The enchanting of items is in no way limited to such things as rings, wands and weapons. In fact, all manner of objects can be—and have been—made magical. Hence the need for a category devoted entirely to miscellaneous magic.
As a general rule, the properties of any item will only become apparent through careful and determined examination and experimentation. Very rare indeed is an object that comes with an instruction manual!
Note on books: All magical books, tomes, volumes etc. appear on cursory inspection as non-magical volumes of arcana. The only spells that will aid in distinguishing one type of magical tome from another are identify and wish. All other spells or powers are useless in this regard. Two wishes are required to determine the exact nature of any book, the first revealing only the general classes or characteristics most affected (but not whether for good or ill!). Most books will immediately disappear after being read, although a GM may of course decide to have a detrimental work stay with a character until a remove curse is employed.
An ornate bronze or brass bottle sealed with a lead stopper engraved with many runes of power, though often a thin stream of smoke can be seen leaking from the seal. Once per day the command word can be spoken, allowing the bottle to be opened. Doing so frees an afreeti imprisoned within. Roll d%; 01-10 means the freed afreeti is insane and immediately attacks anyone near the bottle, though it will not fight to the death. Unless the afreeti clearly outmatches the party it will likely melee a few rounds and then flee to its home plane. On a result of 91-00 the afreeti grants the owner 3 wishes then immediately disappears forever. The rest of the time (11-90) the afreeti will agree to serve the owner of the bottle for up to 10 minutes that day and follow all commands to the best of its ability. Every time the afreeti is freed from its prison this result must be rechecked.
Ahmek was a wizard turned sage who, legends say, was always forgetting to put money in his purse. This magic item is an exquisitely-crafted leather poke sewn from four leather panels, alternating black with a golden yellow colour. When found, the purse will contain the following: 5 cp, 5 sp, 2 ep, 15 gp, 3 pp. No matter how many coins are removed from or added to the poke, the number of coins will always reset to these amounts at midnight.
This jug appears as an ordinary ewer or beaker, but will, on command, produce various liquids when poured. The type and quantity of liquid is as follows:
Salt water | 16 gallons | Oil | 1 pint |
Fresh water | 8 gallons | Aqua regia | 8 ounces |
Beer | 4 gallons | Alcohol | 4 ounces |
Vinegar | 2 gallons | Chlorine | 1 ounce |
Wine | 1 gallon | Cyanide | ½ ounce |
Ammonia | 1 quart |
The amount listed for each liquid can be produced up to 7 times per day, at a maximum rate of 2 gallons per round. Only one type of liquid can be produced per day, however.
This magic necklace grants the wearer a constitution bonus of +1.
A magical necklace which, when worn, bestows a bonus of +1 “to hit” on all weaponless physical attacks.
A magical amulet granting the wearer +1 to +4 to AC (roll 1d4 to determine the bonus). Determine gp value according to AC bonus; +1 = 2,000 gp, +2 = 8,000 gp, +3 = 18,000 gp, +4 = 32,000 gp.
The wearer of this broach is protected against attacks on his or her soul. The charm completely safeguards its wearer from possession, whether as the result of a spell or through the efforts of a demon, devil or like being. Furthermore, should the wearer be slain, his or her soul will enter the amulet and be protected for up to 1 week. If the amulet is destroyed during that time, however, the soul is destroyed along with it.
This amulet enables its wearer, once experienced with its use, to instantaneously and without error travel to extra-planar realities. Until the wearer learns how to use the amulet, however, the destination will be entirely random!
This amulet provides protection against all forms of scrying. Thus spells such as clairvoyance or clairaudience, devices such as crystal balls, and mental or magical powers such as ESP or telepathy (or, in fact, anything short of consulting a major extra-planar power) are completely ineffective in locating its wearer.
This device appears to be a large iron barrel. A secret compartment at one end contains 10 levers, each of which controlling a different aspect of the apparatus.
The apparatus moves at 30 ft per round forward and 60 ft per round in reverse. The pincers snap for 2d6 damage each, attacking as a 4HD monster but treating all AC as 0 (modified by dexterity adjustments, if any). They can be extend to a maximum of 4 ft from the barrel. The apparatus itself has an AC of 0 and can sustain 100 hit points of damage before leaking and 200 hp of damage before collapsing entirely. It can dive to a maximum depth of 900 ft and can hold 2 medium-sized creatures for 2-5 hours before needing to replenish its air supply.
