyche shield      E
  12        clear           brain shield    special
 
     The brain shield gem gifts its wearer with a generalized defense against
all five psionic attack modes, reducing the psionic strength of all such
attacks against the wearer by 50 points.  Thus, an attacker using a 110-psionic
blast against the wearer of such a gem would only 60-point attack against the
wearer, though everyone around the victim would be struck at full strength.
Additionally, the brain shield gem puts up a screen that keeps away cerebral
parasites, effective out to a 60' radius.
 
Shield      XP value      gp value
Nerve         450          7,000
Mind          300          5,000
Ego           300          5,000
Id            300          5,000
Psyche        300          5,000
Brain         500          8,000
 
     Only psionic characters may gain experience points from using gems of
shielding.  Characters without innate psionic powers may not employ these gems
in any fashion, but they may sell them if so desired.
 
 
GEM OF SCROLL READING:  This small, white, translucent gem holds much power for
spell casters.  The gem has a flat top and bottom with faceted sides, and if
one side is placed against printed matter, the gem will automatically make the
writing legible as if comprehend languages and read magic spells were both in
effect.  More importantly, the reader (who must be a magic-user, illusionist,
clerid, or druid) will be able to decipher spell scrolls usuable only by other
spell-casting classes.  If an entire scroll is read through using a gem of
scroll reading, the reader may cast the spell normally, even if the spell was
intended for someone of anothe character class. However, the reading and
casting time for the scroll spell doubled; thus, a druid trying to cast a
fireball from a scroll would take 6 segments to cast it using the gem of scroll
reading.  In addition, there is a 1% chance per level of the spell being cast
that the reader/spell caster will be blinded (as if struck by a cause blindness
spell).
     The reader may not use this gem to actually aquire a spell not normally
usuable by his class, and any attempts to copy spells read through this device
using a write spell will fail.  Magic-users cannot learn druid spells, cleric
cannot gain illusionist spells, ect.
     If the spell cast is of a level greater than that which the caster could
normally use (e.g., if a 3rd-level druid tried to cast a cone of cold spell),
then there is a 50%c chance that the spell will either backfire (01-20) or
simply fail (21-50).  A backfiring spell will never benefit the caster and will
harm the caster or work in the caster's worst interests.
     It must be noted that if a cursed or trapped scroll is read using this
device, the gem will not help the reader recognise the curse or trap before it
is activated.
XP value:    3,500                      gp value:   17,000
 
GIRDLE OF LIONS:  [SO] This belt appears to be like any other magical girdle
when first encountered.  When it is put on, the wearer gains several special
abilities.  Wearing a girdle of lions enables one to speak with felines (as per
speak with monsters).  The felines, from house cat to sabretooth tiger, will
view the wearer as if he had a charisma of 18 (for purpose of reaction checks).
 Often the cats will give advice or assiatance to the girdle wearer and may
obey his commands, if such are reasonable.
     The wearer also gains the ability to land after al fall in such a way as
to minimize physical damage:  subtract 3 points from every die of damage
incurred from falling, to a minimum of 1 point of damage per die.
     The girdle enables the wearer to move silently as per the thief ability,
with a minimum 50% chance of success.  If the wearer is a thief, assassin,
monk, or other character or creature who already has the ability to move
silently, then the chance of success is adjusted upward by +50%, to a maximum
of 99%.
     Finally, the girdle confers a sort of night vision similar to that
possessed by cats.  If any light source is within view of the wearer, he can
see in the dark as clearly as if he were in broad daylight.  Note that this
power is not related to infravision or ultravision; the girdle does not allow
someone to see in pitch darkness or detect 'light' that lies outside the
visible spectrum.
XP value:    2,000                      gp value:    8,000
 
GLASS BEAD:  A glass bead will, on command, turn into a glass goblet containing
one of the following potions (determined randomly upon creation): fire
resistance, flying, healing, invisibility, poision, or speed.  If the potion is
poured into any other container, it turns into water; it must be consumed from
the goblet to have magical effect.  Any creature of 7 or more hit dice discerns
th typ eof potion with a small sip; others must take thier chances with no way
to discover the potion type except consuming the entire potion or having
someone else identify it for them.  If the potion is poison, the smallest sip
requires a saving throw or death results.  The poison turns to pure water as
soon as a sip is taken.  The potion also turns into water if not consumed
within one urn, and the goblet disintegrates when emptied.
XP value:      750                      gp value:    1,000
 
GLOWING GLOBE:  [SO] These globes are often found in ancient delvings and
ruins.  Their origin is unknown, although it is rumored among magic-users that
a globe of controllable brightness can be made by the use of Nchaser's glowing
globe, a spell if the 4th level (Forgotten Realms DM's Sourcebook, p. 62).
This is said to require a normal glass globe of the finest quality.  The mage
Nchaser has not been seen for nearly twenty years.
     This is a luminous globe that floats always above and just behind the
shoulder of the person who first touched it.  Its brightness is under the
owner's mental command, from dark to blindin (a brief flash; effects last for
1-6 rounds).  typically, such a globe can be removed from an owner by a limited
(or full) wish or remove curse, whereupon the next person to touch the globe
inherits it.  One type of globe remains brightly lit (equivalent to a continual
light) at all times; the brightness cannot be controlled.  The glowing globe
does not radiate any heat, and cannot be rendered invisible save by wishes.  It
is affected by changes in its owner's states and drops to the ground,
lightless, if its owner is killed, petrified, goes ethereal or astral, or
travels to some other plane in some fashion in which he cannot take the globe
with him.
     Owners attempting to use the globe as a carring device (by rigging an
harness) have found that it can carry 200 gp.  However, any weight above 25 gp
slows it down to a slow walk, and the owner must match his pace to the globe's.
 If the weight carried is more than 200 gp, the globe settles to the ground and
does not move until it's load is relieved.  Savvy orcs and other darksers have
used the tactic of weighted nets on such globes to separate careless human
adventures from their light sources.
XP value:      100                      gp value:      200
 
GOBLET OF GLORY:  [SO] This magical container appears as a heavy goblet of
worked gold, and is similar in some respects to a beaker of plentiful potions.
Although it always appears to be empty, the goblet will dispense a clear,
glowing liquid when its rim is brought up to the holder's lips and the
container is tilted.
     Draining the goblet takes 1 round; all of the liquid in a dose must be
comsumed for it to take effect.  During the following round,
the liquid affects the drinker as follows: 1d4 hit points of damage that the
drinker may have suffered are restored.  If the drinker is 12th level or lower,
he immediately grows larger (as per a potion of growth, but enlargement is only
6' in height) and temporarialy gains energy levels in the manner of a potion of
super-heroism.  A member of any character class may recieve this last benefit,
but the increase in level applies only to physical combat; thieves do not gain
improved thieving skills, spellcasters do not gain spell knowledge or
comprehension, and clerics do not receive the level benefit when attempting to
turn undead.
     A character of 13th level or higher who drinks from the goblet will have
1d4 hit points restored, but will not recieve the other benefits--and will be
drained of one level of experience.
     The growth and level gains bestowed by the goblet of glory will last for
4-16 rounds.  The goblet will dispense only 1 dose of the liquid per day, and
each such item typically contains only 3-36 draughts.  When the last of these
doses is drunk, the goblet will crumble into dust.
     The liquid cannot be spilled or removed from the goblet except by
drinking.  If a drinker is hit by a physical or magical attack, or other-wise
interrupted, during the round in which he is consuming the liquid, then that
dose is wasted and the goblet cannot be used again until the following day.
XP value:    1,250                      gp value:   12,000
 
GREENSTONE AMULET:  [SO] These are rare, highly-prized devices, made by some
forgotten magical means.  They are fist-sized green stones that glow when
operating.  They are very brittle.
     These amulets are prized highly throughout the Forgotten Realms and are
generally found in the possession of high-level adventureres and experienced
diplomats.
     When worn next to the skin they confer upon the wearer the protection of a
mind blank spell, as well as immunity to:  chaos, forget, geas, hold person,
hypnotism (but not hypnotic pattern or fire charm), mass charm, quest, scare,
and sleep.  The wearer also gains a +4 saving throw against fumble, ray of
emfeeblement, and trip, and is allowed a saving throw against both Otto's
irresistible dance and maze spells (if made, the durations are halved, rounding
up).
     These amulets may be worn by any class of character.  The protection they
give is involuntary (i.e. the wearer cannot communicate telepathically even if
she or he desires).  Protection only extends to 11-44 (1d4 x 11) spell levels
before the amulet is exhausted.  (For this purpose, protection  against psionic
attack drains the levels of the equivalent spell.)  The amulet onlly counters
the spells (and equivalent psionic powers) listed, and is in no way affected by
other spells such as lightning bolt.  Pending exhaustion of the amulet is
mentally evident to the wearer, and visually evident to others; the amulet
blazes fiercy for 4 segments before slowly fading to darkness.
     The amulet recharges on its own at a rate of 1 spell per turn, but will
not counter spells which it lacks sufficient power to negate--it protection is
all or nothing.
XP value:    5,000                      gp value:   30,000
 
HAND OF REMOTE ACTION:  This unusual creation is actually two devices: a
gauntlet of steel which will change size to fit the hand of any wearer
(halfling through human), and a 'hand' of solid steel which is identical to the
gauntlet in size and appearence.  The two items are magically linked, so that
the hand will mimic all actions of the gauntlet from a distance of 1" per point
of wisdom possessed by the
wearer.  Thus, the wearer of the gauntlet may grasp at empty air and the hand,
some distance away, will grasp at an enemy.  The positioning and movement of
the hand are under the complete control of the gauntlet wearer as long as the
hand is within the maximum allowable distance and within sight of the wearer.
     All attacks made by the hand are at -1 to hit due to the difficulty of
accurately judging distances from afar.  The hand may transport weapons, but
cannot be used to wield them or hurl them; its chief use in in the manipulation
of dangerous items and the disarming of traps and locks from a distance.  As
such, it is particularly suited for use by thieves, although members of all
classes may employ the item.
     The hand, unless its speed is markedly increased (by telekinesis or
similar means), does 1-8 points of damage per blow.  For purposes of bending
bars, opening doors, ect., it has the same effective strenght as the gauntlet
wearer.  It cannot be destroyed by physical attacks, but will become inert; if
it takes blows amounting to 20 points of damage.  It can be 'recharged',
negating all damage it may have suffered, by bringing it into contact with the
gauntlet before the 20 point limit is reached.  If it falls inert, either from
damage or by must be 'replenished' by keeping it within the maximum distance
for a period of one day for each day (or fraction thereof) that it was inert;
thus, even a momentary loss of control over the hand will cause it to be
useless one day thereafter.  The gauntlet and hand cannot be employed in
conjunction with any other form of magical gauntlets.  The hand cannot be
controlled when the wearer is being attacked psionically, or is the target of
some form of mind-control magic; however, it will remain functional, and can be
used again as soon as the wearer is no longer under mental attack.
     The hand cannot be damaged by fire, heat, cold, or electricity, but if it
is hit by a magical force of one of these sorts, the spell effect will be
transmitted at half-strength to the gauntlet wearer. For instance, if the hand
is hit by a fireball of 8d6 strength, the gauntlet wearer will take 4d6 of
damage, or 2d6 if a saving throw is made.  The gauntlet and the hand are not
subject to any form of rust or corrosion, including such forces as the attack
of a rust monster.
XP value:    1,400                      gp value:   16,500
 
HARROWHELM:  When first found, this helm appears to be any other sort of normal
steel helmet; it radiates magic, however, and faint runes may be seen on the
inside of the helm.  The consecutive casting of read magic and comprehend
languages spells will inform the reader of the general nature of the helm, but
not its disadvantages.  A bard's legend lore ability or a spell such as
identifly, wish, or the like will also work in this fashion.
     Any non-psionic character who is allowed to wear metallic armor can use
this device.  The wearer gains the ability to generate a psionic blast (attack
strength 101 points) up to three times per day, but only once in any single
round.  The wearer will also find that the helm grants the use of certain
psionic disciplines for as long as it is worn.  The disciplines granted vary
from one harrowhelm to another:
     01-50:  One devotion, usuable with 15 strength points per day.
     51-85:  Two devotions, usuable with 30 strength points per day.
     86-98:  Three devotions, usuable with 45 strength points per day.
     99-00:  Two devotions and one science, usuable with 45 strength points per
day.
     The specific psionic disiplines for a helm may be randomly determined or
assigned by the DM.  The level of mastery at which these powers operate equals
one-half the current wearer's level (or one-half the highest level, if
multiclassed), rounding down.  Thus a 1st-level
character cannot make any use of this helm beyond psionic blast generation
until he reaches 2nd level.
     The wearer of the harrowhelm is also immune to all psionic attacks except
for psionic blast, but the helm grants +6 bonus to saving throws against this
attack form.
     The harrowhelm has two disadvantages.  First, it attracks the attention of
all psionic creatures within a half-mile radius as soon as it is put on
(whether or not any of its powers are immediately used).  Though it does not
neccessarialy anger such creatures, it will be easy for these beings to locate
and track the helm wearer as long as they stay within this range; they need
only concentrate mentally to do this.
     The second disadvantage manifests itself when a psionic character puts on
the helm.  The unfortunate wearer will immediately be attacked by a 100-point
strength mind thrust.  The helm's magic will also neutralize any psionic
disability may result from this attack (see the DMG, p. 77, Psionic Attack Upon
Defenseless Psionic).  This attack will repeated at the start of every
subsequent round, though the wearer may remove the helm at any time to prevent
more than one attack.
XP value:    1,500 (+500/disipline)      gp value:   15,000 (+2500/disipline)
 
HASP OF RELOADING:  When placed on a bow or crossbow, the hasp attaches itself
on command; a second command releases it.  If a missle is shot from the device
while the hasp is attached, the hasp causes another arrow or quarrel to
disappear from the user's quiver and appear in the weapon, nocked and ready to
fire.  When used on a crossbow, the hasp cocks it so the user need only pull
the triger to fire.  The hasp does not load magical missiles and can load
missiles carried only by the user of the bow or crossbow.
XP value:    1,400                      gp value:    5,000
 
HELM OF DARKNESS:  [SO] A helm of darkness, or nighthelm, appears as an
ancient, battered iron helm (even when newly enchanted), with a great black
sapphire of no less than 500,000 gp value set in the brow, and twelve black
opals set around the lower edge of the helm.  The helm radiates a strong
dweomer.
     Donning the helm will instantly inform the wearer of its powers (it may be
worn by all classes and alignments).  These are as follows: darkness 15' radius
may be called forth 99 times from the great gem (such darkness lasting 9 turns
and not banishable by the will of the helm-wearer), and each of the opals will,
whenever the wearer fails a saving throw, automatically protect him or her once
against the following attack forms, being consumed in the process:  death
spells (including rays such as those of the beholder and catoblepas),
disintegrate, magic jar, and all energy-drain, petrification and polymorph
attacks.  Removal from the helm destroys the opals. The great helm cannot be
recharged, and will explode if any attempt is made to remove or destroy it,
disintegrating (as in the spell, save at +1) everything in a 4" radius.
     The helm will crumble into dust when all of its gems are gone, but until
that time the wearer commands the following powers:  the ability to see in
darkness (including the magical sort) as though normal daylight prevails;
immunity to fear and related spells, the aging of ghosts and the "awe" power of
dragon auras; the ability to pass without trace during the night (from twilight
to twilight)--not usable underground; the ability to erect a curtain of
blackness, which can veil the sight against vision-related enchantment/charm
attacks such as the gaze of a vampire, dire charm, and similiar spells; speak
with dead, usable by the helm-wearer once per day, as a 9th level cleric (if
different beings don the helm within a 24-hour period, this power can be used
only once--not once for each wearer); chill metal, thrice per day, lasting 7
rounds, and affecting up to 900 gp weight of metal and 4 separate targets;
lower temperature in a 15' radius, lasting 4 turns, from 10-40 Fahrenheight
degrees; protection causing all cold-based attacks to do half or (if save made)
no damage, even including magical cold such as unusual forms as the chilling
touch of the lich.
XP value:    2,500                      gp value:   45,000
 
HORN OF WAR:  [SP] A horn of war is over 5' long, made of roughly carved,
gold-colored stone, weighing 120 lbs., and covered with thousands of magical
symbols and glyphs related to the art of summoning.  Only a non-elven fighter
of the 9th level or higher (or ranger of the 11th, or barbarian of the 8th)
with constitution and charisma of 14 or higher may properly   sound a horn of
war; a fighter-type of substandard level or with less than 14 constitution
passes out from the strain of attempting to sound it, and an elf or
fighter-type with substandard charima is unable to command the creatures the
horn summons.
     The great call of a horn of war carries for 5-20 miles in any weather
conditions.  It magically summons an army of 10-200 quaggoths, with 10 hp each,
in 1-6 turns.  The frenzied, battle-crazed mob may be commanded only to attack,
which the monsters do until destroyed.  If not slain in battle, the quaggoths
serve for one hour per level of their summoner before disappearing.  Quaggoths
summuned but not controlled run amok for 2-12 turns, attacking everyone, before
leaving.  Three years must pass between each sounding of a horn of war.
Regardless of whether the quaggoths are commanded or not, they will slay all
elves they see while carrying out their other tasks.
XP value:    1,000                      gp value:   41,000
 
HOUSE OF ZEBULON:  This magic item is a small stone cube, painted with a door
and windows.  When the owner desires, he may cause a doorway to appear.
Stepping through this doorway carries the person and anyone or anything with
him inside the cube to a small apartment of six rooms.  Here the person may
stay for as long as he wants.  He may leave the house at any time by stepping
out through the same door. Once a week, he may project the doorway to any
location he is familiar with as in the spell teleport.
XP value:    5,000                      gp value:   10,000
 
IGOR'S INNER SANCTUM:  [S6] This small box (6 x 6 x 6") is sealed with blobs of
wax with symbols impressed.  (No magic can be detected.)  If the seals are
broken, the box vanishes forever and a little man appears.  He is 4' tall and
has thinning hair, a paunch, a round grinning face with a subservient
expression, and a voice like Peter Lorre.
The little man will grin at the party, then look in another direction and say,
"Oh! How nice! Thank you, master!"  He will follow the party around,
periodically looking into space and asking plaintively, "Now master?" or "Can
I, Master?" or "Please master?".  On a roll of 1 on 1d6, he will kick a party
member in the shins, trip someone, jog their elbow, etc.  (On each attack,
there is a 50% chance that he will prevent the party from being caught in a
trap, attacked by a monster, etc.  this will always look accidental.)
If 4 turns pass without a favorable die roll, he will begin to whine "Master,
you promised!" or he will do something anyway and then cringe and whine "but
you didn't say not to, master".
He will dodge all attacks successfully, and is 100% magic resistant. Detect
spells and true sight, etc. reveal nothing.  Nor can his 'master' ever be
detected.
Igor will follow the party for 10+1d10 days unless he finds something or
someone that he would prefer to pester.  There is a 10% chance per encounter
(cumulative) that he will follow the person or monster encountered.  (I.e., on
the first encounter he has a 10% chance to switch, on the second, a 20% chance,
etc.)  Adjustments for party members' charisma are left to the DMO.
XP value:      Nil                      gp value:      Nil
 
INSTANT RUST:  This is a thick reddish-brown paste or polish.  One teaspoon of
this is sufficient to rust 5 pounds of metal to the crumbling point.  Dilute as
necessary.  When applied with batsticks the dilution is usually such that each
hit rusts 1d4 pounds.
XP value:      800                      gp value:    2,000
 
IRONS OF IMPRISONMENT:  Once locked, these irons do not open unless the proper
command word is spoken within 30 feet.  They are immune to normal force, all
spells except a wish, and all weapon attacks except from a weapon of +4 or
better enchantment.
XP value:      Nil                      gp value:    4,000
 
IRONS OF TRANSFERENCE:  These irons appear and function as irons of
imprisonment in all respects.  However, any victim held by the irons for one
week or more gains a special power.  If the victim concentrates on a creature
seen and within 60 feet, that creature must then make a saving throw vs. spells
to avoid the magic.  If the throw failed, the imprisoned victim and the
creature exchange places and clothes (including all equipment carried)!  This
effect requires no command word any may be attempted once per round until the
victim is frees of the irons.
XP value:      Nil                      gp value:    4,250
 
JEWEL OF LIVING SHADOWS:  This is a large jewel radiating very bright light.
This is likely to be found on an altar with a cloth over it. When uncovered,
the light cast will animate the shadows formed, giving each the exact same
abilities, weapons, armor and magical items as the people casting the shadow.
Otherwise, they are normal hostile shadows and will try to destoy all within
the area.  When the shadow is killed, all its equipment vanishes.  A person who
succeeds in killing his shadow will never cast a shadow in any light except the
jewel's. Covering the jewel (and blocking the light) will return all shadows to
normal...5-8 (4 + 1d4) rounds after the light is covered--during which time the
shadows will be fighting very hard to uncover it again.  The surviving
characters do get experience for the shadows when (if) defeated.
XP value:    5,500                      gp value:   80,000
 
LUNAR BROOCH:  This piece of jewelery bears the likeness of a crescent moon.
If worn by a spell caster, it bestows additional power to any light or
continual light spell cast.  The light from either spell causes any and all
lycanthropes in the area of effect to assume animal form (no saving throw).
They remain as animals until they leave the lighted area.  The lunar brooch has
no command word and operates continously while worn.
XP value:      400                      gp value:    1,000
 
LYSENKO'S PLASTER:  [S5] This is a magical wall plaster with tiny colored
specks in it.  The colored specks are magically-shrunken
tiles, each inscribed with a symbol of power (death, insanity,etc.) much like
the magic-user spell symbolc.  Anyone looking for secret doors or otherwise
examining the wall closely has 10% cumulative per 10 square feet of wall
examined to be affected by the symbol, whether they are examining by sight or
by touch.  Normal saves apply.
     Normally actively searching for secret doors requires close examination of
only 1 square foot of wall (at eye level) per each running foot of wall
searched.  Thus each 10 feet length searched gives 10% cumulative to be
affected.
     Lysenko recommends color-coding the symbols and using only a single type
of symbol per room, so that the chance starts over at 10% in each room:  "After
all, the owners of the house need to be able to find their own secret doors
safely.  Knowing where to look, they can find them with only a slight danger of
being affected....  Of course they should keep antidotes about too, so to
speak...."  "I'll never forget the time a band of thieves broke into Lysenk's
house and tried a dispell magic on the walls.  Because of course it was the
shrink spell that was dispelled...."
XP value:      Nil                      gp value:   30,000/gallon
 
MAGGORP'S MAGNETIC METAL:  This metal created by the Alchemist Maggorp, will
stick to any non-living solid substance.  Examples are any rocks, any metal,
glass, ceramics, dead wood, etc.  The metal is affixed by mental thought of a
user as to what it is to be stuck to, touching the metal or something attached
to it (i.e., rope), and getting the metal within 5' of the target object.
Therefore if a wooden door is set in a cliff face, the user may use a MMM
grapnel, hooked to a rope, to grab the door and only the door, when getting the
grapnel within 5' of the door, and the hok will never stick to the cliff face
unless ordered to.  The grapnel will only release its hold upon mental command
of he person who set it there.  Charmed and possesed persons may not set or
loosen MMM.
     The MMM may be shaped into any form by an alchemist who creates it.  Some
of the most common are the grapnel, the ladder rung, etc. The grapnel, shaped
like a flat plate of metal with a loop to tie ropes to, is used as an anchor
for ropes, climbing gear, and some for rope bridges.  The ladder rung, which is
shaped like a |______| with short arms and long base, is to make a almost
permanent ladder on anything, or a door handle, etc.
     MMM is indestructable except by wish, ultimate solution, inorganic
solution, spheres of anniliation, etc.  It may pull loose if not commanded to
only by the material it is attached to giving way, which still leaves clumps of
the material stuck to the metal, or the rope, etc. breaking, for its bond may
support any weight.
XP value:      500                      gp value:    1,000/grapnel
                                        gp value:      250/ladder rung


MANUAL OF CORAL GOLEMS:  This tome when read tells how to construct a coral
golem.  After completion of reading the manual, the reader must start
construction of the golem.  The construction time is two months. Materials cost
1,000/hit points.  The manual may only be used once.
XP value:      600                      gp value:    4,000
 
MANUAL OF SUMMONING FAMILIARS:  This magical writ appears as any other manual.
An inscription inside the cover clearly states that if the contents of the book
are read out loud before the casting of a find familiar spell, the spell will
summon three potential familiars (each determined at random).  The magic user
must choose one at once and the others will depart.  The manual may only be
used once since the words vanish as they are read.  The book may not be copied.
XP value:      950                      gp value:    6,000
 
MEDALLION OF DEFENSE:  This item has two command words:  to grow, and to
shrink.  Upon command, it turns into a normal-sized shield +1.  The second
command returns it to medallion form.
XP value:      300                      gp value:      800
 
MIRROR OF SENDING:  This magical mirror will show any scene known to the user.
Objects, but not living creatures, can pass through it, spells, however, cannot
pass through it.  Each turn in which the mirror operates expends one charge.
The mirror can have a total of 100 charges. It is also rechargeble.
XP value:    1,250                      gp value:    2,750
 
MIRROR OF TRAVEL TYPE I:  [SP] A mirrors of travel are large, obviously
valuable, highly reflective silver mirrors bordered in gem-encrusted gold.
These magical items each function only when set into a sturdy wall.
     Any character knowing the proper sommand word need only place his hand
upon such a mirror, speak the word, and envision any place he has previously
"seen casually" (as per the spell teleport in the Player's Handbook).  An image
of that place appears in the mirror, and the character is teleported there,
arriving as if the place had been "studied carefully" (again, as per the
teleport spell).  The image stays in the mirror for three rounds after the
character departs, and during this time anyone touching the mirror similarly
teleports to the area it presents.  This device ia quite fragile and will break
(and become useless) if it fails a saving throw against any attack form.  A
mirror of traveling type I can reveal and send its viewer to places only within
its own plane of existence.
XP value:    4,000                      gp value:   15,000
 
MIRROR OF TRAVEL TYPE II:  [SP] Although indistinguishable from a mirror of
travel type I, a mirror of travel type II is a vastly superior magical item
that requires an intelligence score of at least 18 to operate.  Teleportation
through this device is without error, and the mirror's activator may take any
number of characters with him, as long as their hands are linked at the time of
departure.  The destination's image in the mirror disappears instantly after
teleportation.  This mirror is just as fragile as its lesser cousin and is
activated in the same way.
     Additionally, a mirror of travel type II can function as a crystal ball
with twice the usual viewing time and frequency, and it accrues on penalty when
viewing into planes that are one removed from that which are one removed from
that which contains the mirror.  It allows travel to once-removed planes as
well, provided the mirror's activator has previously "seen casually" the place
to which he whishes to teleport.  This item must be set into a sturdy wall, or
it will not function.  It may only be used by magic-users.
XP value:    8,000                      gp value:   50,000
 
MIST OF RAPTURE:  [SO] The art of making this rose-colored gas is lost in
antiquity.  Usually found in fragile glass globes or small metal vials, the
mist wafts out when released to form a spherical cloud. The diameter of the
cloud varies from 15 to 45 feet depending upon the amount of gas.  The vapors
are heavy, and remain in this volume for 1-4 days in dead air; they drift very
slowly with any air currents (typically 1/2" a round). The vapors are damp and
cling to clothing and skin.
     Any human breathing the mist writhes in pleasure from 1d6 rounds (1-3
rounds if saving throw verses breath weapon is made), oblivious to all his
surroundings.  Affected persons blissfully ignore danger, and even physical
attack does not arouse them.  The mist closes minds to all other stimuli, and
thus confers a temporary immunity to magical attacks involving will forse (such
as charm, magic jar, suggestion, etc.).  Unless restrained, those affected drop
everything they carry and sink to the floor, twisting and shuddering.  Anyone
in telepathic contact (or even psionic combat) with a person breathing the mist
is also affected, for the same duration.  However, non-humans are immune to the
vapors (though alchemists who discover the formula should be able to make it
affect any single race).  During the round after rapture has ended, movement is
slow (half speed) and clumsy (no dexterity bonuses apply); such characters
never win initiative over more alert creatures, and are easily (1-5 on 1d6)
surprised.
XP value:      200                      gp value:    9,000
 
MUG OF PLENTY:  [SQ] This device is a large clay beer mug.  When a sommand word
is spoken, it immediately fills with light or dark ale or thick mead, as the
user wishes.  When drained, the command word will cause it to fill again.
While not particularly useful on adventures (although you never know...), this
is perhaps the most popular magical item among the isles.
XP value:       50                      gp value:    2,000
 
MULTIVERSAL BOX:  [S5] A cardboard box bearing the logo of the Multiversal
Trading Corporation.  This is a 'knock-down' type corrugated box--usually found
folded flat.  When it is refolded into the shape of a box, three small printed
circles may be noticed on the inside bottom--just the right size for coins.
     If a coin is placed on one of the circles, it will vanish and a voice will
say "Hello, Multiversal Trading Company--Catalog Order Department.  May we help
you?"  Thereafter, when the correct number of coins (gold, silver, etc) are
placed on the circles, they will vanish and the ordered item will appear in the
box.
     Exactly which Multiversal Services and Products are available via the box
is, of course, the Dungeon Master's Option and may change hourly (since
Import-Export rules are always subject to change). Tariffs require 25%
surcharge for delivery, a policy of cash sales only and no appraisals, anayses,
message services or sales of magic items.
     These boxes are not available on the open market.  They are supplied by
Multiversal to preferred customers only.  Each box will normally (95%) function
properly and deliver the correct item in good condition.  However, if the box
has been damaged, the chanced for funbles will rise  (i.e., once the box got
wet and Pietro used it when it was only 85% dry.  This gave 20% for a fumble,
and it did--Pietro's new blanket arrived soaking wet.  This made the box 50%
wet again...).
XP value:    8,000                      gp value:   75,000
 
NADAR'S EVERFUL SAFETY LAMP:  [S5] This item looks like a normal oil lamp, and
is always full.  Engraved on it is the words 'Nadar Mfg'. This lamp never runs
out of oil, may be adjusted to illuminate any radius from 5' to 60', or to send
a beam as narrow as desired (minimum 1' diameter at end for every 10' length of
beam).  It has the following safety features:  shatterproof (saves as stone),
cannot spill in any position, cannot explode, cannot ignite any other object
(flame produces no heat).
XP value:      30                       gp value:      250

NECKLACE OF ALTERATION:  [S9] This mystical item appears to be a cheap
necklace, like any other sort of magical necklace, until put on.  It then turns
into a chain of silver with twelve small globes of undentifiable material
suspended from it.  Each globe appears identical to the others, but if a globe
is pulled free of the necklace (which may be done in one round), the globe
turns into a particular type of material and the wearer's body takes on the
appearance and armor class of that substance.  Though an identify spell, wish,
or similar magic effect will reveal something about the nature of the necklace,
no magic will be able to divine which globe of the necklace will have which
effect.
     Each of the twelve globes has a different effect.  Once removed, a globe
cannot be replaced on the necklace; its effects last for 2-8 turns and cannot
be dispelled.  Only after one globe's effect is ended can another globe be
removed from the necklace.  The necklace cannt be removed while its wearer is
under the effect of one of the globes, except by the casting of remove curse or
wish, in which case the entire necklace will vanish--but the effect currently
taking place will still run its course.  The necklace can be taken off,
exchanged, and put on at will as long as one of the globes is not activated at
the time.  Anything being worn or carried by the user of the necklace that
normally affects his armor class will be overridden by the effect of a globe
for as long as that effect lasts.
     When a globe is pulled from the necklace, the DM should roll d12 and
consult the following table to determine the composition of the globe and the
armor class bestowed on the wearer of the necklace, as well as the wearer's
temporary skin and hair color.  Re-roll to prevent duplicate results, perhaps
using smaller die (d10, d8, etc.) when several of the globes become used up.
 