This appears to be an ordinary arrow, although a detect magic spell will reveal that it has eldritch properties. Unlike other magic arrows, its enchantment does not aid in combat, however. Instead, once per day the arrow of direction can be used—by tossing it in the air and noting which direction it points when it lands—to show the way to one of several specific features: a stairway or sloping passage (either up or down), or the entrance or exit to a dungeon, cavern or cave. The feature sought must be identified either by distance (nearest, lowest, etc.) or by direction (north, leftmost, etc.). The query can be repeated up to 7 times over the next 7 turns.
A most wonderful item, this is a bag larger on the inside than on the outside. This magical sack also reduces the apparent weight of the contents of the bag. Bag capacity, volume, weight, and apparent weight all vary by type-listed on the table below. Overloading the bag destroys both bag and contents, as does piercing the bag from either without or within. Turning a bag inside out empties all contents out onto the ground and the bag cannot be used again until it is turned back. A living creature can be placed into the bag but there is only enough air to sustain for 10 minutes, after which the creature will suffocate and die.
The extra-dimensional space of the bag of holding is incompatible with that of the portable hole. Placing a bag of holding into a portable hole will open a rift into the Astral Plane and suck both objects and their content into Astral space, lost forever. If a portable hole is placed into a bag of holding, a gate into the Astral Plane is opened, destroying both objects and pulling anyone standing within 10 ft into the Astral Plane.
Type | Weight, lbs | Capacity, lbs | Capacity, c. ft | Value (gp) |
---|---|---|---|---|
I | 15 | 250 | 30 | 2,500 |
II | 25 | 500 | 70 | 5,000 |
III | 35 | 1,000 | 150 | 7,400 |
IV | 60 | 1,500 | 250 | 10,000 |
There are 3 known types of this particular magic item, detailed below, but all work the same way. The owner reaches into the bag and draws out the small, fuzzy ball inside. The ball can be thrown up to 20 ft away and it then becomes an animal which will serve the user for 10 minutes, until slain, or until ordered back into the bag. The animal is under control of the person who drew it from the bag and will follow simple commands such as attack, stay, guard, follow, and the like. Each of the three types, differentiated by colour, produces different animals, determined randomly every time the bag is used. Only 1 animal may exist at a time and a maximum of 10 animals may be drawn from the bag in 1 week.
Grey | Rust | Tan | |||
---|---|---|---|---|---|
d% | Animal | d% | Animal | d% | Animal |
01-30 | Bat | 01-30 | Wolverine | 01-30 | Brown Bear |
31-60 | Rat | 31-60 | Wolf | 31-60 | Lion |
61-75 | Cat | 61-85 | Boar | 61-80 | Heavy Warhorse* |
76-90 | Weasel | 86-00 | Black Bear | 81-90 | Tiger |
91-00 | Badger | 91-00 | Rhinoceros |
*appears with harness and tack and will accept the person who drew it from the bag as a rider.
A tiny bead of what appears to be made of dull, black glass. This item can be hurled up to 60 ft with no range penalty incurred, exploding on impact and dealing 5d6 points of damage to all creatures within 10 ft of the point of impact. The explosion also creates a resilient sphere with a radius of 10 ft and a duration of 10 minutes. The bead’s target will be imprisoned within a sphere of energy that can only be dispelled by a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. A dispelled resilient sphere will vanish harmlessly. Nothing can pass into or out of the sphere, though there is enough air contained within the sphere to prevent the prisoner from suffocating. The sphere is immovable from its initial location by any magical or physical means.
This magical girdle grants anyone putting it on a +4 to charisma when dealing with dwarfs, +2 charisma when dealing with halflings or gnomes, and -2 for all other races. If the wearer is not a dwarf, he or she also gains all the engineering based racial abilities of a dwarf (slanting passages, detect traps, et. al.); +1 constitution; and +2 on saves vs poison, spells, or spell-like effects.
This wide leather belt grants the wearer a strength bonus of +3 to +6 (1d4+2) on to hit rolls and +7 to +12 (1d6+6) on damage, except that it does not enhance to hit or damage rolls with missile weapons. However, while wearing the belt, a character may throw rocks as a hill giant does. Determine gp value by squaring the strength bonus (i.e., +3 = 9,000 gp, +4 = 16,000 gp, etc.)