Die roll        Material & color                Armor class
    1           Sanstone; light brown                8
    2           Mithral; blue-silver                 0
    3           Gold; gold                           6
    4           Iron; dull grey                      1
    5           Platinum; silver                     4
    6           Granite; dull grey & red             3
    7           Coal; dull black                     9
    8           Salt; dull white                    10
    9           Bronze; bronze                       2
   10           Admantite; green-silver             -1
   11           Lead; dark grey                      5
   12           Wood; brown                          7
 
     The necklace of alteration can be worn and used by any member of any
character class or any humanoid of S or M size.  Once used, the globes are
generally worthless except as curios.  The globes of glod, platinum, mithral,
and adamantite have values of 1, 5, 20, and 50 gp respectively.
XP value:    1,000                      gp value:    5,000
 
NECKLACE OF BAD TASTE:  Though sages argue that this item is more correctly
called a necklace of tasting bad, the common name has stuck. This appears to be
a magical necklace of unspecified nature until fastened around someone's neck.
Immediately, the necklace causes the wearer to emit a terrible odor from his
skin.  All characters and most monsters within a 10' radius of the wearer will
become so uncomfortable with the smell that they must save vs. poison at +2 or
become nauseated and unable to attack or defend themselves for 1-4 rounds.
Even if the save is made, those within the 10' radius will
suffer a -2 penalty on all to hit rolls for as long as they remain in that
area.
     The real value in owning such a necklace becomes apparent when one is
attacked by a monster that bites at prey.  The necklace affectes any living
creatures that is native to the Prime Material Plane.  If a monster meeting
that description bites the wearer of a necklace of bad taste, the monster will
immediately suffer an attack of nausea (no saving throw) and will be unable to
attack again for 2-5 rounds (though the creature can flee at half normal
speed).  That monster will not again bite the person wearing the necklace, but
claw, tail, or missle attacks may be used if such are possible for the
attacker.
     One of every four of these necklaces are cursed so that they cannot be
unlocked from the wearer's neck once fastened in place. Only a wish will remove
a cursed necklace of bad taste.
XP value:      500                      gp value:    1,000
 
OYSTER CHEST:  This item appears to be a small, square, wooden chest, 2' in
length along any side.  The inside of the chest is lined with red velvet, which
has numerous soft, cushiony folds.  Hidden between the folds is a command word,
inscribed on the velvet itself.  If from 1-5 grains of sand are placed within
the folds inside the box and the command word is spoken, the chest will
magically lock itself and will not open again until the command word is spoken
again.
     During the time that the chest is locked, it will begin turnign the grains
of sand into perfectly formed, non-magical pearls.  For each consecutive day
that the box is left undisturbed, each pearl will increase in value by about 3
gp.  Thus, after a week (of 10 days) each pearl would be worth about 30 gp;
after a month (of 30 days), each would be worth about 90 gp.  If the box is
left unopenend for longer than a year, there is a 1% cumulative chance per day
thereafter that the growing pearls will become misshapen and worthless.
     Casting a dispel magic spell on the chest will not open it, but
successfully casting a knock spell against 14th-level magic will do so.
However, the growing pearls inside will immediately disintegrate and be
worthless.  If the chest is ever broken, it will lose all of its magical
properties forever.
XP value:    1,500                      gp value:   15,000
 
PASQUALI'S PERFECT POLISH:  Pasquali's Polish is normally used in some area
where unwary movement can have disasterous results:  near another trap, a
dangerous drop... used on a moderately smooth surface, such as stone or metal,
it produces a mirror-like finnish that is absolutely slick and frictionless.
Even spider climbing, webs, etc. cannot get purchace on it.  A character who
steps or falls on it will slide for at least 50'.  He cannot stop or change
directions unless throwing something or shooting a bow, etc.  If the polish is
on a slope, damage at the bottom will be 1d6 for every 10 feet vertical
distance. Feather fall will work.  It is usually found in cans or containers in
repair centers of dungeons, or bought on the open market, for many uses.  It
apears as a liquid that is silver and twice as fast a mercury.  A gallon of it
is enough to cover 3,000 sq. ft., or 10 square yards.
XP value:    1,000                      gp value:    5,000/gallon
 
PEARL BEAD:  Upon command, this bead turns into a perfect pearl of 10,000 gp
value.  It remains magical, however, and may or may not fool a jeweler.  It
disintegrates three hours after becoming a pearl.
XP value:    2,200                      gp value:   55,000
 
POISON BALLOON:  When burst, this balloon releases a colorless, poisonous gas
in a sphere of 10-foot radius.  Each victim within range must make a saving
throw vs, poison or die.  Its potency can be increases so that it causes a
saving throw penalty of up to -8.
XP value:      Nil                      gp value:    2,000

POLYCHROMATIC TENT:  This white tent can be commanded to change its color.  Any
single color can be named, or the tent can be commanded to blend. If so, it
assumes the appearence of its surroundings--grainy and sand-colored in the
desert, green and brown in the woods, etc. Thepoly chromatic tent is always
white when not pitched.
XP value:      400                      gp value:    2,000
 
PRAYER BEAD:  This valuable item allows a cleric to exchange one known spell
(not yet cast) for another if both are of the same level spell. For example, if
the cleric knows detect magic but needs cure light wounds, the cleric amy use
the bead to forget detect magic and gain knowledge of cure light wounds.  The
new spell maybe cast as soon as desired.  The cleric need not be fully rested
to use the bed.  After changing one spell the bead disintegrates.
XP value:      300                      gp value:      900
 
QUILL OF SCROLL CREATION:  This enchanted writing implement is of great use to
a magic-user or illusionist attemptinf to enscribe a magical spell scroll.  It
gives its user a 10% bonus to the chance of successfully writing a spell onto a
scroll.  The quill is only good for six uses (six spells), and loses its
magical properties when the sixth spell is finished.  Each usage counts against
the quill's capacity, whether or not the spell in question was sucessfully
transfered to the scroll.
     If the quill is used along with a special ink that is attuned to the item,
the chance of success in the preparation of a scroll spell is increased by an
additional 10%.  The manufacture of this ink is a costly and time-consuming
process, taking at least a week and requiring ingredients of at least 1,000 gp
in value to make enough ink to last for six usages.  This special ink must be
mixed with the ink that particular scroll normally requires. A bottle of this
ink will never be discovered by itself.
XP value:      250 (500 with ink)       gp value:      600 (1,000 with ink)
 
QUILL OF TRANSCRIBING:  This magical quill can only be used by magic users.
Upon utterance of a suitable command word (DMO), a magic quill will write
everything the user says, until he utters the command word again.  The quill
creates its own ink, but otherwise it acts as a normal quill.  It will
transcribe spoken spells onto spell books or scrolls using the corret magical
ink.  Its range is 20' but will write any and every word spoken even if the
caster does not desire the words which are spoken (like a henchmen shouting for
his master, or voices from another room) within the range.
XP value:    5,000                      gp value:   25,000
 
RHUN'S HORNED CLOAK:  [SO] This garment acts as a +2 cloak of protection, and
is dark brown or russet in color.  The wearer of this cloak can pass without
trace at will.
     The cloak is hooded, and upon the hood are mounted two long horns
resembling those of a bull.  The cloak allows the wearer to take the form of a
bull (shape change) up to 6 times a day (24-hour period) and change back again
at will.  However, every round spent in bull form, there is a 1% (not
cumulative) chance that the cloak will vanish
forever, trapping the wearer in bull form.  This condition may be rectified by
dispel magic, shape change (which leaves the cloak wearer in his or her
original form when it expires), or wish-related spells.
     Only M-sized creatures may wear these cloaks so as to employ their powers.
 Some cloaks have a visor-like face mask allowing the wearer infravision
(corresponding to his or her normal range of sight), and 20% of these cloaks
have a prehensile tail mounted in the cloak's back, between the wearer's
shoulders.
     This tail is under the mental control of the wearer, and can wield a
weapon, item, or shield simultaneously with normal two-handed combat at no
dexterity penalty.  Actions requiring fingers (such as picking locks, drawing
bows, etc.) are not possible with the tail.
            XP value                                gp value
Horns:       2,000                                   7,000
Visor:       2,200                                   7,500
Tail:        2,500                                  10,000
 
RUST DUST:  [S9] Rust dust looks like a fine metallic powder similar to dust of
appearance or other magical dusts.  It is usually contained in small silk
pouches for dispersal by hand, or in hollow bone tubes for spreading by blowing
through the tube.  If it is shaken out by hand, one pouch will cover a 10'
radius area; dust blown from a tube will create a 20' long core, 1' wide at te
start and 15' wide at the end.  From 1-10 containers of either sort may be
found at one time.
     Any non-precious metallic materials within the area of effect of rust dust
will rust (or otherwise deteriorate) and fall into useless scraps one round
after being contacted by the dust.  Precious metals (gold, platinum, and silver
for instance) are not affected.  Objects of iron, copper, bronze, tin, and
similar metals or alloys thereof--including mithral and adamantite--will be
affected automatically if the of which the metal is made is non-magical.
     Magic items (swords, armor, shields, rings of protection, etc.) must save
as if struck by a rust monster, gaining 10% chance to withstand the dust for
every 'plus' of enchantment; thus, 1 +4 sword has a 40% chance of not
corroding.  Magical items without a 'plus' ratig, such as an iron flask, iron
golem, or ring of spell storing, have a 10% chance to save against the dust.
All such saving throws must be re-rolled every time a new dose of rust dust is
encountered.
XP value:    1,000                      gp value:    5,000
 
SCEPTER OF DEFENSE:  [S9] The Scepter of Defense is a rod like instrument about
3' long, with a handgrip on one end.  It may be use by all fighter classes,
clerics, druids, thieves, assassins, and monks as a parrying device.  When it
is used in combat against a human, demi-human, or humaniod opponent, the
scepter may be wielded to cause all attakcs against the user to be made at a -4
penalty to hit.  The scepter can parry two attacks in one melee rouund,
regardless of the user's level, so long as the attacks come from the user's
front and sides.  Attacks made from the rear cannot be parried.
     The scepter is useless as a parrying implement against non-humanoid
creatures like dragons or black puddings, against blows from humanoid creatures
larger than an ogre, and agianst attacks from creatures using weaponless combat
(such as ogrillions, trolls, or wrestlers).
     The user's strength bonus to hit (if any) may be subtracted from the
opponent's chance to hit the scepter's wielder.  No sort of attack can be made
in the same ound that the scepter is used as a parying device.
     The scepter will function as a +1 club if used offensively.  And, so long
as it is carried, it confires a +1 bonus to the holder's
saving throw vs. all magical effects.  This bonus is cumulative with other
saving throw bonuses, as per a ring of protection.
XP value:    1,000                      gp value:    4,000
 
SHADOW HAT:  [S6] This slouch hat has a wide brim.  No one can quite name its
color--maybe gray, maybe tan...?  It will fit anyone.  The wearer will realize
that he now has the power to cloud men's minds (and monsters')--i.e., a 50%
chance to hide in shadows or to approach unseen.  (This is in addition to
whatever percentage he had already.) He will also feel an irrestible urge at
various times to say in a deep hollow voice,  "Who knows what evil lurks in the
hearts of men?  The shadow knows!"  and follow this with a deep, drawn out
cackling laugh, (save on wisdom once per 3 turns or once per 5 melee rounds if
under stress,) what the percentages are of this attracting monsters, enemies,
etc. are left to the judgement of the DM.
XP value:       700                     gp value:    10,000
 
SOAP OF WASHING:  This small browinsh cake of soap will, when placed in a
bucket or tub of water, dissolve completely.  The water then becomes magical;
any item or creature placed within or doused by the water becomes completely
clean.  The soap removes all normal and magicl dyes and can even remove curses.
 However, it affects only curses removable by a remove curse spell from a
caster of the 15th level or less.  The soap washes any number of normal items,
its effect lasting one hour; it washes away up to three magical stains or dyes
or one curse.  Magical water removed from the container immediately becomes
nonmagical.
XP value:      600                      gp value:    5,000
 
SOLES OF VALOR:  These sturdy well polished boots give the wearer a +1 to hit,
damage, saves, morale, etc., but the wearer can never run from a fight.
XP value:    1,000                      gp value:    4,000
 
SPECTACLES OF SIGHT:  [DUNGEON 11] These delicate crystal lenses are fitted
into a gold wire frame worth 550 gp.  The crystals themselves are worth 100 gp
each.  Looking through the lenses allows the wearer to see all objects and
creatures masked my invisibility spells and common illusions.  The wearer is
immune to phantasmal forces and similar visual illusions, and the effects of
color spray, continual light, and eyebite spells.  The wearer is not
susceptible to the effects of mirror image or blur spells, though cause
blindness and power word blind spells havenormal effect.  The wearer of the
spectacles of sight can read magic (as the spell).
     Spells that affect the mind (hold, charm, and feeblemind, to name a few)
have normal effect on the wearer.  A shatter spell cast upon the spectacles
while worn destroys the lenses and inflicts 2-12 hp damage on the wearer, with
an 85% chance of becomming permanently blind (until removed by a cure
blindness, heal, or wish spell).
XP value:    3,500                      gp value:   15,000
 
STAAFLIA'S WIRE:  This trap appears as a tangled bundle of gold wire, radiates
CN magic.  Any magic item in 10' radius of this automatically fumbles on
anything but a natural 20.  The wire may easily be cut or torn apart, but any
piece will have the same effect as the whole. Untangling any size bundle of
wire takes 10-110 minutes, after which it has no effect until tangled again
(will retangle itself in 2-6 hours).
XP value:    4,500                      gp value:   10,000

STONE OF DRYWELLS:  [SP] Appearing exactly like a stone of the well, a stone of
drywells causes any well into which it is placed to dry up immediately;
likewise, all wells within a one-mile radius of a stone of drywells also dry up
imediately.  This item counters a stone of the well, and no new well dug in the
area of effect of a stone of drywells will yeild water, even if the ground is
saturated.  Once activated, an exorcism is required to be rid of this maleific
stone's influence.
XP value:     Nil                       gp value:    5,000
 
STONE OF MYSTERIOUS SOUNDS:  This stone apears to be similar to any other
magical stone, though it is malleable and can be easily grasped and reshaped by
a human hand.  The stone cannot be pulled apart into similar stones, and it has
only limited elasticity.  Each such stone weighs 50 gp.
     A character may hurl this stone up to 30'.  If the character's strength is
15 or greater, the stone will stick to whatever non-living surface it strikes
(roll to hit agains AC 6).  The stone will remain stuck to that surface until
it is pulled off (which doesn't require any special strength roll).  Three
segments after it sticks to a surface, the stone will emit one of a number of
sounds.  The stone will broadcast this sound until it is pulled free of the
surface to which it is stuck.
     A character may also fit the stone onto a solid surface (requireing a
strength of 15 or better, but no to hit roll), then strike the stone with a
heavy blunt object to start the sound production (again, not requiring a to hit
roll).
     The stone of mysterious sounds is useful for distracting and deterring
opponents from persuit, to allow the characters to escape or gain time for
other actions.  Each time the stone is activated, a roll must be made on the
following table to determine what sund it produces.
 
Dice    Noise produced          Dice    Noise produced
01-04   creaking                53-56   screaming*
05-08   buzzing bees            57-60   animal growling
09-12   groaning*               61-64   birds chirping
13-16   footsteps               65-68   horns (musical)
17-20   ocean waves on beach    69-72   steady rain
21-24   stones grinding         73-76   wind chimes
25-28   laughter*               77-80   fighting (swords clashing, shouts,
etc.)*
29-32   coughing*               81-84   speech**
33-36   sneezing*               85-88   whistling*
37-40   muffled whispering*     89-92   chains rattling
41-44   whip cracks             93-96   crying*
45-48   fingers snapping        97-00   wind blowing
49-52   mumbled chanting*
 
      *--The race of the person(s) making the sound cannot be determined, and
no intellegible speech will be discerned.
     **--The race of the person(s) speaking can be determined using the random
languages table in the DMG, p. 102.  The content of the speech may be
determined by the DM as desired.
XP value:      500                      gp value:    5,000
 
STONE OF THE WELL:  [SP] A stone of the well is highly prized in villages and
castles located on dry plains and deserts.  In spite of the facts that these
items command prizes as high as 50,000 gp in dry regions, and wars are
sometimes fought for their possession, stones of the well are worthless over
much of the world.  Such an item appears
as a perfectly spherical black granite rock with a smooth surface.  If
functions when placed within a well at least 30' deep, as long as the stone is
covered by at least 2' of standing water.  The stone immediately fills its well
to a depth halfway between its bottom and upper rim, and similarly fills and
maintains all wells within a one-mile radius.  The water produced by a stone of
the well is pure and refreshing.  No well within one mile of the stone will run
dry.  A stone of the well placed in a totally dry well will not function until
covered with water.
XP value:   5,000                       gp value:   50,000
 
STRING OF WARDING:  On command, this small piece of string may be stretched as
long as 50 feet. If tied to two upright objects (such as trees), it prevents
certain objects and creatures from passing between it and the ground; a maximum
of 1,000 square feet of space can be affected (20 feet high, 50 feet wide).
The string of warding cannot block spells but prevents the passage of all
nonliving items (including missiles) and all creatures of 3 hit dice or less.
Other creatures may make a saving throw vs. spells to break through the effect
(but not the string).  If the string is tied and looped in an attempt to ward a
space more then once, it has no effect and can be easily broken, which destroys
the magical permanenlty.  It can, however, be tied so as to enclose a
horizontal area (for example, around an outdoor encampment).  If any creature
is between the string and the ground when it is tied in place, the string wards
against items only.
XP value:      625                      gp value:    3,350
 
TABARD OF THE MYSTICS:  [SO] This garment is typically green with golden trim,
having a stiff stand-up flared collar, and may be worn over armor.  Its
construction is expensive (powered gold and serpentine, for example, must be
worked into the fibers of the cloth), difficult, and known only to a few.
     Tabards may be worn by any class, and have the following properties:  they
will not burn, and all fire damage suffered by the wearer is reduced by 1 point
per die.  Wearers are immune to the effects of a scabbard of insanity, and gain
saving throw bonuses of +1 vs. a magic jar attack, and +4 vs. all
enchantment/charm spells.  A symbol may be cast upon the tabard (typically upon
the breast), and rendered invisible (inoperative) until it is touched and a
command word is spoken, or until the garment is removed from the wearer without
a command word being spoken.  In any case, the wearer or owner is immune to the
effects of the symbol.  Magic-users wearing a tabard may open a wizard-locked
or held door or portal as though they are a level higher in experience.
XP value:    2,000                      gp value:   15,000
 
TANNING OINTMENT:  This salve causes the recipient's skin to turn a bright
color determined randomly (1d10) from red, yellow, orange, blue, green, brown,
purple, silver, gold, or white.  The efffect cannot be removed but gradually
wears off in 1-4 years.
XP value:      Nil                      gp value:      500
 
THROWING IRONS:  These irons may be throw as far as 60 feet.  The user can
throw one pair at a time (either manacles or shackels, each pair chained
together).  The victim of the throwing irons must make a saving throw vs.
spells or be entrapped.  Any creature of giant strength can easily break the
chain by force in one round.  Each manacle and shackle has anormal lock, which
may be picked if that
skill is successfully used.  The throwing irons can be used as often as
desired.
XP value:      500                      gp value:    2,000
 
TRUMPET OF DOOM:  [SO] This item is a magical horn, similar in appearance to a
horn of valhalla.  Some specimens of this item appear to be battered, a few
semingly about to fall apart.  It the trumpet of doom is winded, all human,
demi-human, and humaniod skeletons and corpses within a 60' radius about the
horn will be brought into unlife, as per the spell animate dead.  All of the
dead will obey the bearer of the horn without question, to the utmost of their
ability.
     The greater the number of undead animated, however, the shorter the time
that they will remain active.  If only one skeleton or zombie is animated, it
will remain active for 60 hours under the hornbearer's control.  If two are
animated, they will be active for 30 hours, three will be active for 20 hours,
and if 4 or more skeletons and/or zombies are activated, they will be animated
for only 10 hours before they collapse again.
     The undead created by the trumpet of doom may be commanded to 'go down!'
(at which they will disintegrate into dust) if the user of the horn wishes it;
otherwise, the undead will serve until destroyed, dispelled, or their time runs
out.  Use of a trumpet of doom is not considered to be a good act, though
sounding it to test its properties is not evil.  The trumpet of doom may only
be sounded once per month. Using it more often will produce no results.
XP value:      900                      gp value:    5,000
 
WADDINGTON'S DROP CLOTHS:  [S5] These paint-stained drop-cloths, with many
stains that look like drops of wet cemet had dried on the cloth (resistant to
Zimbavich's Rock Paint).  These drop cloths are used to protect things from
Rock Paint while work is being done.  They are especially interesting in their
effects on organic matter.  This is best illustrated by example:  A party
entered a room and found five chairs covered with drop-cloths and a large table
not covered.  Also in the room were cans of Rock Paint, brushes and a ladder.
On the floor was a sixth drop-cloth in a crumpled heap.  The covered chairs
appeared to be empty.  When the party decided to pull a drop-cloth off of one
of the chairs, they found an orc oficer sitting in the chair and were
immediately attacked by him.  (The painter had interrupted a conference and
covered the conferees with the cloths--which put them in subspace stasis until
the clothes were lifted.  The painter was under a drop cloth at the end of the
table--he'd slipped!)  To date, no-one has tried to keep one of the drop
cloths.
XP value:       1,000                   gp value:     60,000
 
WHEEL OF KEENING:  [SM] This enchanted sharpening wheel makes a pleasant,
almost musical sound when used.  Any blade sharpened by this device gains a +1
bonus to attack rolls and damage for one round when next used in battle.  The
magic lasts one day or until the blade is used for normal cutting or carving.
The blade itself does not radiate magic even while the bonus is in effect.
XP value:         500                   gp value:      9,000
 
YOKE OF BOAR HARNESSING:  [SQ] These rare devices are of druidic design and can
be used to harness a pair of boars or giant boars to the will of the bearer.
Such boars can be harnessed to a chariot, cart, plow, or other towed object.
Alternatively, the harness can be separated into two pieces, mastering two
boars for riding purposes. Creatures larger than dwarves or elves can ride only
giant boars.
     The harnessed boar responds to all of the commands of the bearer, but it
does not receive any magical increase in intelligence.  Thus tasks that could
normally be learned by the creature can automatically be performed while under
the harness, but the boar cannot perform unusually complicated tasks.
XP value:    1,000                      gp value:    9,000
 
YOKE OF FLIGHT:  [SQ] This large yoke can be used to harness a pair of horses.
When in use, the horses have the power of flight and can pull a chariot through
the air at a speed of 36".
     To take off, the chariot must race in a straight line at a speed of at
least 12" per round.  When the command word is spoken, the vehicle lifts off
the ground and soars into the air.  It must travel at least 12" per turn to
remain airborne; at a slower speed it automatically crashes.  The chariot flies
with Maneuverability Class E.
     Landing requires a straight path at least 18" long.  It takes two rounds
to slow down enough to maneuver freely of the ground.
XP value:    3,000                      gp value:   20,000

YOKE OF UNDERWATER FAMILIAR:  [SQ] This yoke, like the yoke of flight enables a
pair of horses to carry a chariot through a medium it could not normally enter.
 In this case, the environment is water.
     The horses can pull the chariot at their normal movement rate. The horses
have no difficulty breathing, nor do any riders who remain upon the chariot.
XP value:    2,000                      gp value:   15,000
 
ZIMBAVICH'S ROCK PAINT:  [S5] This item is almost always found in paint cans,
ususally labeled rock paint.  These cans of paints are often found where repair
work is being done.  The paint is the same color as the natural rock in the
dungeon.  When the cans are opened, the paint will turn to stone in 10-30
minutes.  Any object painted with this will turn to stone in 2 rounds.  (Save
vs. stoning applies--but must be repeated each round until the paint is washed
off.)  This paint is used extensively in dungeons to repair damaged sontework
and rock walls.  There is a 25% chance that brushes, ladders and other
equipment will be found in the vicinity.
XP value:      1,000                    gp value:     15,000/gallon
 

ARMOR & SHIELDS
 
ANIMATED ARMOR:  [S4] Although it looks like and provides the protection of
normal plate armor, this suit is enchanted with two functions.  Once per day,
upon the exertion of extreme effort, it automatically adds to the wearer's
strength.  The extent of augmentation is 10 points, with each remaining point
adding 10% after 18 is reached, 1% after 18(90).  The second function is
automatically in force when the suit is unworn.  A rudimentary intelligence
comes to awareness, and will follow instructions, provided they are not too
complex.  Note that anyone may program the suit, so if the owner removes it
without giving it orders, he may be asking for trouble. the suit's mind
understands combat well, and will battle as a 10th level fighter if ordered to
(after which it must rest for a full day before using any of its powers).
Once, and only once, the owner may call upon the suit to perform
extraordinarily.  It will do so, but
will then fall to pieces, which can be reassembled by a armorer into
servicable, but mundane, suit of plate armor.
XP value:    4,000                      gp value:   25,000
 
ARMOR OF ACIDIC SECRETION:  [S2] This cursed armor appears to be normal magical
armor, but it gives no benefit to the wearer in combat (though this will not be
known to the wearer).  This armor is found either as a suit of banded mail
(25%), splint mail (25%), or plate mail (50%).
     From the moment that the wearer first suffers damage while using this
suit, the armor and any padding used with it secrete a corrosive acid for 1-20
rounds, doing 1-4 hp damage to the wearer each round (no saving throw).  it
takes a full turn (10 rounds) to remove this suit of armor, and it will
continue doing acidic damage during that entire time (if the secreation
duration is still in effect).
     Due to the nature of the acid, the burns, blisters, etc., left by such
wounds cannot be removed except by a wish, alter reality, or tempus fugit
spell, although normal rest and healing will recover lost hit points.  The
damage can only be stopped otherwise if the armor is destroyed by a magical
attack (e.g., by a blue dragon's breath or by a rust monster).
XP value:      Nil                      gp value:    2,000
 
DRAGONHELM:  [S9] Dragonhelms were created for warriors who wished to have some
of the special aura and powers of dragonkind.  All such helms appear to be
normal metallic helmets until worn; then they take on their true form of steel,
with inlays of precious metals and gemstones.  Some of these helms have
dragonlike features or engravings on them.  All fighter types, clerics (but not
druids), and bards are able to wear these helmets.
     When worn, a dragonhelm confers infravision on the wearer to a range of
60', and the wearer's senses are so heightened by the helm's powers that
invisible, ethereal, astral, out-of-phase, and hidden objects become detectable
at a range of 10' per user's level (if multiclassed or dual classes, the user's
highest level as a fighter or cleric is considered).
     The wearer may also radiate fear once per day at will.  The aura will
cause all beings (even allies) within 120' (12" indoors or 4" outdoors) to save
vs. spell, with wisdom bonus applicable, or flee from the wearer in terror for
3-12 rounds.  This fear aura has no effect on beings with six or more hit
dice/levels.
     The helm counts as +3 armor (or +3 to the AC1 aforded by a great helm for
armor pieces) against all head-directed attacks (such as those made by vorpal
weapons), and saves as hard metal with a +3 bonus to the die roll.  It does,
however, have certain disadvantages. Because certain items like dragon scales
and bone are incorporated into the helm's making and he helm draws power from
them, certain elements of a dragon's personality will begin showing up in the
wearer.  After keeping it in continuous use for one month (putting it on every
day, even if for only a moment), the wearer will begin to hoard money and
valuables, refusing to part with the smallest bronze piece unless absolutely
necessary.  The wearer will spend less and less on equipment, food, and
clothing.  Instead, the wearer will try to get other people to purchase such
items, or may turn to theft and robbery if the character is neutral or evil.
The wearer will also be less likely to respect or even listen to the opinions
of others, will grow increasingly egotistical, and will tend to want to lead
rather than follow.  After the wearer uses this item continuously for two
months or longer, he must make a saving throw vs. spells each time the
dragonhelm is donned or become permanently afflicted with megalomania.
     Another disadvantage is this:  If the wearer comes within 120 yards of a
true dragon, the wearer will find such a creature irresistible and will obey
the commands as if charmed.  This effect usually ends immediately if the helm
is removed, but if the wearer has used the helm continuously for more than one
month, the charm effect will last for 1-4 days even after the helm is removed.
If the wearer has megalomania, the charm is permanent.
     Dragons generally know all about dragonhelms, and sometimes leave them
lying about in their treasure hoards for unwary adventures to find and use.
XP value:    2,000                      gp value:   25,000
 
TESS' ARMOR:  [S5] This is a set of bright red plate mail, field plate, full
plate, or bronze plate, decorated with yellow flames. Functions as +3 armor, no
emcumbrance, any heat or fire attack does half usual damage.  Whenever the
wearer has cause for anger he must save on wisdom -7 or the suit will burst
into flame for 1d4 rounds. During this time any person touching it will take
1d6 damage and any weapon must save vs. magic or melt.  The wearer and his own
weapons etc. are not affected, and the wearer will not see the flames or be
aware that anything unusual is happening.
XP value:    9,000                      gp value:   90,000
 
SHIELD OF DRAGON PROTECTION:  [S2] This shield had magical runes across its
front and back rim which spell out the word dragon.  The runes are magical, so
that anyone who reads them will see the word written in his native tounge.
Whenever a dragon comes within 30" of the shield, the word "dragon" will glow
softly for one segment, then fade.
     The shield of dragon protection is normally an item of +3 in protective
power, but it confers +5 protection from all non-magical dragon attacks
(including  claws and bite).  If the word dragon is spoken aloud by the
shield's bearer, in the language in which the word appears to be written on the
shield, the whole shield begins to glow with the effect of a light spell and an
additional bonus is conferred. If the bearer makes his saving throw vs. the
dragon's breath weapon, he will take no damage from it, and only half damage
will be taken if the saving throw is failed.  Finally, the shield gives a +3
bonus to the bearer's saving throw against any magical spells cast by dragons
against him, as per a ring of protection.
XP value:    1,100                      gp value:   11,000
 
VEST OF STEEL:  The vest of steel is a magical piece of armor that is counted
as armor (magic-users can't wear them), it gives the wearer an AC of 1, and may
be worn over normal non-magical, ring, studded, padded, or leather.  For Armor
pieces, the shoulders, chest, and abdomen are AC -1, and the rest of the body
is 5 if no armor is worn, or -3 to the regular AC of the other areas.
XP value:    2,000                      gp value:   25,000
 
 
SWORDS

GUARDIAN BLADE:  This blade does not normally glow.  Its chief function is to
lie upon or beside the sleeping character and warn of approaching danger.  It
can detect enemies like a wand of enemy detection within a 2" sphere.  Upon
detecting an enemy, the guardian will flash a single burst of light,
telepathically alert its owner,
and go out.  This power can be used but once per day, and will operate
continuously for a period of up to six hours.  It may be used while the
character is awake and moving but once-used it will not function again for
twenty-four hours.
XP value:    1,600                      gp value:    8,000
 
SWORD OF INTERCESSION:  [S1] This magical weapon is a holy (or unholy) sword
that always has an alignment and a patron deity.  A character of any alignment
may wield a sword of intercession, but it will function as a normal,
non-magical weapon.  A character of the same alignment as the sword may wield
it as a +2 weapon.  A character who worships the sword's patron deity may wield
it as a +4 sword, and in addition gains a 5% magic resistance and a +2 bonus on
all saving throws so long as the sword is held or carried.  Such a character
will also be able to commune with his deity once per week, asking one yes-or-no
question at that time.  The sword will not work for those who have only
converted to their new alignment or religion within the last year.
XP value:    1,000                      gp value:    5,000
 
SWORD OF THE NIGHT, +1:  [S1] Though most magical swords shed light, a sword of
night, also known as a black sword, sheds darkness.  The sword's wielder
determines the radius of the sphere of darkness given off by the sword; it can
be from 5' to 25', in 5-foot increments. Within this radius, all creatures but
the sword's wielder will be unable to see and will suffer a -4 penalty to hit
on their attacks, as well as losing any armor class bonus for dexterity.
Infravision and ultravision are similarly useless within this radius.  The
sword's user may see normally in all respects, however, and can use the sword
as a +1 weapon to hit and on damage.
     The sword can also cause fear in all creatures within the darkness who
fail a saving throw vs. spell (with wisdom bonuses applicable).  This fear
power is generated at the wielder's unspoken command, and may be produced up to
three times per day.  Creatures affected by the fear will move away from the
darkness at full speed for 2-7 rounds.
     A light spell cast at the sword will negate all of its powers (except for
its +1 combat bonus) for one round per level of the caster, if the sword fails
to save vs. lightning (as hard metal).  A continual light spell negates the
darkness powers for twice as long, and the save is made at a -3 penalty.
XP value:      700                      gp value:    3,500
 
SWORD OF PERCIVAL IRONHEART:  [S5] This sword radiates Lawful Good magic and is
+2 vs. evil opponents.  It can speak Common and LG and can detect gold within
60'.  In a pitched battle when its owner's life is seriously threatened by an
evil opponent, on a natural 20 to hit this sword turns the opponent to solid
gold (save vs. petrification). Any attempt to exploit the sword for the sake of
producing gold has a 15% cumulative for a fumble turning the user or exploiter
to gold. The sword may not mention the gold making ability so as not to
encourage greed.
XP value:    8,000                      gp value:   90,000
 
MISCELLANEOUS WEAPONS


ARROW OF BOW BREAKING:  This arrow appears as a normal +3 arrow.  When nocked
on any bow and pulled back as if to fire, will cause the bow to
break, no saving throw is allowed for normal bows.  Magic bows get a saving
throw of 10% per '+' of the bow, and additional 15% per major special ability
of the bow, and 5% per minor special ability of the bow.  If a bow has a normal
'+' and also a different '+' against special creature then the highest '+' is
used.
XP value:      Nil                      gp value:      100
 
ARROW OF THE MAGI TYPE I:  [S5] These arrows have tips made of folded
parchment.  Each arrow has a spell sealed in its parchment.  When an arrow
hits, the spell is released on the target.  They do no damage other than the
spell.  Effects are immediate as per 7th level of casting.  If anyone tampers
with the scroll spell the effects are released upon him.
XP value:      500                      gp value:      100 + price of scroll
spell
 
ARROW OF THE MAGI TYPE II:  [S5] This common arrow is usable only by the
magic-user class.  The arrows are normal except that they have hollow metal
heads.  Spell components may be placed in the cavities in the head and the
spell cast on the arrow.  When the arrow strikes, the spell is released on the
target (save vs. magic as per spell).  Impact damage is 1d2 for S,M and  1
point for L creatures.  If the magic-user fires the arrow himself it is as if
against AC 9 (modifications at DM's disgression).
XP value:        0                      gp value:       75

BOLTS OF LIGHTNING:  [SD]  Also called thunder bolts, these bolst appear to be
normal bolts until fires from a crossbow.  After being shot, a bolt of
lightning becomes a 7'-long bolt of lightning with a range equal to the maximum
range of the crossbow which fired it (e.g., a bolt fired from a heavy crossbow
has a range of 240 yards, and a bolt fired from a light crossbow has a range of
180 yards).
     These bolts are +2 to hit and do 4-16 hp damage if they strike a target.
A save vs. spells is applicable; if the save is sucessful, only half damage
accrues to the creature struck.  Furthermore, all creatures within a 15' raduis
of where this magical bolt hits have to save vs. petrification of be stunned
for one round due to the earpiercing clash of thunder which accompanies the
strike.
     Bolts of lightning are usually found in numbers ranging from 2-8. They are
also often found mixed with normal bolts or with magical bolts of other types.
XP value:      200                      gp value:    1,200
 
BOW OF ACCURACY:  [SD] The bow of accuracy is a simple yet effective missile
weapon.  The magic properties of this bow are a +3 bonus to hit and damage;
likewise, all ranges within normal bow range are figured as short range in
regard to this weapon.
XP value:    2,500                      gp value:   15,000
 
BOW OF DISTANCE:  [SD] Like the bow of accuracy, this bow gives a bonus to hit
and damage--a bonus of +2 in this instance.  The difference between the two is
that the distance for the bow of accuracy are double that of a normal bow of a
similar type.
XP value:    2,000                      gp value:   12,000
 
BOW OF DOUBLING:  [S2] This magical bow offers no bonuses to hit or damage, but
it does have the unique property of firing two arrows at a time.  Whenever a
non-magical arrow is fired from this bow, the bow automatically creates and
fires a second arrow.  If the first arrow hits its target, so will the second;
if the first shot misses, the
second arrow has normal probabilities to hit it.  All arrows shot from this
bow, whether they hit or not, will be destroyed upon impact (or as soon as it
is determined that they did not hit) and cannot be recovered.  About 75% of all
such bows are short bows, because of their usefulness to horse archers.
XP value:    1,000                      gp value:    6,000