A blue crystalline object about the size and shape of a sling bullet, the blemish blotter soaks up imperfections from gemstones. Any gemstone within 6 inches of a blemish blotter for more than 1 minute has a 20% chance of increasing in value by 20%. Improving a jewel costs the blotter 1 charge and every blotter has (1d6 × 10) + 40 charges. As charges are expended, the heart of the blotter turns scarlet and this area grows with each expended charge. When the last charge is expended the scarlet blotter crumbles into dust. This item can affect no jewel more than once.
An exceptionally well-made travelling spell book with magical properties, the blessed book is about 12 in × 8 in × 1 in thick, with 1,000 pages. The book is quite durable; iron bound and inlaid with silver protective runes and a sturdy lock. A magic user or illusionist can write spells into the blessed book without incurring the costs normally associated with inscribing spells in a spell book or travelling spell book. When found as a randomly-generated treasure, this book is usually empty of spells.
A 12 in × 12 in × 6 in wooden box which can be used as an ordinary storage container. The box is capable of unfolding itself into two different sized water vessels, depending upon the command word used. The first type of vessel is a boat 10 ft × 4 ft × 2 ft and comes complete with: 1 pair of oars, anchor, mast, and lateen sail. The second form, a ship, is 24 ft × 8 ft × 6 ft and comes equipped with 5 pairs of oars, anchor, mast, square sail, a deck and hold, a deck cabin, and single rowing seats. Any objects stored in the box before transformation are now stowed in the vessel. The boat can comfortably hold four human sized passengers and the ship can easily accommodate 15. Upon command, the boat or ship will fold back into a box.
Note regarding magic footwear: These items will magically resize to fit any player character class from the OSRIC core rulebook, unless otherwise noted in the item description. The rule of thumb for size limitation is: halfling size at the small end and the very largest of humans at the other. As always, however, this may not apply in your campaign at your GM’s discretion. In all cases, both boots must be worn before any magical effect takes place.
Soft leather footwear which allows one to move silently, even in the worst of conditions such as a creaky stair. Chance of success varies from about 95% for the absolute worst conditions to 100% for most conditions.
Allow the user to levitate or descend up to 20 ft per round, no limit on usage. These boots are not capable of lifting a total weight of more than about 600 lbs. Aerial agility level is only I.
When activated by clicking one’s heels together, the wearer’s movement speed is doubled and his or her AC improves by +2.
This magical footwear increases the wearer’s base speed to 120 ft and grants the ability to spring vertically 15 ft, backward 9 ft and forward 30 ft. This springing movement can be used in combat to attack and spring away if the wearer has initiative but under such conditions the wearer has a base 20% chance to stumble, decreased by 1% for every point of dexterity over 12. Carved into the side of the left boot heel is the name “Jak.”
Allow the user to teleport, as the spell, up to 3 times per day.
These boots allow movement at normal rates across snow and the wearer will leave no tracks to mark his or her passage. Boots of the winterlands also allow normal movement across ice and icy surfaces without slipping or falling, though the surface must be horizontal. The boots also affect the wearer as an endure cold spell as long as they are worn, with no time limit.
When the command word is spoken, these ordinary appearing boots sprout wings at the heel and allow the wearer to fly, as the spell (aerial agility: level IV). This power is usable up to 3 times per day with a maximum duration of 5 minutes per flight.
An ordinary-appearing stoppered glass bottle. When uncorked in an airless environment, however, the bottle will produce a steady stream of air until it is again within a breathable atmosphere or the bottle is recapped. This allows the holder to breathe underwater by “drinking” from the bottle. The bottle may even be passed among multiple users.
A stoneware bowl 1 ft in diameter, 6 inches deep, and usually made of a semi-precious stone; malachite, jade, or lapis lazuli are particularly favoured for this purpose. Filling the bowl with water and chanting the summoning words for 1 round causes a 12 hd water elemental to appear. The creature summoned behaves as if called by a conjure elemental spell. Only one water elemental may be summoned at a time; a new one cannot be called forth until the previous elemental is dismissed, slain, or dispelled. If salt water is used instead of fresh water, the summoned elemental will have 16 hd rather than 12.