BOW OF FIRE TEETH:  [SD] When fired, this bow ignites any arrow it shoots.  In
addition to regular damage, the arrow does 1-6 hp fire damage.  Magical arrows
must save vs. magical fire if shot from this bow; if they fail the save, they
catch fire and lose all magical enchantments.  If they save, magical arrows
perform normally.  These arrows set combustables aflame if the combustable
material struck fail a save vs. normal fire.
     Bows of fire teeth can set fire to a maximum of 10 arrows per day.  The
bow of fire teeth gives no "to hit" or damage bonuses other than the added
damage from the arrow's flames.  Such bows are generally red or yellow in color
and have fire runes incorporated into their ornate designs.
XP value:      750                      gp value:    5,000
 
BOW OF ICE FANGS:  [SD] This long bow, made of ivory and mithral steel, is
believed to have been first created by the Elder Craftsmen of Niflheim (the
area of Hades known to worshipers of the Norse gods as the land of the dead).
Duplicates of the ice fang bow have since been crafted by human and elven
mages.  The main feature of the ice fang bow is that it creates ice arrows from
the water vapor in the air.  The user need only pull on the bowstring and
release it; the arrows are created instantly, but may only be fired at a rate
of two per round, to allow the bow's magic time to recharge.  These magical
arrows are +1 to hit and do double damage (2-12 hp damage) vs. fire-using and
fire-dwelling creatures.  If used against any other sort of being, these arrows
are merely +1 to hit and damage.  Each ice fang bow can generate a total of
101-200 ice arows before its magic fades.  A nonmagical ice fang bow is still
finely crafted and is worth 1,000 gp.
     Unfortunately, in hot climates (120 degrees F and up), the effective range
of these arrows is halved.  In environments where the temperature is over 300
degrees F, the ice arrows cannot form.  If normal or magical arrows are fired
from this bow, they do not gain the bonuses againt fiery creatures, and the bow
performs in all ways as a normal long bow.
XP value:      600                      gp value:    3,500
 
BOW OF SPEED:  [SD] This weapon is +1 to hit and damage.  If there are
undamaged and nonmagical arrows within 10' of the bow, those arrows are
teleported, nocked and ready to fire, as soon as the bowman pulls back the
string.  This allows the normal rate of fire for the archer to be doubled.
Some 10% of these bows are able to teleport any arrow within 10', magical or
not, to the bow for firing.  The archer can only distinguish one arrow from
another if the arrows used are distinctive; all arrows to be fired are chosen
at random.
XP value:    2,000                      gp value:   12,000
 
CAGLISTRO'S CALTROPS:  [S5] These appear to be normal caltrops but there are
two forms:  The explosive caltrops do 1d6 damage each when stepped on, the
flash types do 1d8 burn damage on the first round, 1d6 the second, and 1d4 on
the third, plus igniting clothing.
XP value:        5                      gp value:       20
 
CROSSBOW OF ENCHANTMENT:  [SD] This weapon casts a spell upon any nonmagical
bolt placed in it, enabling it to strike any creature that can only be hit by a
magical weapon.  Note that there are no bonuses to hit or to damage; the
crossbow merely enables one to have a chance against unnatural monsters with
nonmagical bolts.  No additional benefit is bestowed upon a magical bolt.
XP value:    1,500                      gp value:    7,500
 
CROSSBOW OF HEALING:  [S5] This red crossbow radiates CG magic.  A hit by this
bow (usable by clerics) heals 1-6 points of damage.  (On a natural 1 to hit it
hits the target of 1-6 points of damage.)  Only against undead does it function
normally as a +1 bow.
XP value:    2,000                      gp value:   13,000

CROSSBOW OF LEVITATION:  [SD] This is a magical crossbow that gives its user
the ability to levitate as per the spell.  While using the crossbow of
levitation, the owner's feet are not in contact with the ground; at the least,
the bow owner remains 1' above any "ground" surface.  Furthermore, the only
other weapon the bow owner may hold in hand is a dagger or knife.  If a
levitate spell is used on the possessor, the bow loses all of its power for
2-12 rounds.  This crossbow has a +1 bonus to hit targets, but offers no
bonuses to damage done by bolts.  The user of this crossbow gains forward
movement at a rate 1" while levitated, but he can be towed by flying creatures.
XP value:    1,500                      gp value:    7,000
 
CROSSBOW OF LIR:  [SD] This crossbow, which has a "to hit" bonus of +3, may be
fired normally underwater at the same ranges as a normal crossbow has on land,
thereby giving underwater adventurers a badly needed missile capability.  In
the air the bolts shot by this crossbow will travel slowly and for little
distance just as if it had been a bolt shot under water by a normal crossbow,
and will be able to travel freely if it is shot at water as soon as it enters
the water.  These bows are named after Manannan Mac Lir, Celtic god of the sea
(Legends & Lore, page 28).
XP value:    2,000                      gp value:   10,000
 
CURSED BOW OF WARNING:  [SD] At first, this bow appears to be a bow +3, but
when an arrow is fired from this bow, it always misses any living target which
is of evil nature.  furthermore, the arrow's flight always alerts an evil
victim and instantly directs his attention to the location of the user of the
bow, negating all further surprise advantages.  If the nature of this bow is
discovered, the curse can be removed by magical means, such as through the
employment of a dispel magic, wish, or limited wish, or by clerical means, such
as through the employment of a remove curse.  The curse is considered to be
12th-level magic.  Once the curse is removed, the bow becomes a bow +3.
XP value:      Nil(1,500 without curse) gp value:      500 (10,500 without
curse)
 
DAGGER OF ALIGNMENT DETECTION:  [S1] This weapon appears to be a well-made
dagger with five small gems set in the hilt.  It radiates magic.  When a
command word is spoken and the dagger is pointed casually in the direction of a
person or object within 30', one or more of the jewels will glow to indicate
the alignment of the creature or thing (such as a magic sword) pointed at.  The
usual code of such daggers use is as follows:  emerald = good, diamond =
neutral, ruby = evil, topaz = chaotic, and sapphire = lawful.  Thus, the
emerald and
sapphire set in an alignment dagger will glow if it is pointed at a lawful good
character.
     The target to be identified must be visible to the holder of the dagger.
The weapon's aim is not especially accurate; if is pointed in the general
direction of more than one creature or object of different alignments, the gems
will glow alternately in rapid succession, making their message difficult to
interpret.  The alignment dagger is a normal weapon in all other respects,
giving the holder no combat bonuses.
XP value:      100                      gp value:      600
 
DARTS OF BRANDING:  [SO] When thrown, darts of branding burst into blinding
flame unquencable by water or cold, and this conflagration leaves a branded
mark where such a dart strikes.  These marks may be shaped by careful
construction of the dart into runes or devices (and usually are).  The dartfire
consumes the weapon and does 5-9 points more damage than normal darts.
Non-fire-resistant creatures get no save vs. this fiery damage, but the
dartfire is relatively feeble and will do no damage if the target is protected
by a resist fire, dispel magic or more powerful protective spell.  Darts of
branding can pass undamaged through a wall of fire, however, and will derive
additional heat from the wall, doing 1 point of additional damage for every 1"
(and remaining fractions) of flames they pass through.  Flame strike and flame
arrow spells have no effect on darts of branding.
XP value:      200                           gp value:    1,500
 
DIAMOND DAGGER:  The diamond dagger is a dagger who's blade is made of
magically reinforced diamond.  The blade will cut any non-magical material
(flesh of 'magical' monsters is non-magical) easily.  It will act as a reduce
any armor class to 9 if the armor worn, animal hide, etc., is non-magical,
although any bonuses for dexterity, etc.,  is still applicable.  The dagger
still acts as a +3 dagger and will do so against magical armor too.  It will
also cut most any material, stone like butter, metals like sand, and wood like
flesh.  The damage done by the dagger is as a short sword.  The dagger has no
bonuses at all against materials that are made or alloys of mithral or
adamantite. It can be used to cut open chests, doors, carve stone, shape metal,
etc.  The dagger is balanced for throwing, and will always hit blade first and
always (not mithral and adamantite) sink in to the hilt, which is made of steel
and adamantite.  This dagger need never make saving throws, unless it is being
hit with (not hitting) a weapon or object of mithral or adamantite, whereupon
it will shatter if failed.
XP value:   4,000                       gp value:   30,000
 
ELECTRO WHIP:  [S5] This magical item looks like a normal whip with a gem set
into the handle.  Each time this whip hits as a whip, it builds a 1d6
cumulative electrical charge.  When the gem is punched, this charge is thrown
from the tip of the whip as a lightning bolt (roll to hit, range 18'+10'/level
of user).  If the user is in contact with grounded liquid when the whip is
discharged, the charge will go through him instead, doing double damage.
XP value:    1,400                      gp value:    6,000
 
ELVEN BOW +3, LAST SHOT:  [SD] This bow appears to be a normal magic bow of +1
enchantment; however, in the hands of an elf, the full powers of this weapon
are evoked.  Whenever an elf uses this weapon it becomes a +3 magical weapon
with ranges 50% greater than normal.  The rate of fire is also increased by one
arrow per round; this last arrow is fired after all other attacks have been
completed for that round.
XP value:    1,200                      gp value:    8,000
 
ELVEN BOW +2, GOBLIN BANE:  [SD] This bow appears to be a standard long bow +1;
in the hands of an elven fighter, however, its full potential is realized.  The
+2 bonus is gained, as well as the following characteristics:  Arrows fired
have double-normal ranges and strike for double damage (2d6+2 hp damage)
against any giant-class humaniod successfully hit.  This class of monsters
includes those which may be struck for extra damage by rangers (as per
Unearthed Arcana).
XP value:    1,000                      gp value:    6,000
 
ELVEN DAGGER:  [SE] This weapon, created for elven warrior commanders, is
fashioned of a mithral-silver and steel alloy.  It possesses the ability to
detect giant-class creatures at a range of 200' outdoors, 100' indoors or
underground (for a list of giant-class creatures, see Unearthed Arcana page
22).  The blade of this dagger glows a faint white-blue color when such a
creature is at the extreme range of its detection ability.  The glow
intensifies as the giant-class creature gets closer, until the blade is shining
with the equivalent of a light spell.
This dagger is +3 to hit and to damage giant-class creatures only. When
attacking other creatures, it is considered to be a +1 magical weapon, but it
strikes and wounds as a normal dagger.  If desired, the dagger can be commanded
to dim its light or to withhold its radiance when stealth and concealment are
important.  The blade glows only when giant-class creatures are near, not by
any command.  Any giant-class creature that holds or touches the weapon
receives 1-4 hp damage per round of contact.
XP value:      200                      gp value:    1,600
 
FLAME NET:  [S5] This is a fine-spun golden orange net.  To entangle an
opponent in this net the user must roll to hit.  On command, the net will burst
into flame--it is not consumed and will burn until commanded to stop, giving
anyone in contact with it 2d6 fire damage per round.
XP value:    1,000                      gp value:    6,000
 
HAMMER OF PENETRATION:  [S2] This hammer is sometimes described as a smaller
version of a maul of the titans.  It is a large-headed hammer with a 2' long
handle.  The hammer's head slopes down to a point on one side, and the hammer
is not balanced for throwing.
     The hammer of penetration may be used one-handed in combat, and it does
double normal hammer damage (4-10/2-8),plus a +3 bonus to hit and damage.  When
used two-handed on walls up to 2' thick, the hammer will have a chance of
smashing through a hole in the wall equal to double the wielder's chances to
bend bars or lift gates.  The hole will be large enough to allow a man-sized or
smaller being to crawl through it without trouble.  The pointed end of the
hammer must be used to smash through wooden barriers.
XP value:    2,000                      gp value:   20,000
 
HILT OF THE WEAPONS MASTER:  [S5] This item is a plain dull black hilt with no
blade.  Close inspection reveals that his hilt has never had a sword attached.
On the base are several different jewels (1d6).  When a jewel is pressed, a
different weapon appears on the hilt.  When all are pressed together, the hilt
is empty again.  The weapons themselves are normal:  1) dagger, 2) sword, 3)
mace, 4) crossbow, 5) staff, 6) javelin.
XP value:    3,000                      gp value:   25,000
 
LONG BOW OF HEARTSEEKING:  [SD] This type of long bow (self or composite)
always has a +3 bonus to hit targets.  It acts as a normal magical bow, except
when a suffiently high number to hit is rolled. Then, the arrow it fires
strikes directly at the target creature's heart (if it has such), slaying the
victim instantly (if it has but one heart).  "To hit" numbers required for this
attack are as follows:
Opponent           "To hit" roll
Up to man-size           21 and up
Larger than man-size     22 and up
Metal or stone *         23 and up
* If the foe is using a spell or device that has transformed him into this
material.
     Certain creatures (such as elementals, golems, and undead) do not have
hearts and so would not be affected by this weapon. Shape-shifting creatures
(such as dopplegangers) are not affected by this killing power, either.
XP value:    4,000                      gp value:   20,000
 
LONG BOW OF MARKSMANSHIP:  [SD] This magical long bow (either composite or
self) also gives a +2 bonus to the "to hit" rolls of the user in combat.
However, a long bow of marksmanship also gives the user a +5 bonus to hit
against any nonliving target (including golems, undead, etc.).  This bonus is
also gained when attempting a trick shot, as long as that shot is not intended
to directly harm another character or creature.  In other words, the +5 bonus
applies to an attempt to shoot an apple off another character's head, hitting
an opponent's weapon, or any similiar shot.
XP value:    1,500                      gp value:    7,500
 
LONG BOW OF VAMPIRE HUNTING:  [SD] These bows are much like the long bow of
heartseeking except that they are only useful against vampires, such that the
bow can fire a wooden arrow into a vampire's heart and slay it on the spot.
Any score of 20 or better, including all bonuses, means that the long bow of
vampire hunting has killed the vampiric target.  No other being are so affected
by this bow.
XP value:    2,000                      gp value:   10,000
 
PHAMTOM BOW:  [SD] This appears to be a transparent bow with a sparkling
string.  When the string is drawn back, a shimmering arrow appears.  Two such
arrows can be fired per round as with the normal bow.  The glowing arrows are
+2 to hit and damage; the arrows vanish with no effect if they miss their
intended target.  The phantom bow fires 1d20+40 of these arrows, after which
point the bow vanishes.
The bow makes saving throws as per hard metal with a +2 modifier. Normal and
magical arrows can also be fired from this weapon, but magical arrows gain no
additional attack bonus.  Each normal arrow fired from the bow gains a +1 bonus
to hit and damage in addition to all other bonuses.  Furthermore, these arrows
can be fired without detracting from the bow's longevity (i.e., the bow's magic
is not decreased by firing normal arrows).
XP value:    1,500                      gp value:   10,000

TRIDENT +1/+2 VS. WATER ELEMENTALS:  [S1] A item manufactured by the most
powerful sahugin clerics, this weapon gives its wielder combat bonuses against
creatures like tritons, water wierds, and water elementals.  The trident has a
lawful evil alignment and will function as a -1 weapons in the hands of anyone
of another alignment.  Only the most powerful sahuagin warriors carry these
tridents.
XP value:      800                      gp value:   10,000
 
WITHERING SCYTHE:  [SN] This weapon is +2 to hit and does normal damage with no
bonus.  However, the victim must save vs. poison or also suffer the loss of 1
hit point per round thereafter from a slow but powerful poison effect.  The
only antidotes for this poison are cure disease cast by a cleric or druid of at
least 9th level, heal, regenerate, restoration, limited wish, or wish.  A
good-aligned figure who simply picks up the scythe is subject to the same
poison effect.
XP value:    5,000                           gp value:   20,000
------------------------------------------------------------------------------

The next three items are desireable for tavern owners:

SPITTOON OF TIDYNESS: This metal urn levitates one inch above the floor of the
tavern. Whenever anyone spits on the floor, the spitton will move quickly and
catch the expectorate. The spitton is fast enough to travel the widest portion
of the tavern floor in less than one second. Customers have played games with
this spitton by spitting at the same time. The spitton will catch the nearest
expectorate, then hit the shins of the other spitter, hard enough to bruise.
Not many customers try it again after that. The spittoon will also catch any
food thrown or dropped before it hits the floor.

TRAY OF NONSPILLING: This tray keeps its own balance regardless of the dexter-
ity of the bearer. Only intentional upsetting will spill items on the tray. If
the DM rolls to see if characters slip and fall or slip but catch their ba-
lance, the tray will not spill in either situation. It is assumed to have
landed safely away from the character if there is a level space nearby. Other-
wise, the items on the tray are indeed spilled.

SPIT/PLAQUE OF ROASTING: These separate items both do the same thing: they
roast meat without the need for a fire or other heat source. The meat must
be skewered on spit or laid out on the plaque, and a command word spoken.
The user may specify the degree of roasting.

This item is desirable for any adventurer and nonadventurers:

BLANKET OF WARMTH: While this item does not provide warmth by itself, it does
retain the heat generated by a wearer. The warmth generally dissapates at the
same rate as it had absorbed, i.e. if a user slept in the blanket for eight
hours, it will take eight hours to dissipate. The balnket never becomes too
warm to the user.

The next two items are useful for schools of almost any kind:

BOARD OF SELF-ERASING: This board will erase any marks made on itself upon
command. Sections cannot be selectively erased; the entire board is erased.
Some of the boards may also have the abilities of a board of note-taking.

BOARD OF NOTE-TAKING: This board will, after a command word is given, write
clear and concise note of a lecturer standing in front of it, even going so
far as to draw diagrams if desired. (Note: the user is suggested not to use
this board when talking about pentagrams, sigils, and the like.) When the
board has no more space to put further notes, it stops. Some of these boards
also have the abilities of a board of erasing.
-----------------------------------------------------------------------------
I. Rings

Ring of Flying: These rings grant the wielder the power of flight. Rings of
flying derive much of their energy from the wielder. The wielder can remain
aloft for as many hours as 1/2 his CON. A full eight hours rest restores
the fliers stamina. Diving move for rings is doubled. There are five types
of rings:
                          01-15 MC:C MOVE:12"
                          16-35 MC:C MOVE:15"
                          36-80 MC:B MOVE:21"
                          81-95 MC:B MOVE:33"
                          96-00 MC:A MOVE:57"

Ring of Stamina: These rings are activated by a command word, with the
command taking effect the round after it is uttered. These rings have 20-50
charges (d4+1), with charges acting as a hit point reserve for the wielder.
When the ring is "on", it absorbs damage up to its maximum capacity. Upon
reaching zero charges, the ring crumbles into dust. When "off", the ring
regenerates one charge every eight hours.

Ring of Animal Form: Upon donning this ring, the wielder is polymorphed
into the animal who's image is graven on the ring. The ring will still be
visible on the polymorphed form, although perhaps altered in size, and the
wielder must contrive some way of removing the ring to be able to return to
his normal form. While in animal form, the wearer retains his hit points
and AC, but gains the movement, breathing, esc. abilities of the form which
he assumes. All of the wielders carried items are polymorphed with him.
Listed below are some examples of rings, and abilities bestowed by the ring
on the wearer while in animal form.

                       Bat: flight (18"), echolocation
                       Fish: Water breathing, Swim (12")
                       Monkey: Brachiation, color vision, 9" move
                       Raven: Flight (27"), wide angle color vision
                       Rat: 15" move, wide angle night vision
                       Dog: 15" move, good hearing, scent
                       Toad: 3" move, good wide angle night vision
                              and so on and so forth.

Ring of Gaseous Form: This neato cursed item turns the wielder gaseous, but
since he is unable to remove the ring in that form, the poor sap tends to
stay gaseous.

Ring of Statues: This is a rather powerful magic item. Upon mental command,
the wielder turns into a greyish stone statue, indistinguishable from
ordinary stone, except through the use of ESP. Location spells will not
work on the character in stone form, and the statue only radiates faint
alteration magic. If ESP or psionic disciple of some sort is used, the
statue will radiate faint emotions. While stoned, the wearer requires no
food, air,or water, and can remain in this form interminably. While in
stone form, the wearer "sees" and "hears" through the equivalents of
Clairaudience and Clairvoyance spells, centered on the statue. To become
flesh again, the wearer merely wills it. (10% of rings are cursed, and do
not allow the wearer to change back). The transformation to stone takes
four segments, while the transformation back to flesh takes a round. While
in statue form, the wearers features are blurred and distorted, only
recognisable on a successful INT check (at -4).



MONCLAIR'S VAMBRACES-Appearance: A pair of finely crafted steel vambraces*
(they are sized for a 5'6" human/elf), covered with Old-Elvish runes (the
runes tell a story of a night of debauchery in the city of Fentwerp--this
story has nothing to do with the Vambraces).

History: Monclair was a Wizard of great renown and respect, those that knew
him well considered him dangerously insane. He had a perchance for melee
but not the body. He created the vambraces in an effort to improve his
fighting ability. Monclair died when he was knifed by an exotic dancer to
whom he was making obscene suggestions.

Powers: If no armor other than the vambraces is worn (this includes
shields, helms, gauntlets, etc. of any material--from metal to leather),
they impart to the wearer an amour class of 0. In use they draw the arms of
the user to block incoming attacks. A 'bolt-of-force' can be launched from
each vambrace once per round (this necessitates a punching action), each
bolt has a range of 20 feet and does 1d8 in damage (standard 'to-hit' rolls
are used to determine success, however if the opponent is within reach the
attacks are at +2). If, during the same round, both bolts hit the same
opponent the effect is increased and the second bolt does 2d8. (i.e. a
single bolt does 1d8, a double bolt does 3d8).

Notes: If any other armor is worn the Vambraces provide no armor class
bonus but the bolts of force still work. If the wearer is involved in melee
he cannot cast spells or perform other activities that require somatic
gestures (the bolts of force are the only weapon that can be used
effectively). The bolts will hit creatures only hit by magic. Spells can be
cast while wearing the Vambraces.

* Vambrace: Plate armor worn over the lower arms.


The Ring of Fighting- Appearance: The Ring of fighting appears as a plain
(albeit slightly wide) silver ring. On the ring may be etched the likeness
of up to six weapons, suits of armor, and/or other items.

History: The Ring of Fighting was made by the Elven mage Frenerick of the
Seven Forests on the commission of a human assassin (who's exact identity
is unclear).

Powers: When the ring is worn, and the effect concentrated upon, the wearer
can have any or all of the items pictured on the ring teleport from within
the ring and appear in his hand or on his body (as appropriate for each
particular item). The wearer can also have the objects return to the ring,
from any distance, through simple concentration. The objects do not have to
be in sight, or even their location known for this to function. Whenever
one or more items are out, the ring itself is invisible.

Notes: While the ring is invisible no other item(s) may be removed. If the
ring is removed while invisible any items not in the ring are stripped of
their magic and their pictures are removed from the ring. Any object with a
+3 (or better) enchantment may be teleported _into_ the ring (to a maximum
of six), it's picture then appears on the ring. When magically probed, the
ring will appear to have all the powers of all the items contained within
as well as it's own. Intelligent swords or other weapons may not like
existing within the ring, they will have no sensory input, but will remain
conscience. The item can be teleported into or out of the ring in the time
it takes to draw a sword.


The Rings of Teleportation- Appearance: The Rings of Teleportation appear
as a matched set of gold rings. Both rings have a circle of arrow-head
shaped diamonds on their face. On one ring they face in, and on the other
they face out.

History: The Rings of Teleportation were commissioned by the Paladin Sir
Willford Bernhath. Sir Bernhath used the ring to escape a demon (having
left the second ring in his home town's temple). The demon searched out his
means of escape and vented his wrath on the temple, the town, and their
inhabitants. After witnessing the destruction, Sir Bernhath was so racked
with guilt that he committed suicide shortly thereafter.

Powers: By inserting two fingertips into the center of the "in" ring, it
can be expanded to a four foot diameter, it can be shrunk to ring size
again by putting pressure on opposite sides. If the two rings are separated
by more than 1000 feet, anything weighing over half an ounce that is passed
through the expanded ring will teleport to within ten feet of the second
ring. If the expanded ring is twisted inside itself (so that the outside
passes through the hole (temporarily becoming the inside) it will teleport
itself. It is thus possible for a person to teleport himself and the ring.
Flowing water will not be teleported until the ring is removed from the
flow, and only then if all the water that passed through the ring can
appear within the ten foot sphere.

Notes: The ring has only two sizes, finger size and four feet. If the
expansion or contraction cannot be accomplished (due to something blocking
it) it simple won't change size. If there exists no free space large enough
for the object/creature to appear in, within the 10' sphere surrounding the
second ring, it will not teleported.


The Deadly Hand of Warbret- Appearance: The Deadly Hand of Warbret appears
to be a soft leather glove with the fingers cut off and palm cut out. It
completely covers the back of the hand.

History: The deadly hand was created by Warbret, a Wizard/Assassin*. The
details of Warbret's demise is not known, but his hand has popped up across
the continent throughout the years and been responsible for many a killing
spree.

Powers: The glove contains two tiny poisonous darts, it is switched
activated by the two middle fingers of the hand upon which it is worn
(there is a strap that runs across the palm and between the fingers, and
one around the wrist). When activated one dart will shoot out to a distance
of thirty feet. Someone hit by the dart takes no damage from the hit (it
feels much like a mosquito bite), but after 3 rounds will take 2d8 points
per round for 2d6+12 rounds (save vs. poison for half damage each round).
The darts each take one week to regrow.

Notes: This poison is magical in nature and effective against creatures
normally not effected by poison. A Magic Resistant creature who makes his
magical resistance roll is unaffected by the dart. Use of the glove
requires a separate weapon proficiency, which will take ten times longer
than normal to acquire due to the lack of ammunition. Weapon Specialization
is possible, but under no circumstance will the dart cause damage, only the
poison will cause damage. Once fired the poison will become inactive after
2d6+15 rounds.

* Wizard/Assassin: is not a legal combination according to AD&D vrs. 1


The Ring of Souls- Appearance: This ring appears normal, it looks like a
circle of silver rope. If studied closely it appears to be semitransparent
at times.

History: The creation of the Ring of Souls is unknown (some believe it was
created by a God). It is highly prized by demons.

Powers: While this ring is worn the wearer can see a glow around all
creatures with a soul (this appears similar to faerie fire however it can
be seen in any light condition). The wearer also gains a phantom hand that
is an extension of his primary hand, it is under mental control and can be
extend up to thirty feet. Others will become extremely uneasy at the touch
of the phantom hand, they will feel "icy hands on their spines", this will
be enough to wake anyone who isn't drugged. The phantom hand can grab
another's soul, that person then gets a saving throw vs. Death Magic, if he
misses he is effectively paralyzed.

Once grabbed the soul can be ripped from the body, the target gets a saving
throw vs. Death Magic with +1 for every point his Constitution is greater
than the ring wearer's (there is no deduction if it is lower). If the soul
is ripped >from it's body, the phantom hand will draw it into the ring and
hold it there--the phantom hand cannot be reused without releasing the
soul. The body bereft of it's soul will collapse and only it's autonomic
nervous system* will continue to function.

The soul can be released at anytime, it will then return to the body. A
System Shock Survival roll is then rolled, and if it fails the shock kills
the person. There is a small chance, one percent per day of captivity, that
the soul will not return to it's body. If the soul doesn't return to it's
body, or the body has died, it will become a ghost or other spirit.

Notes: The phantom hand cannot be seen by normal means, however anyone
capable of seeing souls can see it. Grabbing a soul takes one round,
ripping it out another. If either attempt fails it can be retried. If the
ring is removed while it holds a soul, the soul will be released. Left on
it's own a soulless body will die of dehydration in 72 hours, 24 hours in a
hot climate and longer in a cold one (though frostbite and hypothermia may
kill it earlier). The body will not eat or drink, if liquid or food is
forced down it's throat it will be digested.

* autonomic nervous system: the system of nerves that innervates the heart,
viscera, and glands and controls their involuntary functions.

Maces and Blunt Weapons
-----------------------

Mace of Rascalion - Rascalion was a fighter cleric in the service of a
powerful god.  In recognition of his loyal service, his liege ensorceled
Rascalion's mace with great magic.  Any undead struck by the made must
immediately make the applicable saving throw vs. turning or be drained of
all its arcane energy, making it unable to move or cast spells.  The
creature will recover in 15-(# of hit die) rounds.  Legend says that to be
able to use the hammer, the character must be a worshipper of Rascalion's
god, currently unkown, and have a strength of at least 16 to handle the
heavy instrument.

Soul Mace - Consisting of a Gem on a staff, this is not a true mace, but is
a powerful magic object nonetheless.  The soul mace has the ability, once
per day, to cast a magic jar spell on a target.  If successful, the soul of
the enemy is drawn into the mace, and if not released in 24 hours, is
ejected.  If there is no suitable receptacle during the ejection period,
the soul dissipates forever.  The soul mace is a poor weapon however, with
no bonuses and doing only 1-4 pts. of damage.

Rascalion's Star - Along with the mace of Rascalion, Rascalion's god gifted
him with a miniature morning star that can be expanded, upon use of a
command word, to full size, and then reduced again.  When the item is
reduced, it is approx. 2 inches long.  Treat the expanded item as a +2
Morning Star.

Bows and Ranged Weapons
-----------------------

Araz's Neverending Bow - This decidedly powerful item is the result of a
spell gone wrong.  While trying to enchant the bow, Araz instead enchanted
the arrow being used.  Now, every time the bow is fired, when the arrow
stops it will be immediatellly returned to launching position on the bow.
The arrow can never be removed from the bow without destroying the magic.
There are no to hit or damage bonuses for using the bow, but all # of
fire/rd ratings are increased by 1 1/2 times. (eg 4 becomes 6)

Phase Bow - The long-lost phase bow is rumored to be in the personal
posession of Demogorgon, after he defeated a party of adventurers who
attempted to summon him for service.  The phase bow enchants any arrow
fired from it with the ability to momentarily phase its target, ruining all
spell casting and attacks for the next three rounds (+ remainder of current
round).  While in a phased state, the target can neither attack or defend,
and takes 1/2 damage from all non-magical attacks, full damage from magical
weapons and attacks. Dexterity AC Bonus is still considered valid, and the
target can move normally.

Crystal Arrows - There are two types of crystal arrows: 1 - Green crystal
arrows:  These crystal arrows are the ones more commonly found.  When
striking a magic user, they will drain the highest level spell currently in
his/her memory, in addition to causing 2-8 pts. of damage.  There is no
saving throw.  This arrow has no to hit bonus. 2 - Red crystal arrows:
These are EXCEEDINGLY rare.  When a magic user is struck by a red crystal
arrow, he/she must immediately make a saving throw versus spell, or have
all spell energy drained from him/her, in addition to taking 3-12 pts. of
damage.  There is a -4 modifier on the saving throw. This arrow has a +1 to
hit bonus.

Black Crystal Arrows - These are rumored to exist by legend, but have never
been porven to exist.  Their powers as described here are based on
legendary accounts. Black crystal arrows are the supreme bane of all magic
users.  When struck by a black crystal arrow, a magic user must save vs.
spells at -6 or suffer the following: 1> 5-20 pts. Damage 2> All spells
currently in the magic users memory are triggered, with the magic user
being the target.  All normal saving throws apply against the spells
effects. 3> The magic user is STUNNED (see spell) (if he/she survives).

Note on Crystal Arrows - The term magic user in the above descriptions is
intended to describe all magic-using classes.  As a general rule, monsters
inherent spell like powers are affected, treat them as being drained for 24
hours.

Arrows of Immobilizing - When struck by these arrows, a target must save
versus Paralysis or be immobilized for 3 rds.

Hunter's Crossbow - To all appearances, this is a normal +2 crossbow.
However, in the hands of an assassin it becomes a crosbow of seeking.  If
the assassin concentrates on his target to the exclusion of all else,
he/she/it gains a +8 to hit, and the target must save vs Poison or die as
the enchanted bolt pierces his heart.  Please note that protection from
Normal missiles will not stop this arrow.  If the saving throw is
successful, the arrow does 6-36 pts. damage. Also, this crossbow can be
targeted against specific non living object with the same bonuses.  Note:
if the assassin is disturbed setting up his/her shot, the shot will ALWAYS
miss.

Fire Quarrels - After striking their target, these quarrels become the
equivalent of a wall of fire spell.  Very useful when fired into the ground
in front of an army of pursuing orcs.


Arms and Armor
--------------

Tree Sheild - Fashioned by druids from the bark of an oak tree, this
magical shield not onlly gives +2 AC bonus to the wielder, but in forest
like settings the wielder is able to invoke a camoflauge spell that makes
him/her blend into the forest invisibly.  The spell lasts for 1 hour, and
can be used 2X per day.

Shield Crystal - This crystal, when worn on the wrist, produces a magical
force sheild that reduces the weares AC by 2.  The field produced is the
size and shape of a large shield but has no penalty in terms of encumbrace
or weight. The magical shield is handled as a regular shield would be.

Armor of Reflection - This magical armor has the power to repel 1/2 to all
magical energy, including breath weapons.  The armor makes a saving throw
as a level 14 fighter against the appropriate attack.  If the save is
successful, all the magical energy is reflected away from the wearer, in
the direction of the projector.  Depending on range of the spell, the
magical energy may strike the caster.  If the saving throw fails, a second
throw is made.  If this second throw succeeds, 1/2 the power is reflected,
the other has normal effect.  If th e throw fails, the armor has no effect
on the magic.  The wearer still gets his /her normal saving throws.  Treat
non quantitative spells as having their durations reduced (charm, hold,
etc.).

Turtle's Shell - This device is a collapsible shielding device, that when
folded fits in a characters backpack.  When extended, this device becomes a
tent capable of holding 6 humans comfortably.  The shell of this tent is
impervious to all forms of attack from level 5 spells and below and takes
half damage from level 6 spells and up.  Only monsters with more that 15 HD
can damage the shell.  The shell is capable of absorbing 100 HP of damage
before shattering.  If the shell is unshattered, it regenerates 1HP per
turn whether folded or not.  The folding and unfolding is acheived by use
of a command word.