A finely-made silver charm bracelet with four charms. The wearer may key each charm to a specific person and thereafter when the charm is grasped and the keyed individual’s name spoken, that person is summoned to the wearer’s location, along with all of his or her equipment. The summoned person must be on the same plane as the wearer, and must willingly answer the call (the keyed individual knows who is issuing the summons). Each individual charm has 1 use and disappears afterwards, if separated from the bracelet the charm becomes worthless.
This pair of items grants proficiency in the use of any bow or crossbow. If the wearer is already proficient in the use of a bow he or she will gain +2 to attack and +1 damage when using that weapon.
Similar to the greater bracers of archery, but these only grant +1 to hit and no damage bonus for wearers already proficient with a bow or crossbow.
When worn, this pair of armoured wrist guards grant from +1 to +8 magical enhancement to the wearer’s AC—but only when the wearer wears no other armour, nor a shield. These bracers are therefore highly prized by magic users. Determine gp value by squaring the AC bonus (i.e., +1 = 1,000, +2 = 4,000, +3 = 9,000, and so on).
When a fire is lit in this black iron brazier, and the words of summoning chanted for 1 round, a 12 hd fire elemental appears and behaves as if called by a conjure elemental spell. If brimstone is added to the fire before chanting, the fire elemental will be of 16 hd. Only one fire elemental may be summoned at a time; a new one cannot be called forth until the previous elemental is dismissed, slain, or dispelled.
This shoulder pin grants the wearer a +1 to AC and saving throws, and also has the affect of sending a silent boast to all living creatures in the area. This boast is a mental effect much like ESP, touting the wearer’s prowess in battle, and therefore does not work on the undead or mindless creatures. The boast has the result of doubling the chances of wandering monsters, a +10% to any opponent’s morale checks, and a -10% to reaction bonus checks. Once a person touches the brooch, he or she will be unable to rid themselves of it until a remove curse or atonement is cast upon the unfortunate victim.
In addition to its mundane function as a clasp for a cloak or cape, this brooch can absorb magic missiles generated either by spell or spell-like ability. After absorbing 101 points of magic missile damage, the brooch melts into a useless clump of metal.
This broom allows the user to fly up to 9 hours cumulative per day. Carrying up to 200 lbs the broom travels at 40 ft and carrying up to 400 lbs the broom travels 30 ft. The broom can be commanded to auto-pilot to any destination named by the owner at a speed of 40 ft, so long as the owner is reasonably familiar with the location and layout of the intended destination. The broom can be summoned to its rider with a command word from as far as 300 yards away. Its aerial agility level is IV (see Chapter III). Every known Broom of Flying reported has the name "Hazel" engraved upon the handle.
These candles come in 9 different types, each specific to an alignment. Any individual within 30 ft of a burning candle of like alignment is at +2 to hit and saving throws. A cleric of like alignment to a candle of invocation will determine the number of divine spells knowable as if he or she were 2 levels higher, if he or she burns the candle immediately prior to his or her daily meditation. He or she will even be granted and use spells of the higher level, although these spells are usable only so long as the candle is burning. The candle of invocation normally burns for about 4 hours.
The candle can also be used to cast a gate spell and the being responding will be of the same alignment as the candle. When casting gate the candle is completely and instantly consumed. The candle can be blown out as easily as any ordinary candle. Thus, the user may sometimes place the candle in a lantern to protect the flame-this does not interfere in any way with the magical effects.
When burned, this pure white candle creates a zone of truthfulness in a 5 ft radius around the candle for 1 hour. Within this zone any question put to a creature must be truthfully answered. A saving throw vs spells (unlisted categories) is allowed. The candle burns for 1 hour but if extinguished before that time the effects are dispelled and the candle’s magic is ruined.
This brightly coloured (some might say gaudy) cape allows the wearer to cast dimension door upon him- or herself once per day, disappearing in a cloud of smoke and arriving the same way at his or her new location.
Allows unlimited flight or hovering, and is activated by speaking the command word. The owner need only be within voice range to activate the rug and it may be controlled with spoken directions. There are 3 common sizes of rugs (see table, below) with varying weight capacities but all travel at 40 ft. Overweight movement is reduced to 30 ft but no carpet may carry more than double its capacity. Although the carpet can hover, its aerial agility level is only IV (see Chapter III).