Anti-Armor - This item was rumored to have been once worn by the ArchDevil
Asmodeous in the great war.  This item is so evil that all creatures not of
a distinctly evil bent (and I do not mean alignment), can not approach
within 10' without the permission of the wearer.  Any non-evil creature of
15HD/LEVEL or above can penetrate the sphere but will be -3 on all rolls
while so inside. The armor is also ruined to have the following abilities.
1> +6 AC Plate Mail, +2 Helm 2> Outer shell is totally black.  When in
darkness, undetectable by normal vision 3> Wearer immune to psychic/psionic
attack. 4> Weare immune to sleep, charm, hold. Rumor also holds that if
worn by a devil, there are additional powers, but these cannot be
determined.

Thief Mail - When worn by a thief, this item is treated as +2 chain mail,
and has the added benefit of increasing all thieving skills by 7%.  This
item will only function for thieves, for anyone else it will just be normal
chain mail.

Armor of Free Movement - Comes in various types.  This armor has no magical
AC bonuses (at least no pieces ever discovered do), but also has no
encumbrance or weight values.  Swimming is possible in this armor.



   Appearance: A wooden box full of over a hundred small carved pieces of
pine wood.  Neither the box nor the wood pieces are remarkable in any
obvious way.

   Description: Any character making an Int+Woodworking roll of 12+ will
reveal that the wooden pieces are the pieces of a very complicated puzzle
(3 dimensional).  Putting the puzzle together is a significant task,
requiring simple Int rolls each day of effort, with each point of the roll
over 10 adding to a total which must reach 10 for the puzzle to be
completed.  For example, a character with an Int of +3 attempts to put the
puzzle together.  The first day, she rolls a 4, making no progress (4+3=7,
which is less than 10).  The next day, she rolls a 9, gaining two points
towards completion (9+3=12, 12-10=2). When she has accumulated 10 points,
the puzzle will be complete.

   The puzzle, once assembled, forms the figure of a small (Size -3) cat,
which will animate and serve the completer of the puzzle until the next
full moon, when it will fall apart into an unassembled puzzle again.  The
puzzle can then be reassembled, but it will be a new puzzle, and will form
a different animal. Animals formed are always within 1 Size of the previous
animal.  ReHe 30; Investigation level 30.

   Animals formed have abilities as normal animals of their type, but have
Int +1, can speak whatever languages the assembler speaks, and can sense
magic with one sense (for example, the cat will be able to see magic, a dog
might be able to smell magic, a bat would be able to hear it, etc.).  InMe
25, InVi 35; Investigation level 35. Non-Hermetic.

   Appearance: An iron bound book, with pages of thin but rigid gold.  No
writing of any kind can be found on the book cover or any of the pages.

   Description: The book has two powers.  The first power can be found with
a magical investigation roll, but is useless, since it can only be
excercised by the books creator, who is long dead.  It reveals the command
word that allowed the creator to erase the contents of the book.  MuTe 25;
Investigation level 25.

   The second power allows anyone, upon command, to record their thoughts
on the pages of the book.  The pages will turn as they are used up.  It
requires concentration to record one's thoughts in the book, but works at
three times the speed of normal scribing, and comes out very legible.  InMe
30, MuTe 15, ReTe 5; Investigation level 40.

   The book is highly resistant to damage and magic - +25 Soak, +50 Magic
Resistance, and it cannot be marked on by normal means.  MuTe 45, ReVi 50,
ReTe 25; Investigation level 50. Hermetic.

   Appearance: A plain white mask, probably made of fired clay and painted
white.  There are no marks of any kind on the mask, though it can easily be
marked if desired.

   History: Called the Mask of Hate by Hermetic scholars, it dates back at
least as far as the Egyptian Cult of Thoth, but it is not very well known even
among Hermetic scholars.  Hermetic History roll of 21+ to initially recognize
that it fits the description of the Mask of Hate, but a roll of only 18+ is
needed to recognize it once the first power is revealed.

   Description:  The mask has two powers and one major side effect.  The first
power allows the wearer of the mask to take on the appearance and physical form
of the being the wearer hates most, giving the wearer all of the physical
abilities of the hated target.  MuCo 25; Investigation level 35.

   The second power requires an Int roll of 10+ to be made before any magical
investigation roll will find it.  The reason for the extra Int roll is that
this power will only manifest itself, and may only be used, when the first
power is already in effect.  This power gives the wearer knowledge of where and
how far away the hated target is at all times.  InCo or InAn or InHe or ...,
level 25; Investigation level 35.

   The third power may also only be used or found while the first power is in
effect, but does not require an extra Int roll, since the second power must
have been found before this one can be discovered, making the requirement
obvious.  This power allows the wearer of the mask to harm the hated target
more easily, gaining +5 to any attack rolls (including targeting or Certamen),
and +15 on any magical Penetration rolls.  PeCo and PeMe and PeVi and ...,
level 35; Investigation level 45.

   The final power allows the wearer of the mask to open a magical connection
to the hated target (as per Opening the Intangible Tunnel, ReVi Gen.), and
attack the target with any spells up to level 50.  As with the Hermetic spell
Opening the Intangible Tunnel, if the target becomes aware of the connection,
the target may cast spells back at the wearer of the mask.  This final power
may only be used during a full moon, and requires an arcane connection to the
target (a lock of hair, piece of the target's skin or nails, some of the
target's blood, etc.), but, unlike the Hermetic spell, is not a ritual spell,
and requires no vis.  The arcane connection used is consumed in the use of this
power.  ReVi 50; Investigation level 60.

   The one side effect of this item is that, every time any power of the mask
is used, the wearer will be changed slightly to greater resemble the hated
target.  The wearer must make a stress die roll of 9+, adding Cnf points, or
one of the wearer's personality traits will change by one point, so that it is
closer to the target's.  Botches on this roll cause much greater changes, but
any roll of 15+ makes the wearer aware of the masks influence.  Once the
personality traits of the wearer match those of the hated target, the wearer
will start to change physically and/or magically to resemble the target.
A magical investigation roll of 66+ at any time while investigating the item
will reveal the side effect (as well as whatever other power would next have
been revealed).  MuMe or MuCo or MuVi 50.

   The side effect is due to an infernal taint to the item, that has grown
stronger over the years the item has been used.  Those with True Faith will
notice the infernal taint on a die + Faith roll of 9+.
   Non-Hermetic, Infernally tainted.

   Appearance: Bright green glass marbles, they seem to glow softly when held
in the darkness.
   Description: The first power of these items will be immediately obvious to
anyone who studies them closely: peering deeply into the marbles gives one
glimpses into beautiful, surrealistic landscapes, where beautiful people and
animals frolick and play in harmony (views into Arcadia).  InVi 30;
Investigation level N/A (35 if necessary).
   These eyes, however, were intended as replacements for a person's real eyes,
and when placed into an empty eye socket, the eyes will come alive, taking on
the appearance of a cat's eyes, and giving the "wearer" sight and the benefits
of Faerie Eyes and Faerie Sight at ability level 3 (see the Faeries book).
InIm 45; Investigation level 50.
   Once an eye is being used, the "wearer" may at any time choose to look upon
visions of Arcadia instead of this world.  InVi 30; Investigation level 30.
   The eyes may also, upon command, leave the wearers eye sockets, to travel at
the wearer's mental command, enabling the wearer to see through them so long as
the wearer continues to concentrate.  As soon as the wearer breaks
concentration, the eye(s) will slowly sink to the ground where they were last
located, and the wearer will have to go retrieve them.  ReCo 15, ReIm 15;
Investigation level 20.
   Faerie.

   Appearance: A crude sandstone carving of a castle, 6" across and 3" high.
It has no markings.
   Description: With the proper command word, the castle will grow into a
small, very strong fortress made of granite, 12 paces square, with walls 5 paces
high.  At the next sunrise or sunset, whichever comes first, the fortress will
shrink back to it's original, sandstone form.  The castle takes 1 minute to
grow or shrink.  CrTe 50; Investigation level 50.
   Hermetic.

   Appearance: A dwarf pine tree, 4' tall, but with tiny branches and pine
needles, as though it really is a miniature tree, not just a short one.  It is
planted in a round, polished mahgany pot, 2' across and 2' deep.
   Description: The tree is very intelligent (Int +6), and senses and remembers
everything that goes on around it, in excruciating detail (InIm 35).  It may be
spoken to with the spell Converse with Plants and Trees (InHe 25), and is
willing to speak with and teach anyone who can communicate with it.  However,
due to the slow nature of the conversation, any study from the tree, or use of
the tree as a reference, takes twice as long as use of a book or library.
   The tree has the following knowledges (and probably several other more
obscure ones): Faerie Lore 6, European History 5, Hermes History 4,
Pre-Historic European History 8, Gardening 8.  The tree also has the equivalent
of scores of 14 Intelligo and 9 Herbam.
   If the tree is killed, 6 pawns of Herbam vis may be collected from it's
leaves and 10 pawns of Intelligo vis may be collected from it's wood.  The tree
does not age, but is no more resistant to fire and damage than a normal tree.
It dislikes iron, but iron does not cause it pain.
   Faerie.

   Appearance: An unremarkable worn leather whip with three thongs.
   History: This was the lash of Saint Marcus of The Holy Roman Empire, who
spread the word of God by torturing (but not killing) sinners, using pain to
make them repent for their sins.  He was known to torture himself as well, and
several tales tell of him walking about, lashing himself on his bare back.  No
roll may be made to recognize it (it isn't a well known relic), but a Church
Lore roll of 18+ will identify it's likely owner once it's penchant for turning
on it's wielder has been made clear.
   Description: This is a relic with 1 Faith point.  In addition, the lash will
cause pain only to those who are sinners, the amount of pain being commensurate
with the extent of sin.  This pain will be inflicted whether the lash does any
real damage or not (ie - armor does not protect against it).  Concentration
rolls will be required for the sinner to perform or maintain any normal action
while being lashed, with penalties of 0 to -10 to the roll depending upon the
extent of sin.  No sinner can avoid crying out (or at least whimpering) when
inflicted with this pain.  In addition, each lash leaves a bright red mark on
the sinner (again, armor does not protect against this), and the marks will
never fade away completely.
   The pain, however, is cleansing, and a sinner who undergoes lashing until
she no longer cries out from the pain will be cleansed of all sins.  However,
with many people, such a lashing could kill them.  The lash does +0 damage with
each strike (armor does protect against this damage).
   The lash, however, may only be wielded by someone of complete purity.  Any
time a sinner attempts to use the lash to strike another, the sinner will
strike herself instead, suffering all the normal consequences of the lash.
   Truly holy people (those with Faith points of 3 or more) will not even be
able to feel the lash, no matter how hard it is wielded, but infernally
tainted souls will writhe in pain at every touch (taking +3 damage from each
strike, being able to soak only with Stm+Size).
   Holy.

   Appearance: A long (4') serpent's tongue, rolled up inside a 1 1/2' high
glass jar, immersed in a yellowish liquid.  If the lid of the jar is removed
(takes a Str roll of 8+), the fumes from the liquid will assail the senses,
requiring a Stm roll of 6+ for all who smell the liquid to avoid passing out.
   Description: This item is the tongue of a dragon, which has been enchanted
to hold the knowledge of a long dead sorceror.  The tongue can speak if given
blood (the blood must be poured into the liquid in the bottle), holding a
conversation for up to 8 hours per body level worth of blood it is fed (double
this time if the blood is from a human).  CrIm 15.
   The tongue can only speak and hear - it has no other senses and can produce
no other sensations.  It knows a great deal of non-Hermetic magic, but cannot
effectively teach anyone anything other than Magic Lore (adds to rolls having
to do with knowledge of magic, much like Magic Theory, but cannot be applied
practically).  It can, however, cast spells if fed blood from a magical,
sentient being.  What spells it is willing to cast is up to the storyguide, but
it requires 1 body level worth of blood per 5 levels equivalent of the spell,
and the blood must all come from the same being.  It may only cast ritual
spells, it's spells take twice as long as normal ritual spells, and it may only
cast spells with technique equivalents of Intelligo and Perdo, and form
equivalents of Animalem, Corporem, Ignem, and Mentem.  CrIm 15, InIm 25,
CrVi 50; Investigation levels 15, 25, 50.

   Appearance: A fired clay tablet, 1' square, with a word carved in it.
   Description: The tablet has only one power, displaying the last word said
within earshot.  Whenever a new word is said, the tablet displays the new word,
no matter who said it.  All words are scribed in Latin.  MuTe 10; Investigation
level 10.
   This item is almost useless, being a lab reject, but keep in mind that there
are likely to be alot of lab rejects around, and players are notorious for
finding clever uses for the most "useless" of items.  this item, for
example, could prove very useful in teaching someone to scribe Latin.
   Hermetic.

   Appearance: A plain glass rod, 1/2" thick and 1 1/2' long.  It has no
markings on it anywhere.
   Description: This rod speeds up all alchemical processes, making ingredients
mix faster, boil faster, separate faster, etc..  It has the effect of providing
one extra dose of any potion which is created while using it.  ReVi 30*;
Investigation level 25.  * = For purposes of penetration or manipulation by
other spells only - this effect cannot be duplicated with Hermetic magic.
   The rod is very fragile (it is ordinary glass), and may be damaged in any
lab accident (treat it as Soak +0, and a single body level's worth of damage
will break it).
   Non-Hermetic.

   Appearance: A large (2' diameter), plain, shallow stone bowl.
   Description: The bowl will slowly cook anything dead placed in it, while
neutralizing any poisons or impurities.  The resulting meal is very tasty,
having had the natural flavors amplified since the impurities were removed.
CrIg 5, PeAn or PeTe or PeAq or PeCo or PeHe 15; Investigation levels 5 and 15.
   If the impurities could not be removed, the bowl will not heat the food.
InAn or InAq or InCo or InHe or InTe 15; Investigation level 15; Penetration
level 30.
   The bowl stops cooking when the food is ready, but keeps the meal warm and
fresh.  The bowl will also reheat cold food without continuing to cook it.
CrIg 3, CrAn or CrAq or CrCo or CrHe or CrTe 5; Investigation level 5.
   In general, food takes between 10 and 60 minutes to cook, depending upon the
volume and type of food, and when the food is finished, it is very hot (water
will be close to boiling, other foods will be cooler).
   Partially Hermetic (Made by an Ex Miscellanea magus with some Hermetic and
some non-Hermetic magics).


Dave
From: Dave.Martin@Corp.Sun.COM (David P. Martin)
To: ars-magica@ocf.Berkeley.edu
Date: Wed, 27 Nov 91 12:40:20 PST
Subject: Magic Items (2/2)
Archive: #1101


   Appearance: A beautiful conch shell, about 1 1/2 foot in length (somewhat
oblong).  It is a perfect specimen of a shell, and has very beautiful and
bright patterns on the shell.
   Description: If you listens to the shell, you can clearly hear the ocean.
Those who listen a great deal will become enamored with the sea, and will
take to listening to the conch even more.  Eventually, the listener becomes so
entranced by the sea, that, unless she makes an Int roll of 10+ (add
appropriate Personality traits) to break the enchantment, she will go to the
sea, and swim out to her death, unless physically restrained.  At this point,
even if she is physically restrained, she will remain listless, longing for the
sea, deeply depressed.  She will have to make an Int roll again each month,
remaining depressed and useless until the roll is made, or she is freed, when
she will again attempt to swim out to her death.  CrIm 5 and ReMe 30;
Investigation level N/A (automatic) and 40; Penetration level N/A and 40.
Note that anyone investigating this item must make an Int roll of 10+ as
outlined above, or, in the course of investigation, come under the enchantment
of the conch.
   The conch has one other power, that if it is blown (like a horn) while at
the ocean (or travelling on it), mermaids and other water faeries will be
summoned, interested in the call, but under no kind of compulsion.  Faeries
will appear the first time the conch is blown, but once they leave, they will
not come back if the conch is blown again on the same day, and may become
angered if the conch is blown repeatedly.
   Those with Faerie blood will not be affected by the enchantment of the
conch, and will know instinctively what it's powers are.
   Faerie.

   Appearance: A wooden box, 2' by 1 1/2', made of several different kinds of
wood inlaid and overlaid to form beautiful but meaningless patterns.  The
workmanship is exquisite, and the box is well laquered, suffering no damage
from water unless submerged for a prolonged period.
   Description: When the lid of the box is opened, all sounds reaching the box
are echoed back many times, normally at the same volume the sound was at when
it reached the box, but occasionally warped and/or greatly magnified.  When
placed in a room in which many conversations are going on, the box gives off an
almost musical sound, echoing and combining the voices in very pleasant ways.
MuIm 25.
   Hermetic.

   Appearance: Supple, very finely crafted calfskin boots, thigh high.
   Description: These boots make the wearer fleet of foot and agile when
walking or running.  The wearer is half again (1 1/2 times) as fast, and very
agile, gaining a +3 to all rolls to maneuver, suffering no extra penalties due
to the extra speed (target numbers remain the same as if the wearer were moving
at normal speed), and having to roll one less botch die for movement rolls.
ReCo 30; Investigation level 15.
   The boots have a maliscious side effect, though.  Whenever the wearer hears
music, her feet will immediately begin to dance with incredible skill, dancing
a step appropriate to the music heard.  Once the boots begin to dance, they
will not stop dancing, and cannot be removed, until the music stops.  The
wearer must continue to dance, suffering fatigue from the exertion, and
possibly even continuing to dance after she has passed out due to exhaustion.
Any actions which require movement of the feet will be at a penalty of -4 or
worse (depends on the dance) while the boots are dancing.  ReCo 30.
   Heaven help you if you wear these boots into a Faerie forest, because most
faeries recognize the boots on site, and will not hesitate to make your stay a
merry one, playing music for you until long after you "drop".  Unseelie court
faeries might even take it farther than that (the boots could be found on a
dancing skeleton somewhere in a faerie forest).
   Faerie.

   Appearance: A plain monks stole, it gives a feeling of comfort to any
believers who touch it.
   History: This is the stole of Saint Dominic, who led the Church in debates
against the Believer's heresy.  Saint Dominic was known to lead a life of
poverty and simplicity, sleeping in the road even in the middle of winter.  If
a pious Christian touches the stole, she will recognize the stole if a Church
Lore roll of 9+ is made.  Non-Christians will not recognize the stole.
   Description: This is a holy relic, with 2 Faith points.  A pious person who
wears it, and wears no other clothes (sandals may be worn) will be protected
from the elements, allowing her to act comfortably even while barefoot in the
deepest of winter.  Impious individuals will gain no protection from the stole.
   In addition, whenever the wearer engages in theological debate, her Debate
score is increased by 2 (giving a score of 2 to those with no score in Debate).
   Holy.

   Appearance: A thick (1/4"), 1" wide iron collar with arcane runes engraved
on both the inside and outside of the collar.  There is a hinge in the middle
of the collar, and a peculiar clasp which allows the collar to fit anything
between 6" and 2' in diameter.
   Description: When put on any animal, this collar domesticates the animal
immediately (so long as the animals Magic Resistance can be overcome).  The
animal will act as any other domesticated animal, generally doing what it is
told and trained to do, albeit unimaginatively.  The animal may be taught
tricks and tasks as well as a bright horse, and will accept a rider with no
signs of discontent.  If the collar is placed upon a human, this power will not
affect them.  ReAn 35.
   The most dangerous power of this collar, however, is it's ability to lock a
shapechanger into a given form.  Any shapechanger upon which the collar is
placed, even Bjornaer magi, will be locked into whatever form they were in when
the collar was placed upon them, even if they were in human form.  This
essentially prevents all MuAn/MuCo spells from affecting the collared victim.
ReVi 40; Penetration 50.
   The collar may be placed on easily, but may only be removed by someone other
than the trapped being speaking the proper command word.
   The collar is dangerous to the person who traps the animal, however, as
*any* animal the collar is placed on will remember who trapped it, for the rest
of it's life (and, if it has a spirit, even after it's life).  If the animal is
ever released, it will take any chance possible to kill the person who trapped
it, even if it means the animals own death.
   Non-Hermetic.

   Appearance: A heavy mail cestus, with thick, soft leather padding inside.
   Description: When placed on someone's hand (it will fit the hand of any but
the largest humans), it causes the hand to curl up into a fist, and prevents
uncurling, making the cestus impossible to take off.  ReCo 15.
   The fist formed is incredibly strong, however, doing normal damage (as a
melee weapon) from a strike, rather than Brawling damage, enabling the wearer
to knock down doors almost as well as a battering ram, and protecting the hand
completely from damage (which enables the wearer to block weapons like sword,
using Brawling skill as the parry skill).  MuCo and MuTe 20; Investigation
level 25.
   The fist has the following combat modifiers: 1st +0, Atk +0, Dam +6, Pry +2,
Str -, Load 0, Resilience 35.  The wearer uses Brawling skill for both attack
and parry skill, and adds characteristics to 1st, Atk, and Dam as if wielding a
normal melee weapon.
   Hermetic.

   Appearance: A plain grey stone, smooth and polished, just large enough to
fit in the palm of your hand.
   Description: Whenever you holds the stone and say you don't want to do
something (ie: "I wish I wouldn't ..."), the stone's first power will become
activated.  From that point on, whenever you performs the action you don't want
to perform, you will get a headache.  If the action persists, the pain will
increase.  The stone was created as an aid in resisting one's unsavory
characteristics, and essentially provides a bonus to resist the unsavory action
or emotion, by making it painful.  The bonus provided by the pain (and when
such a bonus is appropriate) is up to the storyguide, but is generally no more
than +3 (more pain than that and the stone is usually just thrown away).  This
power only works while the stone remains on your person.  PeCo 10, InMe 15;
Investigation level 20; Penetration level 50 (because it is done "willingly").
   The stone's second power simply reduces the pain someone feels when they rub
the stone.  The harder someone rubs, the less pain they feel.  If used to help
resist pain (for example, to ignore pain while concentrating), it adds +1 to +5
to the roll.  When combined with the stone's other power (above), it makes for
very raw palms and fingers.  CrCo 25.
   Note that there is nothing about the stone that prevents anyone from just
putting it down or throwing it away.
   Non-Hermetic.

   Appearance: An oval silver mirror, 2' wide by 3' high, polished to almost
the reflectivity of a glass mirror.  There are arcane markings around the
silver frame, and within these markings are the Verditius runes of Intelligo
and Mentem.
   Description: This mirror reflects the image of all spirits and invisible
things as though they were fully visible.  The mirror need not penetrate magic
resistance to reflect these images.  InMe 15.
   The mirror does not reflect illusions, but it does reflect faerie glamours
(which are essentially real for a short time).  InIm 15; Penetration level 25.
   Finally, if someone stares intently at the image of something in the mirror,
they will see the true form of the thing they are staring at (unless they are
staring at the image of a Bjornaer magus or something else similarly protected
from this type of divination).  In?? 30.
   Non-Hermetic.

   Appearance: A book with an ornately carved and inked wooden cover,
entitled "The Music of the Masses".
   The book has 100 pages.  Each of the first 55 pages of the book have music
scores written on them, in normal musical notation (yes, musical notation did
exist in A.D. 1200).  There are 24 pieces in all (most taking multiple pages),
including words and, in some songs, scores for multiple instruments.
   Description: Running one's finger along the notes written in the book will
produce music, as if from the appropriate instrument or voice.  Only a short
perusal of the book is necessary to determine how the different instruments and
voice are designated in the book, and once you learn this, you may add music to
the book.  The voice produced by the book for songs is the voice of the person
who scribed the song being "played" into the book.  CrIm 15.
   The book provides entertainment value, and may also be used as a text for:
Music (formal knowledge) 3; Sing 2, and most musical instruments, score of 1.
   Hermetic.

   Appearance: A 4 1/2' long, 1 1/2" thick, "fuzzy" brown rope.  One end of the
rope is flat and is not fuzzy.
   Description: The rope has a tendency to wrap around things, and if wrapped
around something two full turns, it will grip the thing strongly (Str +3), and
must be forcibly unwrapped.  ReAn 20.
   The "rope" was intended for use as a tail, however, and if the flat portion
is placed on someone's tail bone, the tail will attach, and come under full
control of the person (hereafter called the host).  It has Str +3, Qik +3, and,
after some practice, can have a Dex up to +5 (Dex with the tail is a skill,
defaulting to -5 (since the host has no skill with it), but increasing
significantly with a little practice).  The tail itself has Soak +8, and, once
attached, will transmit pain and other feeling just like a normal limb.
MuAn 15, MuCo 15, ReIm 15; Penetration total 20.
   Once attached, the tail can't be removed without a sharp knife (which will
harm the host and destroy the tail), magic, or the death of the host.
   Non-Hermetic.

   Appearance: Smaller than average boots made of thick cloth, and fairly well
worn.  Upon very close inspection, the threads can be seen to be made of very
thin vines.
   Description: These boots are very comfortable, and make walking very easy -
add +3 to all fatigue rolls due to foot travel.  ReCo 15.
   However, the boots like to rest, and whenever the wearer stands in the same
place for a while, the boots will "dig in", and prevent continued moving.  It
takes a Str roll of 6+ to pull free after 5 minutes of standing, +1 per 5 min.
thereafter.  The boots will only dig in like this while being worn.  The wearer
may, however, just step out of the boots at will.  ReHe 10.
   After half an hour standing in the same place, the boots will really dig in,
growing roots into the ground, and trapping the wearer into the boots.  The
wearer may be pulled free with a Str roll of 12+ (roll each 10 minutes of
trying).  CrHe 10, ReCo 20.
   Once the boots have grown roots, they will no longer be useable as boots,
and, overnight, the boots will grow into a full grown ash tree.  The tree will
be normal, but if the wearer of the boots was not pulled free from the boots,
she will be trapped inside the tree, and will die from starvation.  CrHe 15.
   In a faerie forest, the boots are more aggressive - all Str rolls must be 3
higher to pull free from the boots.  In addition, the resulting tree will be a
faerie tree, and if the wearer of the boots becomes trapped in the tree, she
will be transformed into the faerie spirit of the tree instead of dying (the
transformation takes place over the course of a month).  MuCo 60+.
   Faerie.


General Ideas and Tips:

* I'd suggest that only a few items introduced into a saga have any history
  associated with them (at least any history the characters will be able to
  know right off the bat).  If lots of items have known hostories, then, rather
  than being a way to spice up an item and cast some mystery upon it, hitories
  become boring - just another piece of information which can be used to figure
  out what the item does.
* Most magic/enchanted items will be breakable.  Some, by their nature, will be
  easily breakable.  Making an item easily breakable will limit it's use
  somewhat, as characters will be more careful with the items, and less likely
  to travel with them.
* Similarly, items which are very large or unwieldy will have limited use, as
  they cannot be lugged along on every covenant outing.
* For almost all items, the form of the item should match it's function (and
  vice versa).  The only time I would really want to deviate from this rule is
  if I specifically wanted the form to mislead characters about what the
  function is.
* Infernally tainted items: These items are usually items that were once
  normal magical items, which were later warped by infernal influence.  Few
  infernally tainted items will have actually been created by demons.  Such
  items can be warped in many ways.  Most infernally tainted items, however,
  will be warped *subtly* - the flaming broadsword that cackles whenever it
  sucks out someone's soul is much less likely to corrupt people than the
  beautiful music box whose music has subliminal messages warping the
  listener's personality.  The three ways to warp the powers that I can think
  of are:
    1) The item warps the user of the item, either through extended contact
       with the item, or whenever a power of the item is used.
    2) The item's powers will fail to function for "good" purposes - only uses
       of the powers which will cause some harm will actually work.
    3) The item's powers will always cause some harm, even when used for "good"
       purposes: either the powers have some side effect which causes the harm,
       or the use of the power always brings about some unexpected consequence
       which is harmful.
* Holy relics, in addition to having faith points, will usually have some kind
  of "power" - some additional protection from the forces of darkness, some
  power to help the faithful convert others to the faith, or some other power
  which furthers the cause of the Church.
* All holy relics have, at one time, either been the possessions of saints, or
  are parts of saints.  As such, most will have some history, and will have
  some chance of being recognized by those with Church Lore.
* The "powers" of many holy relics will only be useable by the faithful.  Some
  very powerful relics may have powers only useable by those with True Faith.
  Those powers which are not so restricted may be restricted instead so that
  they can only be used for "good" deeds, or so that the user of the item is
  punished for any misuse of the powers.
  Note: I personally strongly encourage such restrictions - holy relics should
  be true relics, and articles of the Church, not just another variation of
  supernatural bauble for magi (or others) to add to their arsenals.
* Holy relics, unlike Infernally tainted items, will never alter someone's
  personality directly - that takes the choice of salvation away from the
  sinner.

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From: Eric Rowe <rowe@ocf.Berkeley.EDU>
To: ars-magica@ocf.Berkeley.edu
Date: Wed, 8 Jan 92 00:16:47 -0800
Subject: Two magic items.
Archive: #1358


Here are two magic items recently inserted into our group.

The Little Box of Hurtful Truth:

Appearance: This is a three inch across cube of black metal with a small
depression on one side. The box is in fact hollow, but it is sealed shut and
there is nothing inside it. Other than the depression the box is completely
featureless.

Description: The first affect is very minor and only serves to alert one to
the magical nature of the item. When touched the box warms slightly. Affect is
CrIg5 Investigation level 5.

The major affect is the result of a laboratory botch. When a lie is spoken
into the depression the box makes a little 'Ding'. Simultaneously, there
is a random burst of energy in the area. This is done by the storyguide in
some manor. The range is a mile, so a reasonable guess of all intelligent
creatures in the area can be used to estimate the chance of the affect
hitting someone close to the box. Say there are a hundred in the local area
of about a mile then there is a one percent chance of the energy burst
hitting any specific person. Usually only the members of the local group
are of interest though. The affect of the energy is to cause intense pain in
the individual. A stm roll of 9+ will avoid loss of a body level and result
in a painful loss of a fatigue level. Affects are IntMen20 and PeCo20 with
an investigation level of 30. Hermatic.


Hideous Hat of Occasional Invisibility:

Appearance: This vast hat is spectacularly splotched with various putrid
shades of brown and green. Its top tapers off to a small tear and looks
slightly collapsed. The rim is almost four feet across and drops down in
several places. No sane person would be caught dead wearing this hat in a
public area.

Description: The hat has the ability to make one invisible for five minutes
once a week. However, it must be worn continuosly for the magic to work. This
means continuously! If it is ever removed it will not function for a season.
The devastating effect is that for each of the next five seasons there is an
increase of one in the personality traits cruel and selfish (about hat). The
hat must be worn for the whole season for the effects to happen. The
effects are PeIm30 and MuMe20 with investigation levels 30 and 40 respectively.
Demonic.

_____________________________________________________________________________
These are cursed items
-----------------------------------------------------------------------------

SWORD OF TRANSFERRENCE:

This  blade  appears  beautiful  and  alluring.  It's  hilt  is incrested in
valuable ruby's, diamonds and emeralds. The sword itself, if appraised, will
prove to be made of pure platinum. Although attractive this sword has a  few
"quirks"  the  DM should be aware of. For one, once touched by anyone of any
race or class, the essence of the character is drained into  the  sword  and
the  swords  essense  is  injected into the character. For instance, a thief
finds the sword and is instantly attracted to it (Save vs charm -3. -5 if  a
thief).  Upon  picking  it up a blank look appears on his face. Previously a
female mage had touched the sword. Her "id" is transferred  into  the  thief
and  the  thief's  is transferred into the sword. The sword now has the mind
and personality of the thief. The theif  is  now  physically  the  same  but
mentally  and  spiritually  the  female  mage. The thiefs body no matter how
he/she tries can not transfer back no matter how many times  he  touches  it
until  someone  else makes the transfer.  It is then up to the PC whether or
not they want  to  lure  someone  to  the  sword  or  remain  a  sword.  The
character's  body  will  probably  drop  the  sword. The sword can be safely
touched if the person touching it is wearing any  ring  of  protection.  The
sword  cannot  be  weilded  in battle unless the user has a ring protection.
ID:  Same as the last person to touch it.  Align: Same  as  above.   Dam  if
wielded  with  a  ring  of  protection.  1d10/1d12  Bonuses: +3 to hit +4 to
damage.  Worth 90,000 gp.  Note**** The sword must be  deliberately  touched
for  the  transferrence  to  occur.  You can't hit someone with it and drain
their id. If destroyed, the id will carry  on  as  a  free  flowing  spirit.
_____________________________________________________________________________
RING OF MAGICAL DESTRUCTION:

This  ring  appears  to  be  your  ordinary  protection  ring. When worn, it
protects you against all forms of magical attack. However, when you come  in
contact  with  any magic item, that items becomes brittle and breaks. Its up
to the DM if there is any retributive strike or side effect from  the  magic
item.

Valued at 2750 gp

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NECKLACE OF MISLED MISSLES:

This  necklace holds 1 to 20 beads. When identified, the ring will appear to
be a necklace of missles. However, <-- DMs favorite term, when the  bead  is
pulled  from  the  necklace there is a 50 percent chance it will detonate in
the owners hand. If it explodes, there is a cumulative 10%  chance,  not  to
exceed  90%,  per  bead  on  the  necklace,  that  the beads still worn will
detonate. Each bead does 3d10 damage. If the bead doesn't explode,  and  the
user  throws  it,  it  will  loop  away from the intended victim and hit the
nearest friend to the thrower. It will not  detonate,  but  there  is  a  5%
chance  that it will hit the person in the eye and cause temporary blindness
(1d4 rounds). If the person hit is a magic user attempting to cast a  spell,
there is a 90% chance -5%/level of the magic user misfiring the spell.

Valued at 0 gp
NOTE****The bead will hit the nearest friend even if the friend is miles away.
-----------------------------------------------------------------------------
                       THE BAG O' WONDROUS ITEMS

     This bag, constructed of heavy cloth, is about two feet wide and four
feet long (the size of any large bag or sack). A character who opens it will
find several small, multi-color pebbles inside. The exact number of pebbles
can never be verified by counting or other means.  Even if only one pebbles
remains, looking into the bag will reveal many pebbles.
      If the pebbles are dumped out of the bag, they explode for 5d4 points of
damage each. All creatures within a 10 foot radius must successfully save vs.
spell or suffer full damage. To be removed safely, the pebbles in the bag must
be taken out by hand - telekinesis won't prevent them from exploding, nor will
working them out with tools.
     When a pebble is fully removed from the bag it will transform into an
item (sometimes animated). Roll 1d100 on the table below.
     In every case, the DM may make any adjustments to these results he feels
is appropriate.
     An interesting feature of the bag, is that non-living items may be placed
in the bag. Even if an item seems to big to get into the bag, as long as a
person holds the bag and attempts to put the item in, the item goes into the
bag. An item that goes into the bag becomes a pebble as described above. A
person has the same chance of drawing that specific pebble out as much as any
other item. This feature of the bag explains how some less wondrous items got
into the bag.
     If the bag should every become empty, it will explode causing 10d10
points of damage at ground zero, 9d10 points of damage 10 feet out, 8d10 point
of damage 20 feet out, and so on. The DM may allow appropriate saving throws
if necessary.
     When Detect Magic is cast on the bag, it radiates strongly of Alteration
and Conjuration/Summoning magic. How strong this glow is depends on the number
of items available in the bag. Thus a full bag would radiate a brilliant glow.
 