Size | Capacity | Value (gp) |
---|---|---|
5 × 5 ft | 200 lbs | 20,000 |
5 × 10 ft | 400 lbs | 53,000 |
10 × 10 ft | 800 lbs | 60,000 |
A 6 in wide, 1 in high golden vessel. When filled with incense and lit, chanting the words of summoning for 1 round causes a 12 HD air elemental to appear as if summoned by a conjure elemental spell. If incense of meditation is used the air elemental will be of 16 hd. Only one elemental may be summoned at a time and another cannot be called until the first is slain, dispelled, or dismissed.
The loud, clear sound of this instrument prevents any spell requiring a verbal component from being cast within 30 ft unless a saving throw vs wands is made. The chiming sound lasts for 3 full minutes and the chime of interruption can be struck once every 10 minutes.
Striking this magical chime causes whatever it is pointed at to open. The sound of the chime of opening affects all doors, lids, locks, portals, and valves. The magic of the chime will even dispel a hold portal or wizard lock if cast by a magic user below 15th level. It should be noted the device only affects 1 form of locking per use, so a locked door with a hold portal cast upon it will require 2 soundings of the chime. A silence 15 ft radius spell will render the device useless for the duration of the spell. A new chime of opening comes with 10 uses; the chime cracks in half with the last use.
An elaborate golden headband with a large red ruby set in the middle. Once per day the ruby can emit a 60 ft beam of searing light which causes 40 points of damage. The circlet and the ruby are tuned to each other; removing the ruby destroys the magic.
A simple golden headband with a small red ruby set in the middle. Once per day the ruby can emit a 60 ft beam of searing light that causes 3d8 points of damage. The circlet and the ruby are tuned to each other; removing the ruby destroys the magic.
An ornate silver headband which increases the wearer’s charisma by+3 while worn.
A black garment of silk, woven in patterns reminiscent of spider webs. This magic cloak grants the wearer immunity to entrapment by mundane or magical webs, allows movement at half speed through any webbed area, and allows the owner to cast web as a 10th level magic user once per day. The cloak also allows the user to spider climb as per the spell up to 10 rounds cumulative per day. Finally, the wearer of the cloak of arachnida gains a +2 bonus on all saves vs spider poisons.
This black or dark brown cloth robe allows the user to fly for up to 7 minutes, followed by a like number of minutes resting during which the cloak recharges itself. The cloak of the bat actually allows flying in 2 different modes, but both require darkness or a near lightless environment in which to operate. The wearer can fly by actually polymorphing into a regular bat (aerial agility level V—see Chapter III), or he or she can grab the edges of the garment and spread his or her arms like bat-wings. The wearer of the cloak also gains the ability to hang upside down from the ceiling like a bat, and the cloak grants a 20% bonus to hide in shadows checks.
A finely-made cloak suitable for a lord or lady, this garment enhances the wearer’s charisma by +2.
This cloak blurs the wearer’s outline. The cloak can be used in this manner up to a cumulative 15 rounds per day, divided as the wearer chooses. While the blurring effect is in operation, all physical attacks against the cloak’s wearer are at -4 and he or she gains +2 on saving throws vs magic.
As the major cloak of displacement, except the effect is continual and defence bonuses are halved: physical attacks are at -2 and saves are at +1.
This neutral grey or green cloak appears normal until the hood is drawn up over the head. At that point the wearer becomes 100% invisible in natural outdoor settings, with effectiveness decreasing as natural growth decreases, down to about 95% in open fields. In most darkness or low light conditions in non-natural settings invisibility is still quite good, around 90% for dark urban settings and 95% for torch lit or dungeon settings. A wearer attempting to move stealthily in a brightly-lit area still gains 50% invisibility. 90% of these cloaks are sized for elf-size to man-size wearers. The remaining 10% are sized for halfling sized creatures (about 4 ft tall). This item requires careful adjudication by the GM.
This garment has a silvery-grey sheen to it and catches the light in a curious manner. Upon uttering the command word the wearer becomes æthereal for up to 10 rounds per day. The total time can be divided up among multiple uses as the wearer sees fit.
A magical garment which appears as an ordinary leather cloak until the wearer enters salt water. At that time the cloak adheres to the wearer, making him or her 90% identical in appearance to a manta ray.
The cloak’s owner is AC 6 but gains any AC bonuses from magic items or magic armour he or she wears, and he or she can release his or her arms from the cloak to attack normally with carried weapons. The wearer also gains the ability to breathe underwater and a swimming speed of 60 ft, plus an extra tail-spine attack for 1d6 points of damage.