-----------------------------------------------------------------------
 
01.  A parchment that explains that if the bag becomes empty, it will explode
causing cataclysmic damage. It also tells how items can be put into the bag.
 
02.  A coin. Roll 1d8 on the following:
 
     1  Bronze Bit                 5  Steel Piece
     2  Copper Penny               6  Silver Piece
     3  Electrum Piece             7  Gold Piece
     4  Platinum  Piece            8  Adamantite Piece
 
03.  A T-800 101 series Terminator. Information on it can be found in the
"Terminator" section of THE COMPLETE GUIDE TO AD&D TECHNOLOGY.
 
04.  A Buffalo Bills Super Bowl ring... wait a minute... its actually a plain
tin curse ring that bestows a -3 penalty to hit and to damage.
 
05.  A small piece of parchment with one of the following message: "I.O.U. one
magic-item."
 
06.  A wicker basket full of radishes, the love of hobbits.
 
07.  A spellbook of the DM's favorite spells; preferably spells not in TSR
products so they will be unfamiliar to the players.
 
08.  A gem. Roll on Table 85, page 134 of DMG to get the class and value of
the gem.
 
09.  10 ft. ladder.

10.  A S&W repeater, a S&W spas scattergun, or a S&W rattlin gun.  Information
on these weapons can be found in the "Schnell & Wilkes Products" section of
THE COMPLETE GUIDE TO AD&D TECHNOLOGY.
 
11.  A potion or oil. Roll on Table 89, page 135 of DMG.
 
12.  A newspaper from the DM's town.
 
13.  A set of bagpipes. There is a 50% chance that the bagpipes are magical
and can summon sea monsters. Of course, the character must be near the sea and
be proficient in bagpipe playing.
 
14.  A large 500 pound boulder.
 
15.  A 120 lb., 10" cubic inch, gold cube. This cube appears normal to magical
detection, but melts into nothingness one hour after getting out of the bag.
 
16.  A magical scroll. Roll on Table 90, page 135 of DMG.

17.  A 20th century digital watch. The watch might have extra features like a
calculator, depth gauge, pulse reader, mini-television, mini-radio, etc..

18.  An iron skillet.
 
19.  A metal-framed window, which when placed against a wall attaches
permanently. The window then can open into a 10'x10'x10' extra-dimensional
space.
 
20.  A ball of Silly Putty.
 
21.  A Star Trek phaser as described in A GUIDE TO STAR TREK IN AD&D.
 
22.  A treasure map, detailing a nearby mountain range and tons of treasure in
a cave at the heart of a mountain. An insane Red Dragon will be there,
guarding its hoard. Unfortunately, all treasure, except for a few copper
coins, were stolen by a party of adventurers a week back.
 
23.  A handbook to the mathematics department at Frostburg State University
(put your favorite college here).

24.  Hammer +3, Dwarf Thrower. This appears to be a standard hammer +2.  In
the hands of a dwarven fighter who knows the appropriate command word, its
full potential is realized. In addition to the +3 bonus, the hammer has the
following characteristics: The hammer has a 180' range and will cause the
dwarf to be thrown like a boomerang. It has a +3 bonus to attack and damage
rolls. When hurling, the hammer inflicts double damage against all opponents
except against the dwarf being thrown. Against him it causes triple damage.
 
25.  A magical ring. Roll on Table 91, page 136 of DMG.
 
26.  An extra large (3 pound) bag of M&Ms.
 
27.  Lohocla's Tome of Ultimate Chaos. Information pertaining to its contents
can be found in THE COMPLETE GUIDE TO AD&D ALCOHOL.
 
28.  The favorite pipe of a well known and very powerful mage of the land.
 
29.  A translation dictionary of some odd humanoid language and of the
language of the person who drew this item. Hopefully, the idiot adventurer can
read the language he/she speaks.
 
30.  Baseball bat, +1/+2 vs. baseballs.
 
31.  A magical whistle. When the whistle is blown, no sound comes from it but
the whistle does summon a monster. The DM should on an appropriate encounter
table for the region or to be really nutty the DM should roll on the most
unappropriated encounter table for the area.
 
32.  A ball-point pen (blue ink).
 
33.  A magnificent table with a great feast atop that serves 1d10+5 people.
The feast take one full hour to consume and the magical effects do not set in
until after this hour is over.
     Those partaking of the feast are cured of all diseases, are immune to
poison for 12 hour, and are healed of 1d4+4 points of damage after imbibing
the beverage that is part of the feast. Also, the feast raises their attack
dice rolls by +1 for 1d6 hours. Furthermore, during this same period, the
people who consumed the feast are immune to fear, hopelessness, and panic.

34.  A 5 inch square block of Albus Ater Ante Magicus Metallum (described in
the THE COMPLETE GUIDE TO AD&D TECHNOLOGY).

35.  A magical rod. Roll on Table 92, page 136 of DMG.
 
36.  A roll of pink toilet tissue paper; very soft.
 
37.  A golem. Roll 1d6 (1 Flesh, 2 Stone, 3 Clay, 4 Iron, 5-6 other).
 
38.  The DM's choice of a 20th century weapon from the list in the "Weaponry-
Past & Present" section of THE COMPLETE GUIDE TO AD&D TECHNOLOGY.
 
39.  A 1" x 2" x 1" gum eraser.
 
40.  A street car named Desire. This "car" a miniature ox-drawn wagon with
"Desire" carved into the driver's seat. It expands when place on the ground.
 
41.  A Ring of Spell Turning. When the command word (Raskilivus) is spoken,
the ring spells the word "turning" in the common tongue loudly.

42.  A miscellaneous magic item. Roll on Table 88, page 135 of DMG.
 
43.  The royal crown of the nearest royalty.
 
44.  A manual titled "Daron's Book of How To Simplify Those Income Tax Forms".
It contains 990 pages of fine parchment, but is completely filled with
numbers, letters, and strange symbols.
 
45.  A vial of holy water.
 
46.  A Donnie & Marie Osmond metal lunch box with a thermos.
 
47.  One plush chair which happens to belong to the head of royalty in the
nearest kingdom. Of course it happens to be his/her favorite chair.
 
48.  An iron ration.
 
49.  A solid oak door that permanently attaches itself to its current location
in space. This door is a portal to another universe. Roll 1d8:

     1  Car Wars         4  Dinosaur Era     7  Ghostbusters
     2  Real-World       5  Star Trek        8  Star Wars
     3  The Old West     6  Toon

50.  A comfy, cosy sweater that magically keeps its wearer warm (around 70
degrees Fahrenheit).

51.  A magical wand. Roll on Table 93, page 136 of DMG.

52.  A telephone booth from the late 20th century Earth. The phone booth
comes equipped with a phone booth chained to it. Characters can use the
phone to communicate with people on Earth if they figure out how to work
it. 1-900-

53.  A 1000 page manual filled with the writing, "I will be good next time."

54.  Brick of Throwing. This brick when used as a weapon (with normal
penalties for non-proficient weapons) causes 5d2 points of damage on a
successful hit. The thrower gets a +1 to hit and a +2 vs. golems.

55.  A 20th century Earth fire extinguisher.

56.  A life jacket.

57.  A scroll inscribed with the complete list of the Ferrengi Rules of
Acquisition (from Star Trek). The study of these rules gives the character a
+1 bonus on all roles relating to business activities, and eventually ruins
the character's reputation.

58.  An ioun stone. Roll on ioun stone table, page 173 of DMG.

59.  An iron spike.

60.  A container of alcohol. To get specifics on the type of container and
its contents refer to "Getting to Know Your Booze" section of the THE
COMPLETE GUIDE TO AD&D ALCOHOL.

61.  A golden key that unlocks nearest locked item (i.e. door, chest,
drawer, etc.).

62.  A football helmet of the player's favorite football team.

63. A toon hammer. This is a very small metal hammer that is silver and
about 3 inches long with a 2 inch head. When anything is gently taped by
this magical hammer tiny stars erupt from the hammer and many cracks form
on the object. The cracks will quickly connect with each other creating
some sort of pattern. Once the object is completely covered by cracks the
object will shatter and fall to the ground forming a pile of small pieces
of the object and dust. The effect can be reversed with the appropriate
spells.

64.  A T-1000 series Terminator. Information on it can be found in the
"Terminator" section of THE COMPLETE GUIDE TO AD&D TECHNOLOGY.

65.  A small golden altar (worth about 5000 silver pieces). A person can
gain the attention of a deity by touching the altar and calling out the
deity's name. Of course, a deity might not like to be called upon.

66.  A bottle of 20 pills. The pill bottle is marked "Aspirin". When a pill
is taken, it cures the imbiber of all wounds (total hit point recovery),
all diseases, all poisons, all curses, and any natural afflictions (ex.
blindness, deafness, etc.).

67.  A life-sized bronze statue honoring a great hero of the nearest
settlement.

68.  A Spelljammer ship. Hopefully, there will be enough room in the general
area for the ship to fit or there will be trouble.

69.  A dead armadillo.

70.  A large leather belt blazoned with gold. On the belt, it declares "World
Wrestling Federation Champion".

71.  A 20th century Earth computer terminal that seems to function perfectly.
Characters who make a successful Intelligence check (-5 modifier) can
communicate via electronic mail to a strange group of people on something
called the INTERNET. In fact, some of these people can give the characters
great insight into their world.

72.  A yummy 30-lb. baked turkey (still pipping hot). The turkey is stuffed
with delicious dressing.

73.  A roll of duct tape. A label on the tape says "McGeyver".

74.  A small (about three feet long) ruby statue of a red dragon.  Whenever a
person argues with the owner of the statue, the dragon retaliates by flaming
the person causing 1d12 points of fire damage.  This makes a nice addition to
politicians desk.

75.  A mood ring. This ring has a mystical rock that changes colors based on
the wearer's mood.
 
76.  1,000 pounds of freshly cooked dinosaur meat.
 
77.  A steamer trunk full of clothing. There is a large variety of clothing
including winter and summer clothing for all sizes.
 
78.  A scroll which just so happens to be a map of the surrounding area.  If
in wilderness, the map shows things like traveling routes, hazards (including
monsters), and other things not typical of a map. If in a settlement or
dungeon, the map shows things like secret passages, hazards, and the quickest
escape routes.
 
79.  An undead creature. The DM should roll on his/her favorite undead
encounter chart. If the DM allows the undead to be controlled by the
adventurers, the morality of such actions should be strongly examined.
 
80.  A snow shovel.

81.  The DM's choice of a high tech weapon from the list in the "High
Technology Items" section of THE COMPLETE GUIDE TO AD&D TECHNOLOGY.
 
82.  A bag of delicious oranges (15 total).
 
83.  A 50' long and 20' high steel fence (like prison bars) that becomes
implanted in the ground and anything else that the fence reaches.
 
84.  The resume of one Reid Bluebaugh (hey, he needs a job).

85.  A closed wooden wagon. The inside of the wagon is an extra-dimensional
area that is 100 sq. ft. in size. Currently it is empty, but clever persons
can make the inside of the wagon into a nice hovel.  Contents inside the wagon
do not manifest themselves as weight on the outside.
 
86.  A magical weapon. Roll on Table 108, page 140 of DMG.
 
87.  A crate marked "Ghostbusters". The crate contains: four Official
Ghostbuster's Proton Packs, one Atmospheric Ionization Analyzer, two Ecto
Visors, twenty Ghost Traps, four PKE Meter, and one Spectroscope.  All items
are described in the "Ghostbusters" section of THE COMPLETE GUIDE TO AD&D
TECHNOLOGY.
 
88.  A plastic bag of 100 assorted rubber bands.
 
89.  A crate of various spell components like bat guano, hemlock, salt,
diamond powder, spider webs, eye of newt, etc.
 
90.  A condom.

91.  A ring with florescent swirling colors that flow in the ring not allowing
it to be any one color. When a person puts the ring on, he/she turns into a
cartoon character (possible that of an animal). DMs should treat the character
as a character from the TOON RPG universe.
 
92.  Magical armor. Roll on Table 107, page 139 of DMG.
 
93.  A tarot card. This card tells the future of the person who drew this item
from the bag.

94.  A Hershey's chocolate candy bar.
 
95.  A katana sword that belonged to an Immortal (see the GUIDE TO AD&D
HIGHLANDER for more information). The sword bestows a +1 to hit, +1 to damage,
and a +1 to initiative. The person who possesses this sword has flashes and
visions of its previous owner (the Immortal). The character should be shocked
to see much of the world's history in the visions of the Immortals life.
 
96.  10 ft. pole.

97.  A tiny piece of paper with the address of a prostitute named Honey.
There are five stars by her name.

98.  A cute magical teddy bear that when touched causes 5d4 points of
electrical damage. Rubber gloves will negate the effect.
 
99.  A dead horse because sometimes one feels like beating a dead horse.
 
00.  Bag O' Beans.

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  Magic item:  the Bag of Strange Items, Unique.

  This is similar to the Robe of Useful/Useless Items, the Bag of
Beans, and the Deck of Many Things, combining a bit of all these,
with quite a bit added in.

  When Detect Magic is cast on the Bag, it radiates strongly of Alteration
and Conjuration/Summoning magic.  How strong this glow is depends on
the number of items available in the bag, where 5 is considered, say, that
of a +5 sword.

  Whenever items are placed within the Bag, the Bag acts like a Bag of Holding
of the smallest size(250 lbs), for the first 24 hours.  But 24 hours
after the items are placed, they disappear, teleported to planes unknown.

  When the Bag is empty after a deposit/disappearance of magic items,
and if a hand is reached inside, a special item can be pulled out, as
according to the table below.
  One item can be initially pulled out this way, and the Bag can be
'recharged' by letting magic items disappear within it.  Each such
deposit of magic item(s) gains the Bag one extra drawing.
  If only magical projectiles or low-value potions are placed inside,
the next item drawn will always be a gold piece, or some other commonplace
item.

  This brown, black-striped bag has, on the outside, the words "Don't Panic"
written and printed in large, white, user-friendly letters in 100 languages.

  Roll percentile dice, and consult the table below:

 1:  1 "Thank you" note.
 2:  1 "IOU" note.
 3:  1 "Geez, that was a shitty item" note.
 4:  1 "I'll get you for that" note.
 5:  1 platinum nugget, worth 1 pp.
 6:  1 gold piece, with the symbol of a random god imprinted upon it.
 7:  1 electrum piece, adds a bonus of +1 to the next die that the
         drawer rolls.
 8:  1 silver piece, coined by a kingdom of long-ago.
 9:  1 copper piece, with tiny diamonds(500 gp value) embedded inside.
         the diamonds, are, of course, not visible upon visual examination.
         they also burn at temperatures which melt copper.
10:  1 iron piece, with the formulas for a random spell written on tiny
         Itemed pieces of paper hidden inside the iron piece.  As per
         the 3rd level wizard spell, the papers fall out and expand when
         the coin is thrown against a hard surface.
11:  1 platinum nugget, 1 gp, 1 ep, 1 cp, 1 ip, all normal.
12:  1 Golden Cube, 10 inches on a side, weight 120 lbs, value equivalent
         of 6000 gold pieces.  This cube appears normal to magical detection,
         but melts into nothingness 1 hour after getting out of the bag.
13:  1 ladder, 25 ft in length and with 3 rungs.
14:  1 metal-framed window, which when placed against a wall attaches
         permanently and opens into a 10'x10'x10' extra-dimensional space.
15:  1 metal-framed window, same as above except:  The metal is stronger
         than titanium, locked with an extremely complex lock which is
         just about permanently stuck with a kender lockpick jammed inside
         the keyhole.  A Knock will not open it.
16:  1 ball of a strange sticky substance, which will immediately attach
         to the hand, and will refuse to come unstuck under any circumstances
         for 3 days.  The ball is 3 inches in diameter and weighs 200 lbs,
         and dissolves into oxygen at the end of the 3 days, but is otherwise
         non-flammable.
17:  1 sheet of parchment.  Radiates very strongly of Invocation/Evocation
         magic, but appears blank.  It is blank, but the magical emmnations
         will not go away unless it's soaked in vinegar for 366 days.
18:  1 treasure map, detailing a nearby mountain and tons of treasure
         in a cave at the heart of the mountain.  An insane Red Dragon will
         be there, guarding its hoard.  Unfortunately, all treasure, 
         except for a few copper coins, were stolen by a party of adventurers
         a week back.
19:  1 Handbook to the mathematics faculty of the University of Waterloo.
         It is a strange booklet with 13 pieces of fine parchment bounded
         in the middle by two small metal pins.
20:  1 Rod of Godly Powers, belonging to a major power in the outer planes,
         who has been looking for it for 5 years.  Useless in anyone else's 
         hands.
21:  1 Robe of Blending, as magical divination will tell.
         It has three patches on its sleeve.
           Red:     low, 20 points of damage.
           Green:   medium, 40 points of damage.
           Violet:  high, you don't want to know.
22:  1 Ring of Spell Turning.  When the command word(Raskilivus) is spoken,
         the ring spells the word 'turning' in the common tongue loudly.
23:  1 Ring of Extra Ring Finger.  Normally one can only wear two magical
         rings, and a third would interfere with the first two, and not
         function.  The ring of extra ring finger, which radiates alteration
         magic, allows an extra ring to be worn, so that instead of the
         normal two, one can wear three.
24:  1 Khopesh +1, Nine Lives Stealer.
25:  1 Vorpal Main-Gauche, +3.
26:  1 +3 Defending Whip.
27:  30 iron spikes.
28:  1 +1 Mancatcher.
29:  1 +1 Glaive-Guisarme.
30:  1 +1 Voulge.
31:  1 +1 Composite Short Bow.
32:  1 +4 Long Sword.
33:  1 manual of Daron's Book of How To Simplify Those Income Tax Forms.
         It's 990 pages of fine parchment, but is completely filled with
         numbers, letters, and strange symbols.
34:  1 Manual of Quickness of Action.
35:  1 Manual of Gainful Exercise.
36:  1 Manual of Bodily Health.
37:  1 Manual of Golems, T-800 series 101.  
         Requires 18th level mage, 100,000 gp, 6 months of time, and a 
         doctorate degree in Computer Engineering.  If no doctorate degree,
         cost is doubled and time is quadrupled(considering the intelligence
         that these mages have).  The work must not be interrupted for
         more than 10 hours per day.  The cost is mostly the setting up
         of the lab. 
           Batteries not included.  A limited wish will power the golem for
         one year, a full wish five.
           Anyone who is not a mage of less than 18 intelligence will most
         likely not know the manual for what it is, and even the mage
         would have a fat chance in hell to know at first glance.  It resembles 
         a small thin metallic disc, encoded in some way.  A legend lore has a 
         50% chance of revealing it to be a information device, but some greater
         magic is perhaps needed to uncover the information.
           But, anyways, this entry is just to introduce the Terminator.

Terminator, T-800 101 series.

Climate/Terrain:   Any
Frequency:         Very Rare
Organization:      Solitary
Diet:              Nil
Intelligence:      Genius(17)
Treasure:          See below
Alignment:         Neutral
No. Appearing:     1
Armor Class:       -7
Movement:          15
Hit Dice:          20(160 hp)
THAC0:             0
No. of Attacks:    2
Damage/Attack:     2-24/2-24 or by weapon +10
Special Attacks:   Nil
Special Defenses:  See below
Size:              M
Morale:            Fearless(20)
XP value:          20,000

  The 101 series of Terminators are automations of internal machinery covered
by outer shells of human flesh and blood.  They are indistinguishable from
normal humans in outer appearance, though they tend to be imposingly large
if male, coldly feminine if female.  As soon as something gets in the way
of their dictated missions, however, the true power of these machines is 
suddenly revealed.

  Combat:  As strong as stone golems, the T-101s normally strike at targets
with their fists, for an amazing 2-24 points of damage.  They are also
able to use any weapon with proficiency and accuracy, with a +10 bonus
to damage due to their 20 strength rating.  They strike twice a round
either way.  If encountered randomly in the Realms, they are likely to 
have gathered a few magic items from previous path-crossers, for their
own advantage:  Ring of Protection(30%), Ring of Reneration(20%, only
for the human shell), Wand(20%, random beneficial), and Other(20%,
random beneficial)

  If armed(60%), the weapons are likely(90%) to be magical.  Roll for
types via d20:  1-5(+1), 6-10(+2), 11-16(+3), 17-19(+4), 20(+5).

  Due to their unique nature, most spells have no effect on them.  All hold
spells, charm spells, or spells that affect the mind in anyway are not
applicable.  Due to their extremely acute vision, hearing, and many other
unknown detection methods, all illusions are also easily recognized as
such.  Normal fire and most magical fires have no effect except to burn
away the outer covering of T-101s.  Only Meteor Swarms or the extremely
hot fires of Very Old or older Dragon have a chance of melting the quite
durable skeletal structure of Terminators, which is made from material
similar to titanium.  This material can only be damaged by weapons of
+3 or greater enchantment.

  Cold has no effect, and lightning of 30 or greater points of damage renders
them stunned for one round while they recover their senses.

  The only spells that have effects on them are those that affect normally
inanimate objects:  Teleport, Wall of Force, Telekinesis perhaps, etc.
Saving throws still apply, of course.

  T-101s are never surprised, and have a -1 initiative modifier(instead
of +3 for medium creatures) when striking with their fists due to 
their high strength and dexterity(treat as 18).

  T-101s have the ability to mimic anyone/anything's voice perfectly
after hearing the original voice once.

  Habitat/Society:  The Terminators were created by a highly technologically
advanced society as the ultimate weapons to use in triumphing over those
resisting its rule.  Unfortunately, this society 'warped' itself out of
existence when seeking too much of time travel and finding it a two
edged blade.
  A few terminators were sent out on missions to explore the alternate
universes, and thus escaped their creator's destruction.

  Ecology:  Terminators neither eat nor sleep, following relentlessly the
mission that they were programmed to do until accomplished or they
themselves perish.  They are completely free of emotions, never relenting
from their path.  When that path leads to you, you can run, but you
can't hide.
  Terminators only converse/interact with other intelligent life if it
suits their purposes to do so, perhaps doing something in exchange for
something else.

  Although T-101s are able to repair themselves for 5 hps of damage
each day(to the endoskeleton), they have discovered that the spell Mend
acts magically to heal some of this damage(1d12+2) for them.  
  The outer organic shell of Terminators is able to slowly repair itself
if not totally destroyed, at around 4% per day.


38:  1 Manual of Lose Level of Experience.  It will sppear in all respects
         as a Manual of gain level of some kind, but will drain one level 
         instead at the end of the week.  All knowledge of the book and some 
         more will be lost at that time.  The book then disappears.
39:  1 Manual of the Secret of the Universe.
         The words within are irresistable, and at the end of one month
         of reading, the knowledge within will make the reader insane
         if he makes a save vs. death.  Otherwise he will commit suicide
         immediately(and be insane when he goes to meet his god).  The
         only cure is to remove the memory of the book from the person's
         mind, perhaps via a powerful Forget spell.  The book will disappear 
         after one perusal.
40:  1 telephone book of Gastrodandan, of the continent of Yayu, on a
         planet near the vicinity of Beetleguice.
41:  1 Manual, 1000 pages, filled with the writing, "I will be good next
         time."
42:  1 life jacket.
43:  1 Scarab of Insanity.
45:  1 Scarab of Death.
46:  1 Scarab of Protection.
47:  3 Ioun Stones, roll randomly for type.
48:  1 chair, plush.
49:  1 chair, plush, belonging to the princess of the current(near) kingdom.
         it happens to be her favourite chair.
50:  1 statue of a huge Great Wyrm Red Dragon, miniature, 3 inches long.
         after 20 seconds, the statuette starts to expand, doubling in size
         every second.  After another 10 seconds it reaches its normal size
         (350 ft in total length, weight 750 tons).  Angered by this sudden, 
         unexplained summoning that woke it up from its 5-year slumber, 
         it will....
           HD 23, 184 hit points, AC -11, THAC0 -7, 3 attacks, 1d10+12/
         1d10+12/3d10+12, breath for 24d10+12, every three rounds, beginning
         the second.  Magic Resistance 65%.  Spells:(usable once per day)
         Affect Normal Fires(3/day), Pyrotechnics(3/day), Heat Metal,
         Suggestion, Hypnotism, Detect Gems(kind, number, 100' radius),
         Burning Hands, Spook, Web, Strength(adds +2 to hit/dam), Fireball,
         Haste( ;-), Phantasmal Killer, Polymorph Other, Bigby's Interposing
         Hand(for those annoying fighters), Command, Cure light wounds,
         Hold person, Fear radius 150', save at -4 or attack and damage at
         -2(immune to fear if >= 23 HD).  Other physical attacks include
         snatches, wing buffet, kicks, etc.  Mv 9, fly 30, jump 3.
         Intelligence 17.
         By the way, to immediately stop the dragon from attacking,
         either have a minor god handy or shout the words, "your mother
         was a lesbidragon!".  The first option has long term results.
           If the current surroundings are not large enough to encompass
         the dragon, reroll.
51:  1 Tiban Rod.  This is a length of pole 3 feet long, blunt at one end,
         vaguely pointed at the other.  It's 1 inch in diameter,
         weighing 2 pounds.  It is made of an unknown substance, which is
         indestructible, period.  It can't be scatched, cracked, bent,
         transformed, burnt, disintegrated, whatever.  It does not
         radiate magic, and is 100% magic resistant.  The society which
         manufactured it was deadened by a supernova, and the few pieces
         which they had created in laboratories float around the universes.
         If used as a piercing weapon, it requires its own proficiency,
         and is 1d6/1d4, speed 2, size M.
         Note:  if it is brought in contact with a Sphere of Annihilation,
         the Tiban Rod will be sucked in and be spit out the other
         side at 600 million miles an hour(90% the speed of light).
52:  1 Rod of Lordly Might.
53:  1 "Peace and Happiness", the chaotic neutral holy sword:
           Two-handed sword(Zweihander).
         7 1/2 feet from tip to tip, 35 lbs.
           Requires a chaotic neutral fighter of 18/76 strength, 16 con,
         6' height, 200 lbs weight.
           +5 to hit and damage, speed factor 13(unmodifiable, by dex, for
         example).  
           This sword always attacks once per round, regardless of level,
         specialization, or speed potions.
           Detect Good/Evil, 15' radius, Detect Magic, 15' radius, at will.
           Strength, adds 1d4 +2 points of strength(to 19 is one point)
         for a number of rounds equal to the wielder's level div two,
         once per day.
           Wielder is 70% resistant to mind-affecting spells.
           Wielder gains Free Action.
           Upon successful hit, makes insane lawful good and neutral
         evil opponents upon hit, unless saving throw is made
         at -1/4 levels of wielder.
54:  1 Deck of Many Things, 22 cards.
55:  1 Broom of Animated Attack.
56:  1 Broom of Flying.
57:  1 Helm of Comprehend Languages and Reading Magic.
58:  1 Helm of Stupidity.
59:  1 Helm of Opposite Alignment.
60:  1 Helm of Masculinity/Feminity.
61:  1 Girdle of giant strength(miniature stone giants, equivalent 
         strength of 15).
62:  1 Potion of Speed.  Quadruples the imbiber's speed for 1 hour
         and aging him 25 years.
63:  1 rock, 2 lbs.
64:  1 bull elephant.
65:  1 cursed -3 Long Sword.
66:  5 Spears of Backstabbing.
67:  1(one) Tarrasque.
68:  1 roll of tissue paper(Velva Soft).
69:  1 invisible Bookworm, which is gaseous for the first round.
70:  1 digital watch.
71:  1 pipe, Elminster's very favourite.
72:  1 black Staff of Power, belonging to Khelben.
73:  1 royal crown, of Azoun IV.
74:  1 extra-large Tiger.  HD 6+5, THAC0 13, 52 hp, 3 ac, 1d8/1d8/1d12/(1d8/1d8)
         and Not very friendly.  The tiger's name is Boo-Boo, and it's
         Stoneskined for the first 20 hits.  It is wearing a special ring of
         spell turning, which reflects at 50% + 1d10*5 %, but which disappears
         when the wearer is reduced down to 0 or fewer hit points.
75:  1 Bored 4th level Fighter, Kender.
         Billyfister Burrfoot is magically compelled to accompany the next
         three adventures with the drawer, but after that he's free to go
         if Billy chooses.  Who is free to go?
76:  1 Sphere of Annihilation.
         This one's a fake.  It's just a black magical sphere which tries
         to suck everything into its center(double-strength reverse repulsion)
77:  1 iron ration.
78:  1 skin of the best wine in the realms.
79:  1 Potion of Youth.  decreases by 80% the physical(and mental) age of
         the imbiber.  A save vs. spells is applicable.
80:  100 lbs of monosodium glutomate, in crystal form.
81:  1 chef from a tavern in Waterdeep.
82:  1 Robe of Useful Items, with 28 patches all containing large sacks.
83:  1 Rope of Climbing, which works only upside down.
84:  1 Street Car Named Desire.
         It's a miniature ox-drawn wagon with 'Desire' carved into the
         driver's seat.  It expands when place on the ground.
85:  1 Dust molecule which slips the fingers and drops onto the ground,
         creating a 20'x20'x40' deep hole.  4 seconds elapses before
         the invisible Wall of Force, which covers the hole, disintegrates.
86:  1 blind Beholder(too old).
87:  1 cute lil' bunny rabbit.
88:  1 Simalcrum of drawer(as per wizard spell).
89:  1 Stone of Extra Luck.  Similar to the Stone of Good Luck, except that
         this one grants +2/+10%.
90:  1 Halfling sized Hammer of Thunderbolts, can be used by people from
         3' to 4' tall, with at least 10 strength.  It's identical to
         the normal Hammer of Thunderbolts in other respects.
91:  1 pair of Elven Boots, and 1 Elven Cloak.
92:  1 Drow Chain Mail +5, Shield +3, Long Sword +4.
         These all turn to dust when touched by the rays of the midday sun,
         and lose all magical properties in 2d6 days if they are exposed even
         momentarily to it.  They also lose all their properties in 1d20+30
         days if protected from sunlight, unless they are exposed to the
         natural radiation of a Drow city once in four weeks.
93:  1 Flesh Golem, obeys the drawer.
94:  1 Hammer +3, Dwarf Thrower:  This appears to be a standard hammer +2.
         In the hands of a dwarven fighter who knows the appropriate 
         command word, its full potential is realized.  In addition to the +3
         bonus, the hammer has the following characteristics:
           The hammer has a 180' range and will cause the dwarf to be
         thrown like a boomerang.  It has a +3 bonus to attack and damage
         rolls.  When hurling, the hammer inflicts double damage against
         all opponents except against the dwarf being thrown.  Against him
         it causes triple damage.
95:  2 rolls on this table and be forced to take both.
96,
97:  3 rolls on this table, but player gets to choose which number he
         likes more, thereby taking his life into his own hands.
98,
99,
00:  Whatever the DM feels like(or not like) at the moment.

  What do you think?  God any new item ideas for the Bag of Strange Items?
Is it possible to increase the count to 200?  Or am I dragging it already?
  You may notice that not many of the items are staight-forward beneficial
magic items.  Well, true.  This bag is intended to surprise, annoy, or
inspirate, and not serve as a magic-item-shop.


Berserker Potion:  This mushroomy-tasting potion allows the drinker to
    enter a state of beserk fury (doubling the normal amount of attacks, or
    adding two to hit and damage.   He can do this at will for 12 hours.
    After the 12 hours have elapsed, the drinker will fall into a comatose
    slumber for 12 hours.  The only things which will awaken him during
    this time are Neutralize Poison, Dispel Exhaustion, Restoration, Heal,
    or Wish.

Decrease Attribute:  This thin liquid is usually a sickly gray in color.
    It decreases one attribute by 1-4 poibts for 24 hours.  If used by a
    monster it reduces corresponding abilities by 5-30% (Strength
    corresponding to damage, Constitution corresponding to hit points,
    etc.).  This potion can be used to poison weapons;  a single hit causes
    a loss of 1 point (or 1-8%) if used on arrows, darts, or bolts, and 1-4
    points if used on a dagger, knife, spear, or javelin.

Increase Attribute:  This is the opposite of the above potion.  Partial
doses have no effect.

Infravision:  This potion grants 60-foot Infravision for 24 hours.

Smell-Heightening:  This potion increases the sense of smell to be roughly
    on par with that of a wolf.  The chance of being surprised is decreased
    by 1 in 6 (16 2/3%).  The drinker may track like a ranger (those who
    can already track may add 50% to their chances).  The heightened sense
    of smell lasts 24 hours.

Super-Healing:  This liquid will do one of the following:
    --Heal as the 6th level Clerical spell.
    --Cure Disease (including Rot Grubs, Cerebral Parasites, Green Slime,
      etc.) as a 16th level Cleric.
    --Cure any one sensory disorder, whether natural or spell-induced, as
      per Dispel Magic cast by a 16th level Cleric.
    --Cure a mind disorder such as Feeblemind, insanity, or psionic injury,
       as if Restoration had been cast by a 16th level cleric.

    The potion will not cure more than one of the above problems, nor will
    it restore lost limbs, cure brain damage, lost eyes, or lost organs.

Universal Antidote:  This potion will revese the effects of any poison,
    acid, or gas, if administered within 6 hours. this potion will even
    work if the victim was killed, provided it is administered within one
    hour of death by toxin. The drinker of Universal Antidote is immune to
    poison, acid, or gas for one hour after imbibing.

Universal Solvent:  This substance is highly dangerous if used improperly.
    It comes in two parts, kept in separate vials. If the entire contents
    of coth containers are put together, a gas cloud 15 feet high, wide,
    and thick will suddenly billow forth, vaporizing everything within.
    Smaller portions (about one drop will eat a door lock or manacle with
    ease.