This cloak grants a bonus on all saving throws. When it is first put on, roll d% to determine its effect:
d% | Effect | Value (gp) |
---|---|---|
01-50 | +1 to all saves | 1,000 |
51-75 | +2 to all saves | 4,000 |
76-90 | +3 to all saves | 9,000 |
91-99 | +4 to all saves | 16,000 |
00 | +5 to all saves | 25,000 |
This magic crystal sphere of about 6 in diameter allows the user to see over any distance and even into other planes. The more well known to the user the person or place sought is, the higher the chance of success. Some crystal balls grant additional powers (see table, below). This item requires careful adjudication by the GM.
d% | Crystal Ball Additional Abilities |
---|---|
01-75 | None |
76-85 | Clairaudience |
86-90 | See Invisibility |
91-95 | ESP |
96-00 | True Seeing |
This item appears as a normal sized six-sided die of ancient yellowed ivory, or carved bone, or any one of a number of hard minerals. The cube projects a square wall of force 10 ft on a side around the user, moving with him and rendering him impervious to a specific type of attack. The cube of force has 36 charges and recharges itself at midnight every 24 hours, though there have been rumours of some cubes recharging at noon. Each face of the cube generates a different type of force wall, each power uses charges at a different rate, and each wall limits movement of the user to a degree; consult the first following table.
When the cube is active, attacks causing excessive damage sap charges from it at a higher rate: damage in excess of 30 points in one attack burns off 1 charge for every 10 points of damage over 30. Certain spells or magic items also drain off extra charges from the cube, see second following table.
# Pips | Charges/minute | Max. Movement | Effect |
---|---|---|---|
1 | 1 | 30 ft | Keeps out gas, wind, smoke, etc. |
2 | 2 | 20 ft | Keeps out non-living matter |
3 | 3 | 15 ft | Keeps out living matter |
4 | 4 | 10 ft | Keeps out magic |
5 | 6 | 10 ft | Keeps out everything |
6 | 0 | — | Deactivates |
Attack | Extra Charges Used |
---|---|
Horn of Blasting | 6 |
Wall of Fire | 2 |
Passwall | 3 |
Disintegrate | 6 |
Phase Door | 5 |
Prismatic Spray | 7 |
A crystalline but featureless cube about ¾ in square. Activating this device creases a cube-shaped wall of force with 10 ft sides centred around the user and moving with him or her unless he or she places the device on a surface after activation. The temperature inside the cube is always 65°F no matter the surroundings, and the force wall absorbs all cold based attacks, whether natural or magical. If the field absorbs more than 50 total points of cold based damage in 1 round the force wall collapses and the cube cannot be reactivated for a period of 1 hour. Additionally, if the cube of frost resistance absorbs more than 100 points of cold damage in 10 rounds it is destroyed.
This ¾ in square magic item is a six-sided die of the finest carnelian and adorned with gold inlaid pips. Each of the sides of the Cubic Gate can be activated by pressing it, opening a gate to random point on a specific plane. Side #1 of the cube is always keyed to the Prime Material Plane, the other sides will be assigned or randomly generated by the GM. Any time a gate is opened to any plane besides the Prime Material, there is a non-cumulative 10% chance per round a denizen of that plane sees the gate and comes through to investigate, and depending upon the plane contacted, such creatures will rarely have a favourable reaction to the PCs. Pressing a cube side twice in rapid succession will instantly transport the user and all creatures adjacent to him to a random point on the plane to which that side is keyed. Unwilling beings gain a saving throw vs petrifaction to avoid this plane-shift.
This likeness of a human skull is artfully and cunningly carved from a block of darkest ebony, and it is unrelentingly and entirely evil. The presence of the Dark Skull makes any site, building, or structure an unholy site and gains 3 major effects in a 40 ft radius around the skull.
First, the structure or site is guarded by a magic circle of protection from good (as the 1st level cleric spell). Next, all turning attempts by good aligned or neutral characters within the structure or site are made at -4, while evil characters gain a +4 bonus to their own turning attempts. Magic resistance does not apply to this effect. Third, the user of the skull may choose to fix a single spell effect to the unhallowed site. Regardless of the normal parameters for the spell, this usage will last for 1 full year and will be effective throughout the entire site or structure.