    Anyone using Universal Solvent, even one drop, must save vs. his
    Dexterity on 1d20.  Failure m eans he has spilled too much.  What
    happens is up to the DM; a roll barely missed might dissolve the entire
    roll or his hands; a worse roll could mean he dissolves his arms or
    legs; and a badly missed roll could mean he has spilled a lot and has
    dissolved himself and everything around him.  Other creatures caught in
    a Universal Solvent cloud must save vs. Dexterity at -5 or be dissolved
    in the cloud.  Those who saved have jumped free.

    Magic Resistance will not protect against a Universal Solvent cloud.  A
    person who spills Universal Solvent gets no save.  A typical pair of
    vials contains about 50 drops of Universal Solvent.

Contraception:  Wearing this ring makes it impossible for a female to
     become pregnant, regardless of circumstances (except a Wish).  If a
     male wears such a ring, he cannot impregnate any female. XP value:
     1000          GP value:  5000

Dorian Gray:  These rings are 75% likely to be found as a pair.  The rings
     have no effect unless both rings of a matched pair are worn by a
     living humanoid , human, or demi-human creature.  When this occurs,
     any change that would normally affect one creature of the pair will
     instead affect the other.  This includes disease, injury, magical
     effects (Hold, Cold, Polymorph, Fumble, Invisibility, potions, magic
     items, etc.), energy drain, paralysis, fatigue, rest, hunger, eating,
     healing, etc.  If wearers are of different races, they will age as if
     they were a member of the other's race.  If one wearer dies the effect
     stops until someone else wears the ring, and all other injury above
     that necessary to kill the other ring wearer occurs to the one being
     attacked.

     A Ring of Dorian Grey may be removed only by Remove Curse, Wish, or
     the death of the wearer.

     Player characters may find either a single ring or a pair.  Those
     finding only one ring, when the other is worn by a NPC, are likely to
     end up in unusual situations.  For example, they may starve in the
     midst of plenty, since they feel full and don't eat.  They may wade
     into melee without being harmed, until the other wearer dies.  They
     may find themselves injured without cause.  They may die when the NPC
     attempts suicide, which will kill the PC instead.

     A character who discovers or produces a pair of rings may avoid the
     effects of aging by giving the other ring to one of a slow-aging race,
     or buy a slave to take injuries for him.  This is generally regarded
     as an evil act.  A reverse suicide is always possible, so that the
     character had better make a good deal or hire some trustworthy guards
     to watch the other wearer. XP value:  200          GP value:  10000

Fertility:  The opposite of a Ring of Contraception. wearing this ring
     makes  it 95% certain that a female will become pregnant (if pregnancy
     is desired) or 50%  (if pregnancy is not desired).  This is regardless
     of whether a male or female wears the ring.  In addition, the number
     of offspring may increase, as follows:
               01-50:  normal number of offspring
               51-75:  double normal number of offspring
               76-90:  triple normal number of offspring
               91-95:  quadruple normal number of offspring
               96-98:  quintuple normal number of offspring
               99-00:  sextuple normal number of offspring

     Offspring conceived with the aid of this ring will be free of prenatal
     or postnatal complications, and free of any disease, up to the age of
     one year (though some may be born a trifle small).  The mother of the
     children will be immune to disease for the period of pregnancy, and
     free from any childbearing complications. XP value:  100          GP
     value:  500

Holding:  These rings seemingly have a small locket set on them.  The
     dimensions of the locket are larger inside than outside, as follows:

          Roll        Weight Limit     Volume
          01-35       1/2 pound        4 cubic inches (1/3 cubic foot)
          36-65       1 pound	       8 cubic inches (2/3 cubic foot)
          66-85       2 pounds	       15 cubic inches (1 1/4 cubic feet)
          86-95       4 pounds	       30 cubic inches (2 1/2 cubic feet)
          96-00       15 pounds        60 cubic inches (5 cubic feet)

     Sharp objects cannot rupture the Ring.  The Ring can swallow objects
     up to its limit, even if they are larger than the locket's opening.
     If the ring is placed in a Portable Hole (or vice versa), the same
     penalties accrue as would a Bag of Holding. XP value:  1000
     GP value:  5000

Strength:  This ring will increase the wearer's strength rating by 1-6
     points.  The Ring of Strength is additive with a Girdle of Giant
     Strength or Potion of Giant Strength (to a maximum rating of 25), but
     cannot be worn with Gauntlets of Ogre or Pixie Power--it will always
     fall off instantly. XP value:  2000          GP value:  10000

The Servant:  Upon the command word, a Ring of the Servant will bring forth
     a Butler, Maid, Gentlemen's Gentleman, lady in Waiting, etc.  The
     Servant is the same race and sex as the owner, and always acts with
     impeccable taste and etiquette appropriate to the situation, treating
     his master with utmost respect.  The Servant is a 1st level fighter,
     and can fight with any weapon the owner knows how to use.  He has
     AC10, but will wear no armor and will accept no magical items or
     treasure.  The Servant is always treated as if he had 18 Charisma with
     respect to negotiation or reactions, but never attracts hirelings or
     henchmen.  Other than this, the Servant will do is ordered. XP value:
     100          GP value:  500

AKASHA

Akasha
Intelligence: 17
EGO: Tolerable
Alignment: Chaotic Good

   Akasha or Bloodbringer is the most powerful sword of Silvain Darksword Goddess
of War and Seduction (Greater Goddess). She is the wife of Thayathas (Thayathas'
bow). Akasha may only be used in the nightime; If used in the day, it must save
vs. spell as a 6th level fighter or turn to ash. If this happens, the sword may
be restored if the ashes are collected and mixed with nine drops of Silvains
blood in its sheath. The sword talks. Its claim to fame is that it can drain
life-levels at the rate of 2 per hit if the opponent is 10th level or higher and
at the rate of 1 per hit if the opponent is lower than 10th level.

@
BAARANE'S SWORDS OF AGILITY

Baarane's Swords of Agility
   There are three swords created by the legendary weapon forger Baarane. They
are a long sword, short sword, and bastard sword. All weapons have some
properties in common. All three are:
* +2 weapons to hit and damage (considered +4 for attacking creatures which
  require a certain + to-hit)
* After the first round of combat, the wielder will ALWAYS strike first in the
  round, regardless of dexterity or other modifiers.
* All radiate Continual Light in a 60' radius. Light CANNOT be controlled by the
  wielder: it is ALWAYS on when the weapon is drawn.
* When wielded, the light pouring from the blade creates a "strobe" effect in
  front of the wielder, adding 2 to his AC for all frontal attacks.
* Color Spray/Hypnotic Pattern (and similar spells) have no effect on the wielder
  or on anyone standing behind the wielder within the radius of light emmitted by
  the blade.
* Blade can cast Jump spell at will, up to 5 times/day.
* Each blade has it's own set of additional properties.

   BAARANE'S SHORT SWORD:  (additional properties)
   * Alignment: Good
   * Intelligence: 15
   * EGO:8
   * Can speak in any language known to the wielder, but will speak only when 
     questioned.
   * Will try to convince the weilder to "do good", as appropriate to any
     question it is asked.
   * Will Cure Critical Wounds if the weilder receives a "fatal blow" (i.e. one
     that could knock character unconsious/dead). The weapon has no control over
     this power. This power will NOT take effect if the weilder of the weapon is
     Evil.
   * Can detect any of the other two Baarane's swords at a range of 1 mile. It
     must be questioned about the other weapons before it can use this power. The
     weapon knows the other swords' powers.

   BAARANE'S BASTARD SWORD:  (additional properties)
   * Alignment: Neutral
   * Intelligence: Not intelligent
   * If used two-handed, has a 10% chance of disarming an opponent on a sucessful
     "to-hit" roll. It can only disarm an opponent using a one-handed weapon.
   * On a natural 20, if the opponent is wielding a non-magical weapon, it will
     shatter that weapon. If the opponent is wielding a magical weapon, he must
     save vs. Paralization (bonus = weapon plus) or be disarmed.
   * If the wielder concentrates on this sword for more than one round, it will
     point in the direction of the nearest of the other two swords. If the other
     sword lies on another plane, the bastard sword will point straight up. There
     is no range limit on this power.
   * The Bastard sword was created for one purpose: to destroy the other two 
     swords. If this sword is drawn in the presence of one of the other two
     blades, the wielder must make a save vs spells at -4. Failure to save causes
     the wielder to enter a berserker rage, and attack whoever is holding the
     other sword. If the save is made, the weilder becomes aware of the special
     purpose of the weapon, but resists the rage.
   * In combat with someone wielding one of the other Baarane's Swords, if a
     natural 18, 19, or 20 is rolled, the other sword is destroyed. A magical
     explosion occurs doing 5d4+20 points of damage to all within a 20' radius of
     the combat. If this weapon manages to destroy both of the other swords, it
     loses all it's special abilities, but retains those abilities common to all
     three swords.

   BAARANE'S LONG SWORD:  (additional properties)
   * Alignment: Evil
   * Intelligence: 10
   * EGO:4
   * This weapon cannot speak, but can communicate empathically with the wielder.
   * This weapon will cast Fumble on anyone of Good Alignment who attempts to 
     draw the weapon, or is stuck by the weapon. Normal saving throws apply.
   * Can Haste the wielder for up to five rounds per week. The five rounds do not
     need to be used during the same combat, or even the same day. The Haste
     ability can be switched on and off. No aging occurs to the wielder.
   * The Long Sword will ALWAYS lead it's master into combats, without regard for
     the wielder's ability to withstand attacks.
   * This weapon hates other enchanted swords. Once per day, any other magical
     swords carried by the wielder of this blade must save vs. spells. Failure
     causes other swords to lose one property (or plus, if the weapon has no
     special properties). This will continue until the offending weapon is
     drained of all magic.

   The Good and Evil swords were created as an experiment by Baarane. Considering
them too powerful, he secured them in a vault, where they were later stolen by 
adventurers. Outraged and angered, Baarane created the Bastard Sword in order to
exact revenge on those who had stolen from him. Expecting that an Adventurer's
natural curiosity would do his work for him, he presented the Bastard Sword to an
adventuring acquaintance as a gift. In time, he knew, someone who used the
Bastard Sword would follow it's gentle tugs and... He would have his revenge!
   Baarane felt that whatever powers remained in the Bastard Sword after the
destruction of the other two would be suitable reward for the warrior strong
enough to complete the task. (I ran an entire campaign around the theft, and
eventual destruction, of these swords. They can provide a most interesting
addition to any storyline...)

@
BloodBlades

   The origins of the Bloodblades are uncertain, as is their current number. They
are shortswords, one and all, and all bear names such as Leech, Vampire, etc. To
those that study the history of these blades, they seem to attach themselves to a
"host" for some time, and then move onward. The history of the Four Kingdoms (my
home campaign world) is checkered with their appearances and disappearances.
   The Bloodblades function as +2 short swords. They have a keen intelligence (no
special powers), but an even keener hunger. They demand to be occasionally sated,
and will struggle with their masters if they are not. The problem is that blade
will not funtion until it has tasted blood (meaning the +2 does not come into
effect). This can be accomplished one of two ways; the blood can be drawn from
the wielder (causing 2 pts. of damage) or can be drawn from an opponent in normal
combat. Once that taste is given, however, the blade becomes difficult to
control. It will not be satisified until it has tasted 17-22 pts of blood
(1d6+16 - DM determines secretly); if there are no foes present, it will force
the wielder to attack friends; if there are no friends, the blade will draw from
the wielder. The wielder can attempt to control the blade by sheer force of will;
its effective ego is 42. If the character's ego is higher, he can force it back
into the sheath even before it has had its fill. Otherwise, he is at the mercy of
the blade. It will, however, leap from the sheath at the first opportunity to
slash as whomever is nearest (normally the wielder) in its never-ending search
for satisfaction. Many wielders have made special provisions to have the blades
"bonded" to their sheaths to prevent this occurance. The blade will need a
"refill" every third day or so (this is based on DM discretion, and should not be
too regular due to the capricious nature of the blades. Sometimes it may go
several days or more than a week without wanting to feed; other times it might
want to feed every day - again, DM's discretion).
   In addition to its combat bonus of +2, the blades also grant the wielder +1 to
his Constitution score.
   There are currently three blades known to exist in the Kingdoms; two of them
were last seen together, in the possession of the Knights of the Order of
Ibrahil, who were taking them to be destroyed at Hellforge. The Knights were
never seen again.

@
Cold Intellect Sword

In the beginning the sword is as follows:
 +2 to hit / +2 to damage
             +4 to damage against fire-electricity using creatures Damage from
                such creatures will be added to the energy store. Ratio is 6 HP
                 for 1d6. Truncate excesses.
  Wielder can use lightning bolts with a maximum of 4d6 from a energy store
of 12d6. Normal recharging (without bonuses from damage and attacks) is done
once a day.
  The blade is extremely cold, and precautions should be taken while wielding
(e.g. Ring of Resist Cold in the hilt, a special enchanted scabbard, etc...).
When the wielder makes its saving throw against lightning, all energy will be
stored in the sword as a surplus. Excess energy is truncated. When he doesn't,
he takes half damage, while the rest is absorbed.
  Due to the forging process, the quality of the metal is reduced to its
lowest state. However, its capacity to store energy remains. The 'spark of
life' that once created the CI is still present. When a to hit score of 20 is
rolled (modified or not) against a highly intelligent creature (e.g. a mage)
the sword will sap an intelligence point from him (permanently) and add it to
his own intelligence. Decide for yourself what the effects are on the victim:
loss of spells, etc... The sword starts from an intelligence of 5. When it has
reached an intelligence of 10 another CI will be born. Once it has
intelligence 16, draining intelligence is at a ratio of 5 drained points for
one intelligence point for the CI
Int 10-15 : +2 to hit against normal creatures
            +3 to hit / +4 to damage against fire-electricity using creatures
                                     Sword has empathy
Int 16 : True consciousness is now present.
         +2 to hit normally
         +4 to hit against fire-electricity using creatures
         Damage absorbation ratio is 5 hp for 1d6
         Sword has telepathy
         Lightning bolts are the same for a 16 CI
         Saving throws against fire : Success: Wielder takes no damage. Half
                                               the damage is absorbed in the
                                               sword
                                      Fail: Wielder takes half damage, 1/4
                                            absorbed in sword
Int 17 : Levitation upon wielder, when nicely asked ( once a day )
         Ligthning bolts as the 17 CI
         +3 on initiative ( the sword has become almost weightless )
Int 18 : Full psionic powers of an 18 CI are gained ( but only the sword can
            use them, the wielder has to ask for it )
         Damage absorbation is 4 hp for 1d6
         Lightning bolts as the 18 CI
   The sword has now full powers and will decide upon its goal in life. Note
that it has no true revenge feelings, since the living CI is another being
than the one that was killed. However, it may have bad feelings about the fact
that one of his kind was killed.
  Should it decide to stay a sword, it shall always remain on Int 18, but it
can drink intellect by draining points (which is a kind of drug). Note that it
will be always hateful against intelligent creatures, since it sees them as
rivals.
   Should it decide to become a sphere, it loses the draining capacity, but
can become a powerful 20 CI. When it chooses the sphere, it will ask the
wielder to leave it behind in a secluded space. When the wielder refuses, it
will use all his forces to make him do so and afterwards destroy him. Even
when the wielder agrees, the chance of being killed is high, unless the sword
is assured (by ESP for example) of the wielder's loyalty. This is because the
conversion from blade to sphere is a delicate process and the CI wishes no
intrusion.

@
Copycat Blade

Appearance:  Sword hilt (no blade)
Magical adj: +2
- At first this sword will appear to be trash, it has no blade, but it's a
  perfectly good hilt.
- If the hilt is grasped, however, and a command word said, the power of the
  blade is made known.
- By touching any substance, and using the command word, a blade for the sword
  comes into existence made of the same material as that touched. Therefore
  holding the blade up to a fire would produce a burning blade. A stone blade
  would be invulnerable to rust monsters and such, a blade of holy water (holy
  ice) would do appropriate damage against demons.
- Note that the magic can copy gold, silver, platinum, diamonds, etc., but
  breaking off the blade to use the raw material as currency ruins the magic of
  the sword.

@
Coward Sword

This appear to be a magical long sword, but whenever a character tries to use
the sword against a monster whose level is greater than the plus of the sword,
the sword will scream "Oh shit!" and put itself back in its sheat. The sword will
not come out of its sheat until until the monster is no longer within striking
distance. The sword is cursed so that the character who gets it will think it is
the best sword in the world and will never get rid of it no matter how many times
it gets him beat up and/or killed. The only way to free yourself of the sword's
curse is to touch it to a Vacuous Hole or the like or to have a 20th level cleric
remove curse.

@
Daryo

NOTE: For use with spelljammer...

Magical adj: +1
Intelligence: 19
Ego: 6
Alignment: Neutral Good
Magical Abilities: Automatically refreshes personal air (1/hr)
                   Communicates by empathy
                   Detects spelljamming activity within 1,500 milion miles, OR
                      detects the largest body within 3,000 million miles
                      assuming at least an Earth-like body exists (2/day)
                   Allows for flight (at 36", 1 hr/day, class B)

@
Dragon Chopper

Magical adj: +2 (see below...)
Intelligence: 11
Ego: 19
Alignment: Lawful Good
Magical abilities: Detect evil dragons 100' radius (glowing)
                   Triple damage against evil dragons on a natural 20
                   Telepathic in alignment tongue
   Because of the nature of the sword, it can only be possessed by a paladin,
ranger, or LG fighter.

   How "Dragon Chopper" fell into the hands of Orcus: the story is similar to
that of "Fire Biter". Its possessor grew so confident he single-handedly
challenged Tiamat to a duel. Tiamat knew of this miscreant before he even entered
her plane. She had all of her consorts beside her invisible. The Paladin sensed
evil, but believed it to be Tiamat alone as well as the fact that he was in Hell.
The Paladin rushed to attack and was blasted by the breath weapons of 6 of each
type of dragon. The remains of the Paladin were never found. His sword
miraculously survived. Orcus traded 6 hearts of each type of good dragon in
exchange for this sword. He blasted the memory of this sword just as he did "Fire
Biter".

@
Emerald Sword

   The blade of this sword +1 is made from purest emerald. When drawn, all within
30 feet of the sword must save vs. spells or become fascinated with the sword and
not take any action for that round (associates of the sword bearer save at +4,
dwarves save at -2, and gnomes and elves save at -1). The sword will inflict
double damage on creatures from any elemental or para-elemental plane, and
against such creatures it is a +2 sword.

@
Ethereal Blade

   This silver bladed +1 sword appears simultaneously on the Prime Material Plane
and on the Ethereal Plane. While carried there is a 1 in 20 chance per hour while
sheated (per turn while drawn) of something on the Etherel Plane encountering it.
Also the blade can go ethereal 3/day (taking the wielder with it).
   In the Ethereal Plane the blade is +2.

@
Fire Biter

Magical adj: see below...
Intelligence: 10
Ego: 18
Alignment: Chaotic Good
Magical abilities: Detect evil fire using/dwelling creature 100' radius (glowing)
                   Triple damage against such creatures on a natural 20
                   Fire resistance for weilder
                   Telepathic in alignment tongue

   How "Fire Biter" fell into Orcus's possession: this pompous sword led its
possessor through many a mighty battle. As their victories grew so did the ego of
the sword and the fighter who possessed it. Believing their powers to be so
great, they decided they could take on the queen of the fire elementals. They
found a way to enter the elemental plane of fire. Unfortunately, the sword could
not overcome the intense flames found there, let alone the flames of the queen of
fire elementals herself. Orcus bargained it from her at the expense of 66 water
elementals and a merman prince. All memories of these events have been blasted
from the sword through Orcus's black magic.

@
First Justice

   +2 Sword. Always strikes first in a battle, there after receiving +3 to
further initiative rolls. Damage 1d10/3d6. This weapon was custom built for a
duelist in our group who had a habit of picking fights with the wrong people. It
was great until he lost his right arm dueling someone with a sword of sharpness.

@
Flaming Wooden

   A sword made of wood, which will burst into flames upon command. It starts as
a two-handed sword, +4 to hit and damage after the command word is spoken
(without being activated, the weapon is nothing more than an ornate club).
   The flame lasts for 1 combat or 1 turn, whichever is shorter, or however the
DM wants to work it. After the first use, it burns down to a wooden long sword,
+3 to hit and damage, flames on command. In this same manner it goes from here to
a +2 short sword, a +1 dagger and than a nice little pile of ashes. It sheds
light in a 5' per plus radius, and yelds the heat of a small campfire in the
larger modes (suitable for saving someone from frostbite in a cold glacier cave
at the DM's option).

@
Gavin Hall Magebane

   This sword ignores most magical protections.  While ordinarily a +1 Sword, it
ignores the AC bonuses for: Shield spells, Rings, Cloaks, and Bracers of
Protection. It will go through, but not bring down Stoneskins and Walls of Force.

@
Guardian Blade

   This blade does not normally glow. Its chief function is to lie upon or beside
the sleeping character and warn of approaching danger. It can detect enemies like
a wand of enemy detection within a 2" sphere. Upon detecting an enemy, the
guardian will flash a single burst of light, telepathically alert its owner, and
go out. This power can be used but once per day, and will operate continuously
for a period of up to six hours. It may be used while the character is awake and
moving but once-used it will not function again for twenty-four hours.

@
Hell Beater

Magical adj: +3 (+5 vs. devils) (also see below)
Intelligence: 12
Ego: 20
Alignment: Lawful Good
Magical abilities: Double damage vs. devils (additional to the +5)
                   Destroys devils on a natural 20 if on Prime Material Plane
                   Detect presence of a devil (100 feet)
                   Telepathic in alignment tongue
(Note: can only be posessed by a paladin)

   How "Hell Beater" came to be possessed by Orcus: like its two brother swords,
this conceited sword goaded its possessor until he challanged Asmodeus. Asmodeus
disarmed the Paladin and is using rings of longevity and regeneration to keep him
alive for eternal torture and torment. Asmodeus sold the sword to Orcus for the
head of a Astral Deva and another Paladin. Orcus removed the memory of this sword
as well.

*Note this condition!* Devils will recognize this sword as Asmodeus's lure and
                       will break from regular melee to attempt to bring the
                       possessor back to Hell with them. They are promised
                       greater status as a reward and know that Asmodeus is
                       sincere regarding promises of this nature.

@
Mage Doom

"Mage Bane", "Mage Striker", "Fighters Dream", "Tripple Forged"

Gold Piece Value: Priceless

Legend (mortal): Created by three triplets. All three were mages, one a Wild
                 Mage, the second an Invoker, the third a "standard" Mage. Made
                 to be the bane of mages, it was given to the youngest of the the
                 three, in order to kill their father. Of the three sisters, two
                 died trying to keep the sword a secret, leaving the youngest to
                 carry out the deed. The runes on it though, were weakening her,
                 much as they had her sisters, increasing her hatred for her
                 father. The two fought, and as she struck the killing blow, he
                 also lashed out, killing her in one foul swoop. Their gigantic
                 contest contained so much power that the very crust of the earth
                 was weakened and it opened up beneath them. The sword is thought
                 lost.
Legend (immortal): Infact created by one of Mystra's twin daughters (NB: this is
                   specifically for a campaign I am designing). This sword is
                   meant to be wielded by her champion in order to wipe all
                   Wizards from the realms.
Appearance: 115 cm long, blue crystal blade embedded with 4 black opals around
            which runes are etched (though thet are invisible to the naked eye).
            The hand guard is made of glass (glassteel) in the shape of a snake
            about to strike. The hadle is made from a single (black) dragons
            tooth, which magically shapes itself to fit the wielders hand. The
            handle is partially hollow, the gap snuggly fitting a diamond. The
            diamond is magical and has unknown powers. The pommel is made of the
            same substance as the blade and is spherical (unscrews).
Combat Bonuses: +3, +5 vs Magic using creatures (eg Dragons and creatures with
                innate abilities), +7 vs Human and Demi-human Mages.
Magical Abilities: When drawn from its scabbard, all the gems on the scabbard
                   sparkle and glitter, and the snake hisses. A "Dispel Magic"
                   comes into affect centred, but not affecting, the wielder.
                   This happens up to three times every 24 hours and is
                   equivalent to a mage casting it at the level of the wielder.
                   The one of the following effects take place (If the effect
                   cannot happen re-roll):
                             d20      Spell Effect          # of uses
                             1-8     Gust of Wind            5/day
                             9-12    Monster Summoning IV    3/day
                            13-15    Great Shout             2/day
                            16-17    Animate Dead            2/day
                             18      Death Spell             1/day
                             19      Finger of Death         1/day
                             20      Power Word, Fire        1/week
                   (These all function at level of wielder or 20th, whichever is
                   highest)
Minor Abilities (+3, +5, +7): Detect Magic 25'
                              Detect Enemy 20'
                              Confers "one-weapon style" specialisation X2
                              Fly
                              Speech and Telepathy
                              Read Magic
                              Fear Radius (mages at -3, magic using at -1)
                              False Vision
                              Confers 10% cumulitative magic resistance
                              Detect scrying 100%
Major Abilities (+5, +7): Feeblemind* (20th level)         2/day
                          Lower Resistance* (20th level)   First 2 strikes/day
                          Magic Negation* (see below)      1/day
                          Anti-Fly* (see below)            1/day
Greater Abilities (+7): Kaleidoscopic Strike* (25th)       1/day
                        Sword becomes +7, of wounding (see DMG for details)
                        * invoking these powers reduces the Charisma of the
                          wielder by 1 permanently.
Magic Negation: At the will of the wielder (or so he/she thinks) the next
                succesful strike on the enemy, discounting ALL magical protection
                brings down as many protections as the sword's +'s, further if
                there are no protection spells left, the sword may be willed to
                force other protections, destroying items of protection (eg
                Bracers of Defense), though these items do get a saving throw.
                This also causes the sword to temporarily looses the +'s it used,
                this lasts for 1d3+1 rounds. Though the defenses are permanently
                down.
Anti-Fly: This affects any being the wilder wishes who is nearby (within 100') or
          in sight. This is VERY versatile, the wilder may want "all but those 2
          and me" to be affected, this will affect any air-born being, even if
          the wielder was completely unaware of them.

@
Mage Masher

   This +2 sword may only be used by fighters (including cavaliers and paladins
but excluding rangers, barbarians, and multi-classed fighters), and in the hands
of any other class it functions as a non-magical sword. It has a +3 bonus against
magical creatures (ones with innate magical abilities) and a +4 bonus against
magic-using creatures (ones who must learn and memorize magic-user or illusionist
spells).

@
MetalBlade

Appearance: Stone or bone sword
Magical adj: +1  (this baby doesn't NEED magical bonuses!)

   This is an enormously dangerous weapon. Always crafted from stone or bone and
tempered in the blood of lava children, the Metalblade ignores metal. Completely.
Doesn't even know it's there. Passes right through it. So those fighters striding
around in plate armor, sniggering, could be in for a shock... Ignore the AC of
metal armor, but magical bonuses may or may not have their regular effects.

@
OathBreaker (Chain Breaker)

   This sword releases its targets from any Geases, Charms, compulsions etc
whenever it does more than minimum damage.  Further, it breaks bonds and chains
as a much more powerful sword, as appropriate to its special purpose. The wielder
cannot be geased, charmed, Suggested, Feared or affected by Emotion spells. Yes,
hitting a Demon with it is very likely to free it of its bonds.

@
ShadowBane

   A sword which give +5 to saving throws vs. illusions. In addition, any
illusory creature hit by it would be instantly dispelled. It was also +1 vs.
Shadows and shadowy creatures.

@
Shadow Sword

   Appears as a normal sword with a black blade. When someone picks it up, after
a few seconds it vanishes. They can still feel the weight (only about two pounds)
on their hand, but there's nothing there. Subsequently, any time they INTEND to
have a sword (of whatever type) in their hand, the Shadow Sword will appear (in
the axpected form). It has no combat bonuses, except when fighting creatures of
shadow, in which case it is +2, or in magical darkness (+1). Usually what happens
is someone pick it up, it vanishes. Then in their experimentation (WHAT the
HELL?) they will attempt to draw their own sword (thus desiring to have a sword
in their hand), and it will appear in the proper form. It will remain until they
put it down and someone picks it up again, or will it out of existence again.
It's a neat sword, flashy, but it doesn't usually help in combat (BTW, it
sheathes itself in the Border Ethereal).

@
Silver Sword

   A completely normal short sword, except for two features: it's made of solid
silver, and it's indestructible. Completely and utterly indestructible, unless
you want to go to the extrems of artifact destruction methods.
   It has no other bonuses.

@
Songblade

   This is a +1 sword but in the hands of a bard it can be commanded to sing.
Whenever the command word is spoken the sword will compliment any song the bard
sings for 2-8 rounds. This will give the bard a +15% to any song he sings during
the 2-8 rounds. This ability can be used 4 times/day. The sword can also cast an
Audible Glamer like a 7th level wizard twice a day.

@
Spellswords

   It is believed that the fighter/mage elven kings of Highfolk were the first
ones to create a Spellsword. Anyone can wield them, but only spell casters may
truly benefit from their powers. This weapons usually have the form of a long or
bastard sword +3. They have two powers:
* The wielder is not required to have simple or trivial material components for
  his spells. The sword can supply this magical energy instead. For example, the
  wielder is no longer required to have "a bit of fur and an amber, crystal or
  glass rod" to cast a lightning bolt. Instead he could (for example) hold the
  sword in both hands, raise it above his head, utter some words of power, point
  it to the target and make the bolt sprout from the blade itself. Rare or
  expensive material components, however, are still required.
* The wielder may cast a memorized spell at the sword. Any spell will do. The
  sword will then receive an extra damage bonus equal to the level of the spell.
  This effect lasts for 1 round per level of the caster. It is possible to cast
  several spells in sequence, but the maximum total bonus the sword can have
  (including it's original +3) can not exceed the caster's level. The caster can
  not boost the sword's power in this manner and then give it for someone else to
  use. Doing this immediately breaks the spell(s) and the sword reverts to a +3
  blade.

@
Stargate

   When this sword is unsheathed under a starry night's sky and the command word
is spoken, all touching it will be teleported to any location they desire,
usually. Roll 5d6, and subtract the result from 16. Multiply that number by 10 to
give the distance in miles from the target and determine the direction randomly.

@
SureBlade

   This blade never strikes a friend. On fumble results where the blade would
strike a friend or the wielder, or fly from his hand, treat as no result.
Further, the blade "knows its target", it isn't fooled by illusions,
Displacements, Blinks, etc... If the blade is actually intelligent, it will be
reluctant to fight in certain circumstances, such as fighting a charmed opponent,
or otherwise beguiled.

@
Sword Mundane

   The Sword Mundane is a very powerful magic item. The sword has no plusses, and
if Detect Magic is cast on it, none will be detected. However, when drawn, the
sword creates a 20' sphere in which no magic functions. Natural abilities like
dragon breath and petrification abilities of medusae, for example, are another
matter however. Spells cast from outside the area of effect only function if the
spell has a physical manifestation, such as fire or cold. Purely magical energy,
such as illusion, charms and sleep spells, fail to function in the area of
effect. This extends to magic items, including those of the wielder, which fail
to function at all. The effect is dispelled when the sword is sheated. The sword
itself resembles a katana with a wider blade, and does 1d10 damage in all size
categories.

@
Sword of Canine Attraction

Magical Adj: +1 (hit/dam)
   This little oddity was last reported in PM 26565, a small splinter of reality
near Torilspace. This is a rather finely made weapon, whose most notable property
is that it is made completely from the legbone of a dragon of unknown species.
Its main enchantment is that every canine creature who sees it must posess it (no
save). They will follow the sword around until they have an opportunity to grab
it, in which case they will make off with it and bury it somewhere. And yes, they
will follow it if you throw it.
Personal suggestion: don't let your players know its power... Watch them panic
the next time they walk about in a city!

@
Sword of Dismemberment

   Whoever touches this sword unsheathed immediately starts swinging wildly. Each
round, the wielder has a high probability of hacking off one of his own limbs or
even their head. This cursed sword was owned by Lord Broverick, whose favourite
tactic was to disarm a foe, then say "I will not fight anunarmed man", and toss
him the sheathed sword, or slide it to him unsheathed with the tip of his own
blade. His foe would procede to neatly carve himself up.

@
Sword of Familliarity (Rotweiler)

   The sword is the greatest masterwork of Kes; done when he was at 19th level.
It emits radiation of Enchantment/Charm and Lesser Divination. The sword looks
like a regular metal long sword with a picture of a sheperd dog on the handle (a
rotweiler).
   The sword had no powers when it was created. This is one of the reasons Kes 
created it this way: he didn't want to spend to much power on it. Instead it
takes it's power from the wielder. When it is created it is made of three parts.
When combined into one it creates a link with the one which connected it, becomes
one as if never broken, and becomes extremely loyal to the owner. This connection
lowers 1 Constitution point from the connector.
   The sword has it's own level which goes up as the owner fights with it. This
power is taken from the wielder, but as 1 Constitution point was already removed
the owner isn't harmed further. The level determines which bonuses the sword has.
It also determines how strong an allingnment it radiates.
It radiates in the wielder allignment when lvl 1-4 :weakly alligned
	5-8 : medium alligned
	9-12: strong alligned
	13+ : very strong alligned.
   When the sword breaks or the owner dies (which causes it's breaking) the sword
lets all the energy accumulated inside blow up and damages all around. If the
sword is medium alligned or further (over 5), the damage is given first to the
ones with alignment most far from the wielder. If the sword breaks up before the
weilder dies he suffers some damage according to the sword level (see table).
Kes created the sword partly as an experiment which he never got to performe.
Therefore it created a faint magical cord which is attached to it and can act as
a guiding signal for a wizard who knows about it and tries to find it. A detect
magic from a high level MU (or successfull throw) can see it.

table 1:
all bonuses are accumulative

level| turns  | damage  | bonuses     |special
     | needed | when    | th |da |sp  |
     |        | broken  |    |   |    |
-----+--------+---------+----+---+----+---------------------------------------
Weakly Aligned
  1  |  0     |  1d10   | +1 |   |    | -1 con when connected
  2  |  2     |  3d6    |    |+1 |    | when broken and owner is alive he feels
     |        |         |    |   |    | great loss and suffers 1d10 in pain
  3  |  4     |  3d10   |    |   | 3/2| the weilder feels good when holding
  4  |  8     |  4d8    | +2 |   |    |
Medium Aligned
  5  |  16    |  6d8    |    |+2 |    | pushes wielder to fight against
     |        |         |    |   |    | opposite alignment giving extra +1 +1
  6  |  32    |  6d10   |    |   |    | +1 con +1 str +1 dex.when held it holds
     |        |         |    |   |    | hand back (like an handshake).2d10 pain
  7  |  64    |  7d10   | +3 |   |    |
  8  |  125   |  8d10   |    |+3 |    | -1 ac.3d10 pain
Strongly Aligned
  9  |  250   |         |    |   | 2/1| gives -1,-1 against own alignment
 10  |  500   |  9d10   | +4 |   |    | regenerate 1hp/round in fight.4d10 pain
 11  | 1000   | 10d10   |    |+4 |    | would not leave hand.when one insist
     |        |         |    |   |    | will do 1d10 and leave.does another 1d10
     |        |         |    |   |    | if put in scabard.
 12  | 2000   | 12d10   | +5 |+5 | 5/2| when broken-like familiar+5d10 pain
Very Strongly Aligned
 13  | 4000   | 14d10   | +6 |+6 | 3/1| will not fight against own alignment
Each level afterwards is:
     | +2000  | +2d10   | +1 |+1 |+1/2|
     |        |         |    |   |    |

table 2: what will it do when held by some other fighter?

It will never fight exactly like by the hands of the owner...

\ distance|           |             |
  \       |           |             |
    \     |           |             |
      \   |           |             |
level   \ |     0     |     2       |   4
----------*-----------+-------------+------------------------------------
          |           |             |
  1-4     | as regular|  -1 -1      |   can't hold
          | sword     |             |
          |           |             |
          |           |             |
  5-8     | -1  -1    |  can't hold |   does 1d10 magic.S.T 50% V magic
          |           |             |
          |           |             |
          |           |             |
  9-12    | can't hold|  1d10 as in |   2d10.no S.T.
          |           |  5-8/4      |
          |           |             |
          |           |             |
  13-     |  1d10     |   2d10      |   4d10.no S.T.
          |           |             |
          |           |             |
@
Sword of Frenzy

   Thse swords are generally +2 or higher, and have no extra effects unless the
wielder has a dexterity of 15 or higher. If this is the case, then the wielder
can opt to forego his or her AC bonus in order to gain extra attacks. For every
two points of dex an extra attack can be gained. i.e. one for dex 15-16, two for
dex 17-18 etc. not all points need be given up for extra attacks. Thus someone
with dex 17 could choose to give up two points for one extra attack, and still
retain one bonus point toward AC.

@
Sword of Gaseous Form (Sword of Fiery Throat)

   On natural roll of 20 the sword releases a spray to the target's face,
blinding him for 1d4 rounds, and making his throat burn.

@
Sword of Gleaming
<Wes Contreras:  wesc@ichips.intel.com>
   This blade, whenever held by a living creature, will always reflect all light
in the area, making the blade gleam brightly. It is not bright enough to blind
creatures, or otherwise harm anything, but it is plainly visible to anyone in the
area, as long as there is at least the equivilent of moonlight available to be
reflected. This radiates a faint aura of alteration.

@
Sword of Intercession

   This magical weapon is a holy (or unholy) sword that always has an alignment
and a patron deity.  A character of any alignment may wield a Sword of
Intercession, but it will function as a normal, non-magical weapon. A character
of the same alignment as the sword may wield it as a +2 weapon. A character who
worships the sword's patron deity may wield it as a +4 sword, and in addition
gains a 5% magic resistance and a +2 bonus on all saving throws so long as the
sword is held or carried. Such a character will also be able to commune with his
deity once per week, asking one yes-or-no question at that time. The sword will
not work for those who have only converted to their new alignment or religion
within the last year.

@
Sword of Palaodrin

Intelligence: 17
Ego: 21
Alignment: Lawful Neutral
To hit/damage adjustment: +5
Speaks the following languages: Lawful Neutral, Elvish, Dwarvish, Neutral
Special Abilities: Detect Sloping Passages (1" radius)
                   Detect Magic (3" radius)
                   Detect Shifting Walls, Rooms, Elevators (1" radius)
                   Regeneration (2 points/turn)
                   Pass without Trace (1 time/day)
                   Death Ray (1 time/day)
                   Plane Shift (1 time/day)
                   Lightning Bolt (4-6 Hit Dice, 2 times/day)
                   Teleportation (1 time/day)
                   Slay Evil
                   Sever Neck on Roll of 16 or Higher (victim up to 10' tall)
                   Triple Damage plus modifier versus Evil
                   Double Damage versus Good (no modifier)
                   Immune to Disease and Gas
                   Protection +5 (3 times/day for 10 turns)
                   Deflect Magic (on command up to 7 times/day)
Affects to Personal Attributes: Major Attribute Raised to 19 Permanently
                                Lose 1 Point of Constitution Permanently
                                Storm Giant Strength (2 times/day for 2 turns
                                   each)
                                Deafness for 1-4 turns when first used vs. Enemy
                                Blindness for 1-4 rounds during first combat each
                                   day

* History of Origin *
   Several thousands of years ago, a city named Palaodrin existed center of the
Prime aterial Plane. It was inhabited by being of lawful neutral, neutral, and
chaotic neutral alignments only. And these beings fought for the purpose of
Neutrality, i.e. to maintain the balance between good and evil. Although their
work was done subtlely and secretly behind the walls of Palaodrin, it was
sometimes necessary for the citizens to take up arms.
   Many of the inhabitants were poor warriors, and the citizens themselves were
few in number. So it was that they recognized the need for a weapon of great
power as their defense. Since good beings tended to recognize a form or law of
balance, the citizens decided that it would be best to make the sword more
powerful against evil than good. For centuries and millennia, Palaodrin stood as
an island amidst the struggle for power, and the Sword, as well as other relics
they created, defended the city against all invaders. But when news spread, some
of the good beings wondered if such power was evil. The forces of evil saw this
doubt spreading its way through the forces of good and took advantage of it.
Through trickery and deceit, evil was able to join good in a combined crusade
against their common enemy. But, while Good hoped to destroy the power of
Palaodrin, Evil sought to gain it. The city was overwhelmed by the combined
forces, unable to defend against both Good and Evil at the same time. Palaodrin
fell. During the fighting, Mephistopheles searched for the sword which was not a
difficult task. With its power he could overthrow Asmodeus and defeat Good, but
when he went to take the sword, he found himself wounded and the Sword gone.
Although Good had thought the Sword had been destroyed, there have been those who
have felt that the Sword of Palaodrin used its power of teleportation to escape
both Good and Evil, and none have been able to find it since.
   Next, the Sword of Palaodrin is a little out of hand so here are my
suggestions to all you DMs:
1) The Sword must remain with both SLAY GOOD and SLAY EVIL. This will keeps its
   origin and goals intact.
2) Choose any two Special powers other than those mentioned above. This also
   keeps any players reading this from knowing the whole story.
3) Remember the Sword has an ego of *21*. Play it as such. It gets interesting
   when the two egotists clash.
4) Choose one ability from each ability, i.e. detections, immunities, protection,
   and side effects. I suggest that the personal attribute modifier be -1
   permanently on the players Constitution.

@
Sword of Percival Ironheart

   This sword radiates Lawful Good magic and is +2 vs. evil opponents.  It can
speak Common and Legal and can detect gold within 60'. In a pitched battle when
its owner's life is seriously threatened by an evil opponent, on a natural 20 to
hit this sword turns the opponent to solid gold (save vs. petrification). Any
attempt to exploit the sword for the sake of producing gold has a 15% cumulative
for a fumble turning the user or exploiter to gold. The sword may not mention the
gold making ability so as not to encourage greed.

@
Sword of Reincarnation

   This is a +2 sword that automatically kills on a natural 20 (DM may optionally
allow a saving throw versus death magic). Any creature killed by this sword is
reincarnated. The slain will remember the last hours of its life (like who killed
him)!
   It can be strange being hunted down by rabid squirrels...

@
Sword of the Cursed Gauntlet

   It is a black bladed sword with a gauntlet attached to the hilt. The gauntlet
is made in such a way that the only way to use the sowrd is to put on the
gauntlet. Unfortunately, the gauntlet only goes on the wrong hand (ie left hand
for a right handed fighter) and can only be be used by fighters and
swashbucklers. Once on, it will not come off, except in rare, unexplicable cases.
Depending upon how recently it has been used to kill something, it will range in
color from a dull, grayish black to a jet black glossy color.
   Now, the main reason I introduced it was this: try using a bow with a sword in
one hand, and the hand firmly wrapped around the hilt. Also, try putting on
shirts without cutting them up. Putting chainmail and other things on are also
VERY difficult. After a couple of weeks game time, I relented and let him take
the sword off, but ONLY by putting it into a special sheath. When the sword comes
off, the gauntlet stays on, and the sword is unusable by anyone else due to a
sharp edged hilt that will cut throught anything except the gauntlet.
   As a twist, you could make the sword magical in such a way that the user
becomes "addicted" to it.

@
Swords of the Magi

Occurrence: 2 each of long, broad, short, falchion, etc...
Magical adj: +1 (normally and for illusionists) +2 for magi
When used by a mage (not an illusionist):
   - Acts as a +2 berserking sword but will NEVER hit an ally (however, it may
     hit a traitor... heh heh)
   - Lowers AC by 2
   - Doubles the hit points of the mage temporarily
   - Allows mage to attack as a fighter of equal level
Drawbacks:
   - The sword's power only lasts 30 minutes, at the end of which the mage is
     very fatigued
   - He is -2 to hit, 10% chance of spell failure, and is at 1/2 movement for the
     next hour.

   It is light (magically) and can be weilded by even the weakest mage.
Multi-class and illusionists use it as a +1 sword.

@
Sword of the Night, +1

   Though most magical swords shed light, a sword of night, also known as a black
sword, sheds darkness. The sword's wielder determines the radius of the sphere of
darkness given off by the sword; it can be from 5' to 25', in 5-foot increments.
Within this radius, all creatures but the sword's wielder will be unable to see
and will suffer a -4 penalty to hit on their attacks, as well as losing any armor
class bonus for dexterity. Infravision and ultravision are similarly useless
within this radius. The sword's user may see normally in all respects, however,
and can use the sword as a +1 weapon to hit and on damage. The sword can also
cause fear in all creatures within the darkness who fail a saving throw vs. spell
(with wisdom bonuses applicable). This fear power is generated at the wielder's
unspoken command, and may be produced up to three times per day. Creatures
affected by the fear will move away from the darkness at full speed for 2-7
rounds.
   A light spell cast at the sword will negate all of its powers (except for its
+1 combat bonus) for one round per level of the caster, if the sword fails to
save vs. lightning (as hard metal). A continual light spell negates the darkness
powers for twice as long, and the save is made at a -3 penalty.

@
Sword of Travel.

   This sword was developed in my world. It gives the wielder the ability to
travel at twice his normal rate.
   It also is a +3 to hit and +3 damage. It is neutral. The sword has a gold tint
except for the hilt which appears black. There is a stone in the bottom of the
hilt that would appear to show the stars in the night sky. If the stone is ever
removed the sword will turn to dust.

@
Sword Snake

# Appearing: 1
AC: -2
HD: 1-6 (varies)
THAC0: Varies depending on strength
No. At: 2(slash/bite)
Damage: Small(1-6/1-2) Medium(1-8/1-4) Large(1-12/1-6)
Special Attacks: Poison
Special Defenses: Immune to sleep/charm/cold spells
Magic Resistance: Small(10%) Medium(20%) Large(30%)
Intelligence: Very intelligent
Alignment: Varies
Size: Short to Two-Handed
XP: YOU DECIDE!!!!

   The sword snakes were first invented by an ecentric wizard that got confused
while trying to enchant an item. The result was the sword snakes. The sword
snakes have three different levels of growth. At 1-2 HD the sword snake appears
as a short sword. Its poison is very weak save at +2 or you skin begins to harden
until it becomes metallic (1-4 Hrs. and then death). At 3-4 HD the sword snakel appears as a long sword and its poison is capable of killing in 1-2 hours, savel applicable. AT 5-6 Hd the sword snake appears as a two-handed sword and its poison
is capable of killing in 1 hour, save at -2. The poison also has one other
possible effect, If the character saves, there is a slim chance 5% that the
characters skin will harden anyway, but the character will not die, instead the
skin will become natural and give the person a natural AC of -2.
   Also due to the nature of the sword snake if its alignment matches that of the
person picking it up, the sword will not attack and instead will function as a +4
weapon of the appropriate type. The snake will also defend it's owner and has a
telepathic link with him/her. The snake is capable of detecting danger in a 30'
radius. If the wielders alignment change, or if the snake when found decides that
it would be suicidal to attack then the snake will wait until an opportun moment
(when the party is sleeping) to slither off, or if it is in it's alignment it
might crawl all over the sleeping adventurers cutting them to ribbons.
   The sword snake looks like a normal sword, except it's hilt is made of gold
and the pommel looks like a snakes head ready to strike, they always have some
sort of gemstone for eyes and their blades are always razor sharp. A heat metal
or any type of spell like that (if it works) will kill a sword snake.

@
Sword +1, Deplorable Talker

   It doesn't have much in the way of useful abilities (it might have been able
to levitate itself, I don't remember), but it spent hours regaling us with tales
of the exploits of its Uncle Max. Loudly.

@
Sword +1, +5 vs. Masonry

   This weapon acts like a normal (NORMAL?!) +1 sword, until it comes within 10
feet of any stone construction.  Thereupon, it forces the wielder to attack said
construction, until it is reduced to rubble.

@
Sword +1, +5 vs. Wielder

   This maleficent weapon has a secret desire to destroy any creature who
possesses it. On an unmodified attack roll of 1, 2, or 3, the weapon strikes the
wielder for maximum damage.

@
Sylvanglade

   It is an elvish sword. Sylvanglade is made oout of the wood of a tree sacred
to elves (the tree is nurished with a fertilizer with a high-mithril content, and
the wood, once shaped into weapons, is indistinguishable from steel. It saves as
wood +3. Moreover, because this is elvish magic, "normal" magic (the type the
PC's probably use) will have no effect on the blade. Detect magic, dispel magic
and even anti-magic shell will not negate the powers of this elven blade).
   In any event, Sylvanglade (and its twin Greencopse which was destroyed or so
say the legends) is a silvery rapier with an ornate golden cup to protect the
hand. The hilt is wrapped in silver wire. The blades were used for ceremonial
battles between the champions of elvish kingdoms. The blade has one unique
ability; it temporarily negates the enchantment on the blade of the opponent
(thus, if the opponent has a longsword +5 it operates as a simple longsword). If
there is more than attacker then only the first attacker of the round has his
"plusses" negated if Sylvanglade's wielder does not specify otherwise. As said,
the rapier was used for ceremonial battles, and the elves believed that victory
should go to the combatant who had the greater skill, not the better sword.
Sylvanglade does NOT negate other special abilities (vorpal sword, flametongue,
etc) nor does it provide any "plusses" of its own.
   Last known Sylvanglade was in the hands of House Ourain, the royal family of
the Wilder-elves of the Westland. It has been used by the elves for centuries
(millenia?) and thus they would take its loss or theft extremely badly.

@
TalkingBlade

+2 hit +2 Damage INT 14
Sword of Dancing once a day (or life/death situation)
Str and Con bonus once per day (or life/death situation) +1 each.
The sword alignment is Lawful Good.
   The sword was possesed by a spirit that was killed battling demons (i.e. demon
web pits). The stats and the personality of the trapped spirit can be customized
to fit your campagne.

@
The Crystal Blades (StormBlades)

Magical adj: +3 swords (There are nine)
Intelligence: 16
Ego: 16

4 long swords      Extremes (LG, CG, LE, CE)
2 broadswords      Neutral Good and Neutral Evil
2 short swords     Lawful Neutral and Chaotic Neutral
1 two-handed sword Neutral (Pure)

Magical abilities: Detect Law/Chaos (30' radius)
                   Dispel Magic (2/day)
                   Lightning Bolt (8 HD; 1/day; 360'range)
                   Invisibility (on weilder/sword; 3/day)
                   Become Ethereal (owner/gear affected; 1/day at will)
                   No plusses lost as the swords go to other planes.
                   Speaks 4 languages two of which are common & old common (DM
                   chooses others but they may NOT be dragon, demon, devil,
                   demon, titan, etc...

   Each sword's blade is made of Glassteeled Adamite, hence the names. In combat,
the blade darkens to a misty black color (hence the other name, StormBlades).
Although the personality of each sword is different depending on its preferred
alignment (and each has its own unique name, as well), the magical abilities of
the swords are the same.

@
WereBlade

   The WereBlade is a doppleganger of swords, a shape-changer. Usually, it looks
to be an ordinary, but magic-radiating, dueling sabre. In combat against another
sword, even two-handed, it takes on the qualities and special abilities of the
opponent's sword (unless, of course, the other sword is crappy and breaks; the
WereBlade saves as a magical sword). Against more than one sword, the WereBlade
takes on the qualities of the most powerful one.
   The original WereBlade was made for a Duelist by the name of Geeves, in Cormyr
of the Forgotten Realms (In my campaign). In following my interpretation of the
Duelist class and its "honor", I designed the Were-blade to reflect the Duelist's
desire to win a fight by skill and not by magical advantage. The Duelist usually
has enough proficiencies to handle all the swords into which the WereBlade might
change. The WereBlade has limited telepathy, enough to let its user know what
abilities it has taken on in each combat (i.e. whether that opponent's sword can
cast a fireball once a week, and, therefore, so can the Were-blade, for that
combat).
This weapon may suck for any character going up against a creature which needs a
+2 weapon to hit it but is attacking the character with a regular long sword...

@
Long Sword of Annoyance

   Biff is a +3 long sword who can make himself and his caster invisible. The
only problem is, Biff never, ever stops talking (unless promised a good fight, in
which case he might shut up for a round). Biff speaks even while sheathed, but
his sheath muffles him enough for his wielder to sleep.
   Biff speaks common in a high, loud, voice. "I remember when you shoved me into
that orc's heart, it was great! I was covered in blood! I could feel the heart
beating around my blade! The view inside the body was incredible!", etc.

@
Black Blade

Type: long sword
Intelligence: 17
EGO: 18
Magical Adjustment: +2
Magic Resistance: 85%
Alignment: Chaotic Neutral
Description: black onyx obsidian blade with mitheral inlaid along the blade and
             rune carved. It also has a black diamond pommel. The sheath and
             baldric are made of black dragon skin with mithril tooling and
             stitching.

   Upon the killing stroke, the wielder will temporarily gain the number of hit
points of the killed creature. If the creature is humanoid or human the wielder
will also gain the levels/hit dice of said person. This will last for a number of
turns the creature has levels or hit dice. If the sword does not kill in three
days, its ego will rise one point a day until it controls the wielder and makes
him kill. This can also occur if in battle the wielder looses enough hit points
to lose control. The black blade act as a dancing sword and also heals 1 point
per day. It can detect traps, secret doors, and evil. It talks telepathically and
can speak dwarvish, black dragon, stone golem, orc and of course common.
   The voice it speaks in is a deep ominous crackling tone.

@
DragonClaw

Magical adj: +4 (vorpal long sword)
Spells (1/day): Fireblast (12d6)
                Lightning Bolt (")
                Chlorine Blast (")
                Detect Evil Dragons (6")
                Detect Gold/Precious Metals (ems 6")
Special abilities: Shoot blade (up to 10" range) +10 damage
                   Hilt acts like +4 club when blade is gone
                   There are 4 claws on the hilt. If, when used as a club, all 4
                      claws hit, the claws will animate for 1d10 additional
                      damage and act as a dagger of venom.

   The sword's special purpose is to slay evil dragons. When in combat with an
evil dragon, it does double damage. It also feels a kinship to all good dragons.
   DragonClaw is intelligent and has a personality much like a dragon's (greed,
etc.). The sword will demand a treasure horde to guard, etc...

@
Dragon Ember

   It is a longsword +1, flametongue.  However, whilst many magic blades have a
long and distinguished career, not so with 'Ember; six warriors/heroes  have died
horrible deaths while wielding this weapon, and many others have been seriously
injured. It is featured in many a local legend (usually at the end of the legend
when the hero dies) and has been well described in most of them. The origin of
the blade is unknown to most (perhaps it may be found in some obscure tome); it
was created by Aeldsar, the Emperor's wizard who created the weapon for his liege
(it certainly was impressive to see the emperor leading his troops into battle,
waving his flaming sword. It was less impressive when the emperor got shortened
by a head\sheight by a barbarian and the sword, having fallen into the dry
fields, created a blazing inferno that roasted half the empire's legions). The
weapon has then been found and discarded by a number of heroes, each of whom has
met with a bad end.
   It must be noted that there is NO evil karma attached to the sword. If the
heroes find Dragon Ember it will serve them faithfully and unfailingly.  However,
given the bad reputation it has gained over the centuries few NPC's or henchmen
will be willing to travel with the heroes so long as the hang onto that "accursed
blade" the heroes may even be thrown out of towns if the blade is recognized. But
in truth, the blame should fall more on the ineptitude of its users than the
blade's abilities.
   Dragon Ember has a hilt shaped like a salamander, which is covered with copper
that never tarnishes (thus it remains reddish and does not become green). The
eyes of the salamander (the head is the pommel, BTW) look as if gems could be set
therin but they are empty when the PC's find it. When activated (by saying the
sword's name) a fierce orange fire surrounds the whole blade; the "level" of this
fire can not be modified (ie it can't grow to bonfire size, or shrink to
match-size. It's on or off). Its name is written on its blade in runic letters.

@
Erebos

   This +3 long sword has a black ram's head hilt and a black blade which glows
faintly red in darkness and is warm to the touch. The sword does an extra 3
points of damage due to heat and will set aflame flamable objects. Once per day
the sword can transmute any normal earth element into another normal earth
element (max 10 cu ft) (must touch to change). 3 times per day the sword can cast
darkness 15' radius on the sword's tip. The sword's wielder can see in this
darkness as if it was lit by a dull red glow.

@
Golem Killer

   Long sword +1, +3 vs. magically animated creatures (not including undead).
Provides protection from Cantrips in a 5' radius.

@
Long Sword of True Vision

   A long sword which grants its wielder the ability to see things disguised by
invisibility and low-level illusion. Doesn't work on things disguised mundanely
(eg someone hiding in shadows, a non-magical disguise, concealed traps, etc).

@
Long Sword x2 (Doubling Sword)

   Doubles the "to hit" roll, doubles damage. It is magical, but not considered a
+1 or better weapon.

@
MindWall

   Usually a long sword with a very keen edge and very shiny (bright) +1, +3 vs
Psionic creatures.
Powers:
- Permanent Tower of Iron Will (for combat roll always a 16)
- Weilder always has a closed mind
- If a psionic creature is hit with the sword one randomly determined tangent or
  contact is severed.
- +2 save vs charm, illusion, and mind affecting spells and powers
- If a psionic creature touches the pommel they suffer a mental backlash
  resulting in a drain of 2d10 PSPs and stuns them for 1d4 rounds. If the psion
  has less then the PSPs drained then drain one power for a number of rounds
  equal to the number of PSPs drained.

@
Mooseburgers

   Mooseburgers is a +1 magic Longsword, that is +5 vs mooses {& elk}, that has a
wavy hilt (shaped like moose antlers). It can detect mooses out to 100'; talk
common & moose; will appear in the hand of its weilder if s/he confronts a
moose... And has an ego of 24 (due to its special purpose to 'slay mooses' &
other bonuses). You wouldn't believe how many snickers this sword has provoked.

@
PeopleSmasher

Intelligence: 15
EGO: VERY high
Alignment: Chaotic Neutral (but loyal to his master... See below)
Magical adj: +4 (long sword)  and see below...

   Peoplesmasher is the favorite weapon of Kohran Valkinarde, God of Battle and
Boasting. The sword can talk and will sing Kender tunes if argued with. The
following is a breakdown of it's magical adjustments:
	+4	normally
	+5	vs. regenerating creatures
	+6	vs. cold-using and inflammable or avian creatures
	+7	vs. undead and fire using/dwelling creatures
	+8	vs. people Kohran cannot step on or are better looking than
		himself (this is serious! anyone with a comeliness of 21+)

@
Protector

+2 Defender long sword
No intelligence, ego, or alignment

- If within 15' of evil, a black gem on the hilt glows.
- If within 15' of an invisible object, a red gem (on opposite side) glows.
- If gems are removed from the sword, they lose their powers.

@
Quillion

   This is a +4 silver long sword with thin black runes 'Quillion' on the blade.
It can detect/locate writing 100' radius at will (wielder has a rough idea of
amount), Tongues 3/day, comprehend Languages 5/day, 5% chance (every time an
opponent misses in a sword attack) of sword catching and breaking opponents blade
(where applicable; magic weapons get a saving throw), Light on command (5', 15',
30' radius). The sword tends to hum (harmonize) when music is played/sung near
it.

@
Longsword of Fire

   Same as bow except for arrow ability, all effects are cumulative. Can flame
strike as a 30th level cleric similar to a cone of cold with the tip of the sword
as it's base once per two days. Sword blade is so hot that it will melt metal
(other than magical) Damage of 3-30 plus 1-4 per round for 4 melee rounds if
wearing metal armor due to the melted metal. Save versus Constitution from
extreme pain, if failed by more than 5 points the player is paralyzed for 2-8
melee rounds if the player doesn't save the player is at minus 4 to hit for next
round.

@
Sword of Forbearance

Magical Adjustment: +1 (always a long sword; rather slim and light)
Intelligence: 0 (although it has a special purpose: to protect weilder)
Alignment: none specified (personal suggestion: LG or NG)

   It'll act as any normal +1 weapon as long as the wielder is healthy (over 1/2
of max HP). But as the character looses HP, it'll start to make itself useful.
For every 10% below 50% of max HP the wielder is currently, the sword adds +1 to
his AC against weapons as it starts to fend for the wielder. At 10% (when the
wielder is just about finished) of max HP, the sword will stop to try to hit the
opponent and will concentrate on defending it's wielder (it's very loyal), adding
another +1 to AC and also if the wielder hits his opponent (DM's - Don't let on
the sword not attacking to harm) it disarms the opponent. The AC bonuses are good
only vs. hand wielded weapons. It does not affect AC vs. arrows and the like.
   The reason for naming it 'Sword of Forbearance' are that the sword will
"forgive" the user for abandoning her and as it's not intelligent it forgives
enemies for hurting it's master a bit as that is life, but it'll try it's hardest
to keep him alive and well.
   This Sword is usable only by fighters as the disarm capability implies. If a
non-fighter uses it, it'll protect him at 1/2 usefullnes and can't disarm. If a
fighter uses it to disarm an opponent it is a +3 sword. Also for a fighter who
try to fend off enemies, or any other kind of non-lethal combat (as per the
Anearthed Arcana or the 2'nd edition).

@
Sword of Hope

   Here is weapon that pops up every once and awhile. Mostly when the Bad Times
come...

+3 long sword
Alignment: Good
EGO: 10+ (varies with the needs of the Land)

Powers:
   All spells up to 3rd level magic user and 3rd level cleric my use any of these
powers, but if the wielder attempts to misuse the powers, it refuses to work.
Morale of all friendly creatures remains at a steady level, never changes as long
as the Hope Sword is on their side or until the evil(?) has been defeated. (as an
example: Jordan has the Hope Sword in his hand. He and his 5 friends are
surrounded by an Orc army of 300. His friends will say things like "Nice to have
known you." and smile happily...) The enemy is slightly daunted by the Hope
Sword. In other words, the enemies morale drops by 2 or 3.
   Gives all allies a +2 saving throw, +1 to hit, and a +1 to damage.
   Usually appears in a strange and awe-imspiring way... As a Sword in the Stone
(as in Excalibur), fall from the sky in an incredible light and sound show. Once,
it was found in an old family chest that hasn't been opened in years, etc.
   When ever the evil is gone, it disappears... Is stolen, simply vanishes, flies
out of your hand and up into the heaven's...
   A nice weapon to have, but it never stays around for long...

@
Longsword of Stealth +3

   Allows a continual non-detection while in the possesion of its owner.
Invisibility 2/day.
   Usually, but not necessarily, accompanied by its sister sheath, the sheath of
stealth. This sheath appears to be capable of holding a dagger, but in reality,
may store the sword of stealth.
   The Sword is normally a long sword (or a bastard sword).

@
Longsword of Were

   A long sword +1 with the hilt which has the look of some creature but was
unrecognizable except during the time of the full moon. During the full moon, the
sword hilt would form into the head of a wolf, tiger, bear or rat (Randomly
determined or could be specific for one sword).
   While the hilt was in the shape of an animal, the wielder can transform into
the animal at will, as long as the moon is up (and is full). During this time,
the wielder had all the abilities and control of a were-person that had been
"were" for 20 years. As long as the person doesn't retain the shape when the moon
goes down (chance to be permanent "stuck" that way) or have the shape when the
moon goes out of full phase.

@
Thief Watcher

A jewled long sword of the finest quality +1, +2 vs thieves.
   This sword allows the weilder to see objects/creatures hidden in shadow (not
invisible objects) and will "twitch" violently (-3 to hit if in segment before or
during strike) when the weilder is about to be backstabbed (usually negating the
backstab multiplier, but not back attack bonus) and growls lowly when the weilder
is the object of a pick-pocket. The weilder also gains the NWP alertness.

@
VampireBlade

   A magical long sword that is intelligent and has the power to grant
regeneration to the wielder by vampiric regeneration. Half of all damage caused
by the sword is used to heal the wielder. The disadvantage is that the sword gets
hungry if it doesn't kill anyone for more than 24 hours, in which case it drains
all but 1d4 hit points from the wielder, as food of course. It is an evil blade.

@
Flame Tongue Long Sword--Wilde

Intelligence: 15

   Wilde is an intelligent Flame Tongue (INT 15) with Black flames. It does
normal flame tongue damage (+1, +2 vs. regenerating, +3 vs. avian, cold-using,
and +4 vs undead; acts as a Ring of Warmth, burns webs). It also speaks 4
languages: NG, Common, Elvish, Gnome; casts X-ray vision twice per day 1 turn
duration, casts Detect Evil twice per day; and is a special purpose sword.
   Wilde's special purpose is to kill Drows. Against Drow it is a +5 weapon. Any
Drow hit with Wilde must save vs. magic or be disintigrated. Wilde speaks with
English mannerisms and in a higher, more melodius voice than Horgon. Wilde
objects to hitting plate mail, but will do so in the hands of his wielder - the
ranger/magic user.

@
Windsword of Sharda

   A +1 long sword, and once per day the wielder could perform a whirlwind
attack, which gave him 4 attacks in one round. The sword had the potential to
develop other powers such as summoning a dust devil or whirlwind once per day.
The character who kept using it even when more powerful swords became available.

@
Ebony Blade

Usually a short sword of dark-metal, turns black at night.
+2 in light less bright then a cont light (i.e. torch light, etc)
Grants weilder ultravision 90'
Create darkness 15' radius 3/day
Hide in shadows +20% (+50% if standing still) (if non-thief, skill @ 20%)
ove Silently +20% (if non-thief, skill @ 20%)

@
FangBlades

Unique Item. No other like them in the worlds.
+4 (paired) short swords.  (intelligence and ego unknown)

   Whenever a killing blow is struck with one of these blades, the victim's soul
is destroyed, and the hit points of the victim are added to a running total of
points stored in the sword. Whenever this total equals or exceeds 1,000 points,
the wielder may add a +1 to any of his abilities (+1 or +5%) permanently. Also,
the caster may will the swords to glow with burning runes depicting the names of
all the souls they have destroyed.

@
Flamebird Special

Short sword with flaming spines making up the hilt (cactuslike)
Magical adj: +1
No Int, Ego or Alignment

   This short sword *CAN* be used by clerics (it belonged to a cleric named
Father Flamebird who just happened to have a weaponsmithing proficiency). Only
the most docile gods will disallow clerics to use it since it is a relic
representing survival. It was used in the Age of the Nine Hells to keep Father
Flamebird alive when all of his kind were going to a slow, horrid death by the
evil that grew in the land. The spikes:
- can be shot in a widespread arc (180 deg.) for 5 pts of damage to any creature
  in that area (no to hit unless creature is on the edges).
- can be shot in a focused beam causing 20 points of damage on a sucessful to-hit
  roll.
- grow back in a week

@
Idrenal

   A +1 short sword, +2 in the hands of a thief, which when used for a backstab
attack advances the thief an additional step of multiplier (i.e., x3 instead of
x2, etc.) normal to their level.

@
Maelstrom (Metal Storm)

+2 short sword
Intelligence: 15
Ego: 7
Alignment: Neutral Good

- Speaks common and Auld Wyrmish (the base of all current dragon languages)
- Can detect good and evil within 15'
- Can create 2 illusions per day at range of 120 yards
- It is moody and slightly obnoxious, however it's basically good and so isn't
  too much trouble
- It does tend to be impulsive and in the worst situations

@
Short Sword of Disarming

   A short sword which grants its wielder +4 on attempts to disarm an opponent.
On high rolls, the opponent's weapon must save vs. breaking.

@
Short Sword of Severing

   A magic sword with no plusses normally, but is effective against inanimate
objects. The sword could be used to instantly sever any rope or chain, and sever
any tentacle or tendril of a plant or rock-like monster on the roll of a 20. It
can also hit any golem as if it had the necessary plusses.

@
Sword of Horus

   This short sword +3 is dweomered with a permanent globe of invulnerability
around it.

@
Shortsword of the Night

   These short swords are enchanted with the ability to cast forth an area of
darkness of 5'-25' radius, but of a sort so that the wielder can see within it as
per lighting conditions without this darkness (i.e. if it is already dark, this
is not gonna help).

@
Scimitar Ulundaris

   A +1 scimitar, which when used by a Druid has the ability to cut vegetation
(including wood) as if it were soft material-in combat it is +3 vs. plants.