The user can further designate whether the spell effects will apply to all creatures or creatures of a particular faith or alignment. Though the spell effects lapse after 1 year, they are quickly and easily renewed using the Dark Skull, often as part of an unholy annual ritual. Commonly favoured spells for binding include: cause blindness, chant, curse, detect good, know alignment, and true seeing; though the choice is up to the user. Saving throws and magic resistance apply normally for these fixed spells.
The skull will negate but not dispel a hallowed site with its presence; removing the Dark Skull will restore a holy place to its rightful status. Only one Dark Skull may operate in an area at any given time.
A leathern flask of ordinary workmanship and appearance. When the user removes the stopper and speaks the proper command word, often inscribed on the bottom of the flask, the decanter produces fresh or salt water in various volumes and at different velocities, with separate command words for each. A command word also stops water flow.
The geyser function creates considerable back pressure and a character with unsteady or precarious footing may be knocked to the ground. Geyser creates enough force with its blast of water to inflict 1d4 points of damage to a target within the 20 ft range but only one creature per round may be targeted.
A set of 34 parchment cards often found in a leather bag or wooden box. Drawing a card from the deck and casting it to the ground creates a convincing illusion of a creature or creatures. The illusion lasts until dispelled or the card is picked up; in both cases the card becomes blank and cannot be used again. The illusory monster moves and acts as if real and obeys the will of the card drawer, though it cannot move more than 30 ft away from the card. A randomly-generated deck has a 90% chance of being complete, otherwise 1d20 cards are missing from the deck. A table is provided below with values for both mundane playing cards and tarot cards, and the illusion the card will generate when used.
Playing Card | Tarot Card | Creature(s) |
---|---|---|
Ace of Hearts | IV. The Emperor | Red Dragon |
King of Hearts | Knight of Swords | Male Human Fighter & 4 Guards |
Queen of Hearts | Queen of Staves | Female Human Magic User |
Jack of Hearts | King of Staves | Male Human Druid |
Ten of Hearts | VII. The Chariot | Cloud Giant |
Nine of Hearts | Page of Staves | Ettin |
Eight of Hearts | Ace of Cups | Bugbear |
Two of Hearts | Five of Staves | Goblin |
Ace of Diamonds | III. The Empress | Glabrezu (demon) |
King of Diamonds | Two of Cups | Male Elf Magic User with Female Apprentice |
Queen of Diamonds | Queen of Swords | Female Half-Elf Ranger |
Jack of Diamonds | XIV. Temperance | Harpy |
Ten of Diamonds | Seven of Staves | Male Half-Orc Fighter |
Nine of Diamonds | Four of Pentacles | Ogre Mage |
Eight of Diamonds | Ace of Pentacles | Gnoll |
Two of Diamonds | Six of Pentacles | Kobold |
Ace of Spades | II. The High Priestess | Lich |
King of Spades | Three of Staves | 3 Male Human Clerics |
Queen of Spades | Four of Cups | Medusa |
Jack of Spades | Knight of Pentacles | Male Human Paladin |
Ten of Spades | Seven of Swords | Frost Giant |
Nine of Spades | Three of Swords | Troll |
Eight of Spades | Ace of Swords | Hobgoblin |
Two of Spades | Five of Cups | Goblin |
Ace of Clubs | VIII. Strength | Iron Golem |
King of Clubs | Page of Pentacles | 3 Male Halfling Thieves |
Queen of Clubs | Ten of Cups | 3 Pixies |
Jack of Clubs | Nine of Pentacles | Female Half-Elf Thief |
Ten of Clubs | Nine of Staves | Hill Giant |
Nine of Clubs | King of Swords | Ogre |
Eight of Clubs | Ace of Staves | Orc |
Two of Clubs | Five of Cups | Kobold |
Joker | Two of Pentacles | Illusion of Deck’s Owner |
Joker | Two of Staves | Illusion of Deck’s Owner with Sex Reversed |
Sturdy shackles forged of cold iron with runes traced in gold upon the surface. Any creature restrained with the shackles will be bound to the Prime Material Plane, no save allowed, until the shackles are removed. The imprisoned creature will be unable to use any spells or spell-like abilities, including summoning spells, which require contact with any plane of existence besides the Prime Material. The shackles will size to fit any creature.
A pair of kettle drums about 18 in around, mounted on stands. A simply-scribed “K” can be seen on both drum-heads when light hits the skin from a certain angle. When both drums are sounded all creatures more than 20 ft and less than 120 ft away are affected by a fear spell, saving throw for reduced effects. Creatures in the 20 ft safe zone are completely unaffected. The drums of panic can be sounded once per day.