@
Rapier of Dancing

   This appears as a fine rapier with a golden hilt, and when identified will
be identified as a Sword of Dancing +3. Of course this is not the normal
Sword of Dancing that the players will expect, and when commanded to "Dance"
in the middle of a battle, it will proceed to grow arms and legs and will
disco dance for 1d10 rounds and then return to its wielder. Anyone watching
the sword must save vs. Spell or start dance with it. After all, it's a very
attractive sword.

@
Crystal Bastard Sword

To hit/damage adjustment: +2 or +3
Special abilities: Language translation (see below)

   A bastard sword made out of a large single peice of quartz crystal. Magic
makes it the same weight and hardness of a regular 2-handed sword and provides
its special ability which is not obvious or always known). When held so the user
can see through the blade, it translates any written language into any other of
the DM's choice, usally common, dwarvish or elvish. Can be used 3-5 times a day,
and each charge lasts for ten minutes.
Note: It can only be activated on command! It thus has a limited intelligence
      that only pertains to translation (which may not always be precise). The
      sword must (obviously) be clean to be useful for this purpose. The work to
      be translated must be clearly visible and of a sensible language. Possible
      option: only allow it to translate from one specific language to another.

@
Demon Bane

   This bastard sword is +3 for all normal purposes, but has several powerful
functions when used against Demons. The wielder of the sword is immune to all
magical effects and spells caused or cast by any demon, directed specifically at
the wielder. For any other effects, the wielder gains a +4 on any saving throws,
and will even get a saving throw if there was none before. The sword glows a deep
blue whenever a Demon gets within 120'. On a hit of a natural 20, if intended,
the sword will hit and shatter the Demon's amulet. In fighting Demons, the sword
is +5. The sword is only usuable by Lawful Good char's.

@
Demon Sword

   This +2 bastard sword is a polymorphed Type IV Demon (or Tanar'ri, True -
Nalfeshnee if you wish) and can throw all the spells that such a creature could
throw. The wielder should not be told this. The demon will cast whatever the
wielder asks. The sword will exact its payment each midnight in hit points (1hp +
1hp for each power used). You could scale this up to reflect the different spell
levels, if the character can take the losses.
   The sword communicates through telepathy. The wielder can only get rid of the
sword if Remove Curse releases the demon from its imprisonment in the sword, free
to cause mayham on the party.

@
Juris Est

   Juris Est is an artifact that was created by the lords of Law. It was many
years in the making, and has many wonderful powers.

Powers:
- Intelligence of 20
- Ego of 20
- Communicates telepathically with wielder
- Lawfully aligned
- +5/+5 vorpal bastard sword. Does triple damage to chaotic creatures
- Protection from Chaos (wielder)
- Detect Chaos (twenty feet)
- Acts as a mace of disruption
- Lightning bolts (6d6 once per melee round)
- Resurrect (as a twentieth level cleric) once per week
- Psionic ability: 400 points. All attack and defense modes
  - Major psionic disciplines: telekinesis and energy control
  - Minor disciplines: ESP, empathy, levitation and precognition.

@
Lifekeeper

Bastard sword +2
INT: 14
EGO: 10
Alignment: Chaotic Neutral (VERY slight evil tendency)
   - Can detect secret doors within 5'
   - Detect traps within 10'
   - Can cast cure light wounds on owner 3 times/day
   - Can fire 8 magic missles per day (360' range) (no more than 4 per volley)
   - Speaks demon, common, alignment, and 1 other language of the DM's choice

   While the sword is chaotic neutral, it is fairly quiet, preferring to be left
alone. When it does speak, it tends to be brisk and to the point; rarely tactful.
The sword's slight evil tendency is perhaps inherited from it's previous owner of
several years, a cambion demon.

@
Sword of Force

(+2 Sword of Force energy)

Normally in the form of a bastard sword, this sword bestows the benefit of the
spell "shield" when drawn.

@
DragonDeath

   DragonDeath is a magical (+3) two-handed sword. It is +4 vs. reptiles, +5 vs.
dragons, end +6 vs. wyrms (true dragons in my campaign). It has a tendency to
glow when in presence of these creatures which it detests within an unholy wrath,
and in the presence of wyrms, the weapon attains dancing capabilities, striking
as its wielder for 1d12 rounds before returning.
Note: regardless of circumstances, the weapon may dance only once per day.

@
Dragonswords

   Here's a sword (actually 3) I created  for my home built campaign. They are
the dragon's tongues and are all two-handed swords.

Background
   The dragons' tongues were forged by a Grandmaster of Balence (in my campaign I
have three orders of monks LN-order of balence, LG-order of flowers, LE-order of
darkness) to counter extremes. He wanted to keep the balence, with a powerful
weapon that in itself is balanced. He sought out a huge, ancient red dragon and
gold dragon and slew them both (fist ed. dragons remember & a 21st level monk).
These two dragons were the most powerful of their kind and completly, totaly
opposed in their ethos. With the help of a powerful wizard and Primus, God type
in Nirvana, he fused the tongues of the two dragons together to create a
powerful, but highly unstable, instrument of neutrality. He used this two handed
sword to keep the balence in his realm for five years at which point the opposed
spirits within the sword split apart in a fiery cataclism (always wanted to say
that) and were tossed to opposite ends of the planet. Now, only in time of great
need can one (one of great power and representative of neutrality) call upon the
two swords to join together to put down an extreme.

Abilities
Gold dragon (flame) tongue: Acts as normal flame tongue (as in DMG) & when 
                            attacking CE beings the wielder recieves a +1 bonus
                            to hit and +2 bonus to damage & if an evil being
                            attemps to pick up this item they must save vs. Magic
                            or be slain, 3-30 pts. damage if save is made.
Red dragon (flame) tongue: has the same abilities but effecting good instead of
                           evil.
Abilities of the two joined together: Normal flame tongue properties, and the
                                      union of the two spirits awakens them from
                                      their dorment state (the weapon will only
                                      stay together for 1-4 days at which point
                                      it will seperate and can not be rejoined
                                      for 10 years). The wielder is immune to all
                                      flame and can issue forth a cone of fire
                                      from the blade causing 10-100 pts of damage
                                      three times a day. The wielder may also
                                      cast any MU spell from 1st through 3rd
                                      level once a day.

@
Horgon

Two-Handed Frostbrand Sword
Intelligence: 14
Languages: Chaotic Neutral, Common, and Gargoyle

   In addition to the Frostbrand abilities (+3, +6 vs. fire/fire using creatures;
50% chance of extinguishing magical or non-magical fires in a 10' radius, it
casts strength on its weilder twice a day (3 hours duration), and casts heal once
per day.
   Horgon is a gruff, brooding sword that speaks in a deep voice and shouts "DIE,
FIRE GIANT SCUM" when striking a Fire Giant. It has similar messages for other
fire using creatures. He gets along alright with his wielder and other fighters
or people who are CN. He doesn't really like Wilde, the other intelligent flame
tongue long sword in my world.
   Horgon's primary goal is glory.

@
IronFist

   This two-handed sword is +1 to hit and +2 damage. When the wielder holds it
firmly in front of him shouting "IRONFIST", the blade polymorph itself into a
huge arm with powers equivalent to the Bigby's Crushing Hand spell. This can be
done three times per day.

@
Sword of Might--Rogenwhor

Two-handed sword +3

   Wielder is compelled to call sword by full name, while the sword keeps saying,
"The name's Roger!".
   He gets offended when people refer to him as a bastard sword, and replies,
"Hey, I don't call you a bastard <enter race here>!", unless, of course, it is a
half-elf wielding it, in which case he would just mutter to himself.
   Roger has two modes of communication, speech and telepathy. However, he uses
them at in opportune times. He will speak telepathicly, when in public, and when
the owner talks to his sword, he looks crazy. He will speak outloud when you are
trying to sleep, or are trying to sneak somewhere. Roger can read his wielders
mind as well, but doesn't tell his owner that. Roger was made to kill those races
which make up the "giant class", and therefore can speak all of those languages
very fluently, but prefers to just scream the most foul taunts at it's opponents,
if they are of the giant class.
   The special power of the sword is it ability to fire a lightining bolt as a
15th level wizard, once per day. Roger will not tell his owner of this ability,
unless it is a matter of life and death.
   Roger is of Chaotic Good alignment, and can only be used by people of Good 
alignments. If an Neutral person touches the sword, they will be jolted for no
damage. If an Evil person touches the sword, they will be jolted for 10 points of
damage, with no saving throw.
   Rogenwohr (pronounced ROW JEN WHORE) is crafted of adamant, mythril, and
platinum. The blade is pure adamant, while the hilt is made of a mixture of
mythril, and platnum.
   It is rumored that the spirit of Rogenwohr was a ranger in his former life.

@
Starblade

   These mighty blades are huge two handed swords. Nine are known to exist, one
for each alignment. These blades are extremely powerful, and one will only allow
itself to be used by mortals if some dire threat exists to its alignment that
said mortal can somehow rectify. The blades are +7 for to hit and damage
purposes. They are highly intelligent (int 25), and will only cooperate with an
individual of the same alignment. The sword is too heavy to be used by anyone
with a strength below 25, however if the sword allows itself to be used, then it
will bestow such strength on its wielder while being in active use. Furthermore
the sword will bond with the wielder, fusing its life force with that of the
wielder. This effectively gives the wielder an additional 100 hp while in contact
with the blade (for damage purposes, if for example a fifty hp creature wields a
starblade, every third hp of damage suffered will be subtracted from the char
itself etc.). The sword is in telepathic link with the wielder, allowing the
wielder to use the 25 intelligence toward illusions detecting purposes.
Furthermore, regardless of alignment, all swords bestow the following powers upon
their wielders. det magic, det invis, det evil/good, dispell illusion on touch,
immunity to fear and charm/sleep type powers and spells, IR 120', UV 120', Globe
of invuln, tongues. Then there are powers dependant on which alignment the blade
is.

        Alignment of    Power Once/    Power Twice/    Power Four/
          Sword:           Day:           Day:            Day:
        Lawful Good     Holy Word         Heal         Lightn Bolt
        Neutral Good    Holy Word         Heal         Shock Grasp
        Chaotic Good    Holy Word      Polymorph Self  Shock Grasp
        Lawful Neutral  Prism Spray      Dim Door       Ice Storm
        True Neutral    Prism Spray    Teleport no err  Cone Cold
        Chaotic Neutral Prism Spray      Dim Door       Ice Storm
        Lawful Evil     Unholy Word    Polymorph Other  Burn Hands
        Neutral Evil    Unholy Word       Harm          Burn Hands
        Chaotic Evil    Unholy Word       Harm          Fire Ball

   All effects of once per day are at 24th lvl, all effects of twice per day are
at 16th lvl, all effects of four times a day are at 8th level. Should the wielder
be slain while wielding the sword, thus also having depleted the sword's hit
points, the sword 'dies' on this plane, and will automatically be transported to
its own alignment's plane to be 'regenerated', a process that takes d10 years.
During the Azithian Race wars, four of these blades were known to have been in
use. The Chaotic Good blade was in the hands of the brilliant general Sarpedon of
Cron Shander. Cron Shander sided with Piraz the Mad, and was leveled in the final
days of the war, when Piraz was already killed. Azith Dengg is rumored to have
been personally responsible for the kill. The Lawful Neutral blade was wielded by
the sorceror Szartax VI, descendant of the warrior to whom is named the armor. He
used it to great effect in the defense of the Capital of Szartax. He killed
Anchises, when his strike team, by then grown into a veritable army of drow,
goblins and human thugs, attempted a too bold stroke of torching the cities grain
supplies. Due to the sword Szartax VI saw through their covering illusions, not
one in ten of Anchises' band survived the trap laid for them. The Neutral Evil
and Chaotic Evil blades were used to great effect by the great drow and ogre
generals Phaedra and Megaera. The current locations of none of the blades is
known, though the lawful evil sword is most likely in the hands of the Royal
House of the Drow. Both Szartax VI and Sarpedon were members of the Council of
Twelve.

@
StarFighter  (+2 2-handed sword)

   Creates a fairie fire around any opponent within 10' radius of wielder.

@
Sword of Piraz the Mad

   This great two handed blade can only be wielded by those possessing a strength
of 18/00 or greater (the great warrior Piraz was rumored to have had a natural
strength of 19, AND used a belt of storm giant strength). This great mithral
blade is unaffected by any spells itself and conveys a 50% magic resistance upon
the wearer while wielded. Furthermore the blade is not affected by any form of
metal. Hence when using the weapon on armored opponents, any metallic armor, even
if magical, this armor can be discounted for to hit purposes since the blade will
slice right through it. This effect can also destroy the weapons of those being
fought, or used to slice through iron doors, chains and other metal items. Note
that this can be very destructive for the armor of the opponent, DM's discretion
will be needed to impose AC penalties on those whose armor's have been ravaged by
this blade. The sword has a magical bonus of +4, and does double the damage of a
normal two handed sword. The handle of the sword is made of gold and set with a
huge ruby containing the soul of an ancient arch-demon.

@
Sword of Warding

   This two handed sword +3 sheds a light that is harmful to undead. The light
will act as a cleric of level 12 in terms of turning undead. Those undead that
cannot escape the light (i.e. are forced to be within 20' of the sword) are
weakened 1 hp per round. The sword is only usuable by good characters, the moment
an evil character touches the sword, it flares up and delivers burning damage of
4d8 regardless of protection the evil character might be toting.

@
Treasure Sword

   This sword can be wielded only by a good character (any fighter class) against
evil character only - will not damage neutral characters, even those threatening
the wielder. Treasure swords are intelligent, +3 two-handed swords. Emanate
sunlight which destroys vampires on sight, stuns or makes flee other lesser
undead, and gives combat penality equivalent to Bestow curse to greater undead.
Gives equivalent of protection from evil to its wielder. These swords cannot be
purchased or given - the sword itself guides a worthy character to itself guides
a worthy character to itself trough dreams, animals, etc. The character must be
on a quest for a good cause to find the sword (let DM decide which cause is
important enough). The sword will disappear after completion of the quest - goes
back to its resting place in the ground. The sword is protected by powerful
magics, and cannot be found unless the sword wants it.

@
Elf Slayers

Magical adj: special (see explaination)
Intelligence: nil
Magical abilities: Hitting a full blooded faerie causes triple damage
                   Hitting a partially faerie folk causes double damage
                   Magic of armor created by faerie folk is nullified by swords
                   Owner gains +5 save vs. magic regardless if it is unsheathed
                      or not (see other notes on magical resistance).

   If the result of the saving throw is 20 or better, the spell has *NO* effect
on the owner. As a side note, beneficial spells must get past a saving throw of 2
to effect the user (-1 per level of caster). Also, no magic items of any sort
will funtion on the user as long as the sword is within a foot of him.
   For the purposes of this sword, faerie races include: Elves, Sylphs, Dryads,
Nymphs, Pixies Brownies, Atomies, Quicklings, Pseudo- and Faerie-dragons, Satyrs,
Sprites, Leprechauns, etc. Basically, any race that has some inherent magical
ability or defense and would be found in a sylvan setting (see DMG#1, encounter
tables) is considered a faerie race. Note that Gnomes and Halflings are excluded.
A partial faerie race is any of the above combined with a non-faerie race
(usually human). Half-elves are the most common example.
   The metal used in these swords is flat black, and is very difficult for the
Dwarven masters to forge. Other weapons made of this metal (called Zu fluct by
Dwarves, which today translates as 'elf slayer' although it originally meant
'kills wimpy scum') include spears and arrows. The arrows do not affect saving
throws or magic items, and the spears only give a +1 to saves and save against
beneficial spells on a 18 or better. If a faerie even touches this metal, he
takes one point of damage per pound of metal. Note that this could be
misconstrued as ego damage. Most Elf Slayer swords are broadswords.

@
Revenge

   This broadsword is sturdy with an iron blade, a brass handle, and is cool to
the touch. At night, any spirit within one mile whose death needs to be avenged
will visit the wielder - who is the only one who can see them. The spirit with
the greatest need will ask the wielder to avenge it and the wielder is geased by
it. The wielder cannot have more than one geas at a time. The wielder will not be
harmed by ghosts nor can he attack them. He cannot throw the blade away while
geased.
   The sword is +2 normally, exhibiting its true power (+4) only when the wielder
is geased.

@
Throwing Broadsword +1

   You throw it, it attacks up to two targets and returns the same round. The
wielder has to make a DEX check to catch it on its flight back or take full
damage.

@
Wizard Bane

+1/+2 (vs. magic users) Broadsword
Intelligence: 12
Ego: 6
Alignment: Chaotic Neutral
Communicates: semi-empathy

- Can detect magic/magical beings within 15'
- While grasped, gives wielder +2 save versus magic
- Paralyzes any mage it hits for 1-4 rounds

@
BlastBlade Dagger

   A shabby looking dagger that on rare occasion (randomly determined) causes a
small fiery blast for 6d4 damage when it strikes its target. The weapon is not
damaged by this.

@
Blood Claw Dagger

   This throwing dagger is +3 to hit and damage. Upon hitting a creature that is
possesive of blood as life force (i.e. not undead or slimes or crystalline or
stone creatures etc.) the dagger will automatically grow barbs and burrow itself
to the hilt inside the target. Every round after the round in which it has
struck, the dagger will drain an additional 2d4 hp until the creature dies or the
dagger is removed. Removal of the dagger will cause the victim an additional 3d4
hpd due to the extensive barbs.

@
Butt Driller

+1 dagger normally
+3 if used from behind (great for thieves!)

@
CoinStealer

   An evil +4 golden dagger with what looks like a platinum blade. There is a
small amount of tarnish on the blade which writhes in torch light. In shadows and
darkness the blade never glints or betrays it's wielder. The blade is intelligent
and has the special purpose of acquiring money. It can detect the number and type
of precious metals at up to 20' and the number and type of gems at up to 10'. My
gnome thief/illusionist came across this nasty piece of work and fell in love
with it, especially since the dagger was almost as greedy as he was. "Yeah Boss,
the dopey lady with the tatoo has 3 emeralds in her sock and a silver piece under
her wig".

@
Daelus

   A chaotic intelligent +2 dagger, which once per day can fire a bolt equivalent
to a magic missile, doing 2d4+2 points of damage, but only with the weapon's
cooperation.

@
Dagger of Alignment Detection

   This weapon appears to be a well-made dagger with five small gems set in the
hilt. It radiates magic. When a command word is spoken and the dagger is pointed
casually in the direction of a person or object within 30', one or more of the
jewels will glow to indicate the alignment of the creature or thing (such as a
magic sword) pointed at. The usual code of such daggers use is as follows:
                              emerald  = good
                              diamond  = neutral
                              ruby     = evil
                              topaz    = chaotic
                              sapphire = lawful.
   Thus, the emerald and sapphire set in an alignment dagger will glow if it is
pointed at a lawful good character.
   The target to be identified must be visible to the holder of the dagger. The
weapon's aim is not especially accurate; if is pointed in the general direction
of more than one creature or object of different alignments, the gems will glow
alternately in rapid succession, making their message difficult to interpret. The
alignment dagger is a normal weapon in all other respects, giving the holder no
combat bonuses.

@
Dagger of Happiness

   Similar to a Dagger of Venom, it is +1 and its hilt holds 6 doses of a
sedative/happy drug. When striking an opponent, there is a 10% chance of the
dagger injecting the drug into the opponents system. The opponent then makes a
save vs. poison. If the creature attacked fails its save, one round later it
sits on the ground with a smile on its face (faces, what passes for a face).
This obviously doesn't affect things not affected by poison or that don't have
blood per se. The effects last 1d4+1 turns. If the creature attacked makes its
save, all further saves against this poison are at -2 per injection during the
above duration, because the drug is still in the being's system. Since the
drug is slow acting, there is more of a chance that it will be injected over
a normal Dagger of Venom - which is 5% - on a natural 20.

@
DaggerTip

   This item appears to be the tip of a dagger which has been broken off a
complete weapon. It has a hole crudely drilled in one end, so that it can be worn
on a necklace or braclet, like a charm. When a command word is spoken, the
DaggerTip falls from whatever it is attached to, becoming a +2 Dagger. An
additional command word will make the dagger invisible. The grip is hollow: the
pommel unscrews to reveal a compartment containing thieve's tools. Repeating the
command word causes the dagger to shrink back to its original form. The small
size and relatively harmless appearance of the Dagger Tip makes it an easily
concealed weapon!

@
Diamond Dagger

   The diamond dagger is a dagger who's blade is made of magically reinforced
diamond. The blade will cut any non-magical material (flesh of 'magical' monsters
is non-magical) easily. It will act as a reduce any armor class to 9 if the armor
worn, animal hide, etc., is non-magical, although any bonuses for dexterity,
etc., is still applicable. The dagger still acts as a +3 dagger and will do so
against magical armor too. It will also cut most any material, stone like butter,
metals like sand, and wood like flesh. The damage done by the dagger is as a
short sword. The dagger has no bonuses at all against materials that are made or
alloys of mithral or adamantite. It can be used to cut open chests, doors, carve
stone, shape metal, etc. The dagger is balanced for throwing, and will always hit
blade first and always (not mithral and adamantite) sink in to the hilt, which is
made of steel and adamantite. This dagger need never make saving throws, unless
it is being hit with (not hitting) a weapon or object of mithral or adamantite,
whereupon it will shatter if failed.

@
Elven Dagger

   This weapon, created for elven warrior commanders, is fashioned of a mithral,
silver and steel alloy. It possesses the ability to detect giant-class creatures
at a range of 200' outdoors, 100' indoors or underground (for a list of
giant-class creatures, see Unearthed Arcana page 22). The blade of this dagger
glows a faint white-blue color when such a creature is at the extreme range of
its detection ability. The glow intensifies as the giant-class creature gets
closer, until the blade is shining with the equivalent of a light spell.
   This dagger is +3 to hit and to damage giant-class creatures only. When
attacking other creatures, it is considered to be a +1 magical weapon, but it
strikes and wounds as a normal dagger. If desired, the dagger can be commanded to
dim its light or to withhold its radiance when stealth and concealment are
important. The blade glows only when giant-class creatures are near, not by any
command. Any giant-class creature that holds or touches the weapon receives 1-4HP
damage per round of contact.

@
Lecrucia the Thristy

   Lecrucia is a magical dagger of grey stone. The dagger was crafted by an
ancient, matronly, ogre mage for really painful rites of summoning. The ogre cast
her soul into the dagger when her temple was everwhelmed by troops of the good
order. She has been causing more trouble ever since. Lecrucia has intelligence of
17, wisdom of 17, ego of 17.
Her powers are:
	1) +0 base to hit/damage
	2) +2 vs. high elves
	3) +3 vs. grey and drow elves
	4) +1 vs. things with blood
	5) +6 vs. vampires (they have a lot of blood)
	6) 2d12 blood drain AT LECRUCIA'S WHIL (substains her life force)
   Lecrucia will turn against her master if he won't let her drink. If she gains
control, she will plunge herself into her slaves heart and drain him or her
completely. Lecrucia is Lawful Evil and will try to pervert anyone who uses her.
She can only drain blood eight times per day, the number of the diamonds on the
hilt. When she drains blood a diamond turns red.

@
Potracos

   A dagger of healing that works normally twice per day. However the third time
it is used it does regular damage. It has a white handle, or black if you want to
be perverse.

@
Shorty

   This long, thin-bladed dagger possesses its wielder with a desire to steal and
kill,turning the wielder toward a shade of selfish evil. In the hands of a thief,
the blade allows a plus 50% on opening locks (up to a maximum of 99%). Moreover,
it can cut through most magical seals (8 charges). The blade does a base d6
damage, is +4 in term of magic, and attacks twice per round whether thrown or
held in melee. It may dance for 3 rounds and may excrete a magical poison once
per day (save vs. poison: lethal vs. lawful creatures, others take 6d6). The
dagger has a playful mentality but a limited intelligence.

@
Silent Blade

   A dagger that when it is drawn from it's sheath activates a "Silence 20 yard"
spell. It was of course made for a thief...
   It was by the way +3 and was not made to be thrown. It also had a small
compartment in the hilt big enough to hold a few gems or a ring or two...

@
Daggers of Pain

   Once per day, these daggers inflict damage as does a symbol of pain to the
target they hit, provided maximum damage is done.

@
Thrown Dagger of Backstabbing

   This dagger allows the thief to backstab one category higher (from x3 to x4)
once per day on a thrown backstab. It will return once per day and for the rest
of the day will function as a dagger +1.

@
Vampiric Crysdagger

   This is a +1 dagger which sheds no light. When wielded by a thief, it does
vampiric touch (3d6 dmg) once per day.

@
Vanquisher

Quasi-relic. Dagger +2 (+3 vs. larger than human).
INT 17, EGO 19.
Known languages: Ogre, Bugbear, Lizard Man, Fire & Hill Giant.
Can read magical runes.
Detects Good/Evil 100' radius and invisible objects 1' radius.
Teleport once per day (to known location).
Special Purpose: Slay non-human monsters
Special Purpose Power: Paralysis 1d4 rounds, save vs. magic.

   Notice no alignment. This has helped promote the vigilant search that develops
whenever this weapon is known to be around. It has been pawned for @30,000 GP by
one player in our group who was an assassin. Needless to say, he retrieved the
dagger after the sale. Oh, the dagger no longer has an alignment due to the fact
that as long as it's special purpose is kept it doesn't care who uses it.

@
Vengear

   This small dagger has been powered with an extremely potent dweomer. It has no
plusses or any other bonusses when used in regular combat. However, when the true
name of any creature seen by the wielder at some time in his or her life is
spoken aloud, and the dagger thrown, the dagger will automatically strike that
creature, wherever that creature may be. Thus if necessary, the dagger will sail
through the planes to seek and hit the creature. Upon hitting under such
circumstances, the effect of a harm spell will automatically affect the target,
and then damage for the dagger will have to be calculated. Note that this does
not necessarily kill the victim. First roll d4 for hitpoints left, then d4 for
hitpoints lost due to the dagger. There is only one of these daggers known to be
around, and this was the item that finally brought low the infamous Piraz the
Mad. The hand that threw the blade is thought to have been that of Saicha La
Vallee, Azith Dengg's wife. Her powers and actions throughout the long wars are a
mystery. It is certain that she played a large role behind the scenes in
organizing the campaign led by her husband.


@
Sword of Power-Shieldbreaker

Symbol: warhammer
   (The Sword of Force +3)
   The most powerful of the twelve. As Vulcan's prized weapon, he invested a
great deal of his essence into the blade. The Sword prevents any harm to come to
the wielder from any type of weapon or spell (direct or indirect/physical or
mental). As long as someone is engaging the wielder in combat he cannot release
the Sword (he does not have to draw it, and may release it after all opponents
disengage). The only thing that the Sword will not effect is unharmed opponents:
if anyone or thing that attacks without weapons (or spells) the Sword will pass,
harmlessly, through them as if they were made of air. The other disadvantage is
that the Sword increases it's strength by drawing from the wielder, for every
five rounds of combat it reduces the wielder's Strength by one (ie 2 points of
STR per turn). The wielder is not affected by this loss until all combat is done
and the magic of the Sword no longer supports him. If the wielder is below one
point of Strength, he will be comatose until he reaches 1 point; regaining one
point a day. After this he will regain 3 points per day for total rest, or 1
point a day for resting and travelling (riding ONLY).

COMBAT EFFECTS:
   Dispels all spells used against wielder.
   For every person who attacks the wielder with a weapon or spell (in melee
range) the sword will: d100:
	 1 - 20%  Destroys their weapon.
	21 - 40%  Cuts off one hand/arm
	41 - 45%  Cuts off both hands/arms
	46 - 50%  Cuts off one leg
	51 -100%  Kills (no save)
   There is no save for any of these effects.  Magic armor offers no benefit at
all, nor will a Stoneskin absorb the damage.

@
Sword of Power-Stonecutter

Symbol: block with a wedge of it cut out
   (Sword of Siege +3)
   Stonecutter slices through rock and stone, literally, as a hot knife would
through butter. If it's point is rested on stone, it will begin to cut it, with
its own weight. Stonecutter may be used to tunnel through stone at a rate of 3"
(this is assuming there is someone to remove the debris, or that the tunneler is
going up, letting the debris fall below). The tunnel would be about four feet in
diameter. Stonecutter has no combat bonuses in addition to the standard benefits
of a Sword, unless fighting creatures made of stone. Then Stonecutter adds a +4
to hit, and a +6 to damage. On a modified roll of 19 or 20, the Sword will cut
off a limb or appendage, and on a natural roll of 20, it will destroy the
monster. When used against stoneworks it does 15 points of damage.

@
Sword of Power-Doomgiver

Symbol: ring (circle)
   (Sword of Justice +3)
   It is the least known Sword (it was destroyed without ever have been used were
the teller of the story could tell the readers).
   The Sword of Justice throws the power of the opponent(s)'s attack back at
them. Acts a Ring of Spell Turning (and over powers a ring) against spells.
Attacks with melee weapons: attacker rolls to hit, if the score is enough to hit
the ATTACKER he rolls for the amount of damage he *would* have done, then
Doomgiver hits him, causing that much damage.

@
Sword of Power-Sightblinder

Symbol: an eye, 1/4th closed
   (Sword of Stealth)
   When the user wears this Sword it makes him appear to all others as what they
fear or love, depending on who and what they are thinking of (the wielder may
change from a father to a wife, if the viewer's thoughts change). Usually groups
see the wielder as the same person.
   The image the wielder takes cannot be chosen, it may or may not appear to be
wearing a sword (or even a Sword if others see him as a person who should be
wearing one). Also the wielder can see through all illusions, magical or
otherwise. The Sword acts as a True Seeing spell when drawn.

@
Sword of Power-Woundhealer

Symbol: open hand
   (Sword of Mercy +3)
   (Sword of Love)
   The Sword of Mercy cannot harm any living creature, if thrust into someone it
will cure 2-20 points of damage, cure disease, cure blindness, and regenerate
(which will also heal what the cure 2-20 doesn't).
   If used against undead, they must save versus Death Magic at -8, or be
rendered dead. Undead without corporal bodies can be hit, the Sword does the
damage as a "normal" Sword (ghosts, spectres, phantoms, etc). With these pluses:
+3 "to hit" +3 damage.
   Evil creatures from the outer planes can be fought with this Sword. It does
damage as a Sword. With these pluses: +3 "to hit" +3 damage.
   If used against non-organic (never living) it uses the normal pluses for a
Sword, and does damage.

@
Sword of Power-Mindsword

Symbol: banner on pole

   All intelligent, semi and up, creatures who see this Sword drawn, become the
faithful servants of the wielder. They remain faithful until the wielder loses
the blade or they handle one of the other Swords and make a save. Possessing one
of the other Twelve allows the person a save vs magic not to be controlled by the
Mindsword. If the Mindsword and its wielder are out of sight the save is at +4.
Doomgiver's and Shieldbreaker's wielders are immune to the Mindsword. Creatures
under the power of the Mindsword will follow ANY command given by the wielder,
even suicidal instructions, with no hesitation.

@
Sword of Power-Soulcutter

Symbol: none
   (Sword of Despair +3)
   (Tyrant's Blade)
   Its power creates thoughts of absolute hopelessness in all within 100 yards
radius of the drawn sword. The wielder is also effected by the Sword. All within
the radius of effect sink to the ground, so hopeless that they can do nothing but
stare at the ground. Carrying another Sword will give the wielder a save vs magic
at +5. Once the Sword is sheathed (if it is sheathed all people effected slowly
regain their normal world-view and recover (10-level per rounds).
   The wielder of Soulcutter ages one year for every round the weapon isdrawn.
The wielder cannot return the blade to its sheath unless he also carries another
Sword and makes his save when Soulcutter is drawn).

@
Sword of Power-Townsaver

Symbol: Crenelated wall with upraised arm holding
   (Sword of Fury +3)
   Townsaver is somewhat similar to Shieldbreaker, in its effects on opponents in
combat.

COMBAT EFFECTS:
Wielder cannot be controlled by another.
For every person who attacks the wielder (armed or unarmed), if they are within melee range) the sword will: d100
	 1 - 15%  Destroys their weapon    Knocks weapon from their hand
	16 - 35%  Cuts off one hand/arm    normal damage
	36 - 40%  Cuts off both hands/arms normal damage
	41 - 45%  Cuts off one leg         normal damage
	46 - 95%  Double damage            normal damage
	96 -100%  Kills                    double damage
   The disadvantage of Townsaver is that it does not protect the wielder as does
the Sword of Force. If Townsaver is controlling the wielder he gains no AC bonus
for dexterity and suffers a -2 to his AC.
   A highly skilled fighter may be able to control the Sword. If (Level + INT +
WIS + CON) > 55. If the wielder can control the sword it does not use the table
above, nor does it give an attack for each attacking opponent.
   Abilities of the CONTROLLED Townsaver: Adds 1 to the wielders attacks/per
round +3 "to hit" +3 damage.

@
Wayfinder

Symbol: arrow (pointer)
   (Sword of Wisdom +3)
   Wayfinder can be used to make decisions. Such as "Where can I find a wizard to
help me on this adventure?" you point the Sword around until you feel a tingle,
and then go that way. Wayfinder always makes the "correct" choice, but not always
the path of least risk.

@
Farslayer

Symbol: concentric circles (bullseye)
   (Sword of Vengeance +3)
   The wielder grasps this Sword by its hilt spins in a circle and says, "For thy
heart, for thy hear, who hast wronged me!" Release it, and it flies for a couple
of feet then disappears. It reappears by the named enemy and pierces his/its
heart, killing it. There is no save. No armor or magic can stop Farslayer, only
Shieldbreaker can stop this Sword (Farslayer would be destroyed). The sword lays
in the enemie's heart, until someone finds him and draws it out.

@
Coinspinner

Symbol: pair of dice
   (Sword of Chance +3)
   Coinspinner can be used similar to Wayfinder, although it finds the best
chance of what the wielder seeks. The oddest thing about the Sword of Chance is
that it is the only sword that can move itself. If not watched it may disappear.
No vault, or magic can keep it in one place.
	+4 Luck (all saves at +4)
	+6 Luck in all games of chance

@
Dragonslicer

Symbol: winged serpent
   (Sword of Heroes +3)
   Dragonslicer will kill any dragon whose flesh it bites. When used against
dragons it has no "to hit" bonus, but if the Sword hits the dragon dies (no
save). Removing the Sword from the dragon's body requires a bend bars/lift gates
roll.