Simply put, this fine white powder makes things visible. A handful of this substance projected into the air coats all objects within a 10 ft radius and lasts 5 minutes, making even invisible objects appear in plain sight. Within the area of effect the dust negates: invisibility, blur, displacement, phantasms, mirror images, projected images, and illusions—even a hiding creature incurs a -30% penalty on its chance to hide in shadows. Dust of appearance is typically found stored in sets of 1d4+2 hollowed bone tubes or silk packets.
This fine white powder makes things invisible, as per the 4th level illusionist spell improved invisibility but with a duration of 2d6 rounds, though the affected creature will not know when the invisibility ends. A creature coated with dust of disappearance cannot be seen by any means mundane or magical with but one exception: dust of appearance (see above) will negate the invisibility caused by dust of disappearance. Note also an invisible creature may be detected by other means, such as sound or smell. This item is typically found stored in sets of 1d4+2 hollowed bone tubes or silk packets.
One application of this wonderful substance will absorb up to 100 gallons of water (fresh, salt, or alkaline) and forming a small 1 in pellet, either floating or resting where it was cast. This pellet can be forcibly hurled, causing it to break open and release the same volume of water in a most energetic fashion. Dust of dryness will only affect water, it has no affect on other liquids. This magic dust can also be used to destroy a water elemental, though the monster is allowed a saving throw vs death magic at -5 for 5d6 damage. Dust of dryness comes packaged in a similar fashion to dust of appearance.
When this magic dust is applied to a living creature, the creature alters appearance as per the 1st level illusionist spell change self according to the user’s whim, lasting for 2 hours. An unwilling target may save vs spells to negate. The dust comes in 1d4+1 hollow bone tubes; each tube is one application.
One application of dust of tracelessness can cause up to 100 sq ft of floor space to become dusty and cobwebbed as if abandoned for years, concealing all evidence of anyone passing through the area. The dust can be used on outdoor trails as well, concealing for 250 ft of back-trail the passage of up to a dozen troops and their mounts. The dust works instantly and leaves no magical aura to betray its use. Any creature with tracking skills, a ranger for instance, will be severely disadvantaged following a path concealed by dust of tracelessness, allow only a 5% chance of a ranger successfully tracking his or her quarry in such a case. This item comes in 1d4+2 silk packets, and can easily be sprinkled along a trail or applied all at once to a larger area.
An ordinary-appearing quiver with three compartments, each of which can magically hold many more objects than would seem possible at first look. The first compartment can hold up to 60 arrows or similar objects such as wands. The second compartment can hold up to 18 javelins or magic rods. The third compartment can hold six bows or similarly sized objects such as spears or staves. When the wearer reaches into the quiver, whatever object is desired will be produced.
An enchanted gem keyed to one of the four major Elemental Planes. Its appearance varies by plane. Air elemental gems are crystal clear, earth elemental gems are brown, fire elemental gems are bright red, water elemental gems are turquoise. Smashing the gem releases a 16 hit dice elemental which will serve the player of its own free will and follow his or her commands to the best of its ability, including fighting any foe the player designates. The elemental lasts for 2 hours or until dispelled or destroyed.
This potion enables the drinker to breathe fire up to thrice, targeting a single creature up to 25 ft away for 4d6 damage per attack. The target gets a saving throw vs dragon breath for half damage. The ability to breathe fire dissipates after 3 breath attacks or 1 hour, whichever comes first.
Imbibing this potion grants a non-thief character the hide in shadows ability of a 10th level thief for 1 hour. A thief character of 10th level or above drinking the potion gains a 20% bonus to hide in shadows checks for the same period.
Anyone drinking this liquid ignores all clothing, armour, equipment, or any other type of encumbrance while swimming for a period of 1 hour. Thus, an individual wearing plate armour and wearing a fully loaded backpack can swim as if in his or her small clothes. Note that this potion does not grant any magical ability to breathe underwater.
Drinking this elixir will cause one to answer any question truthfully for a period of 10 minutes, though a resisting imbiber is allowed a save vs magic to negate. While under the influence of the potion a person will answer 1 question per round and a secondary save for each question is rolled. The secondary save, if successful, allows the drinker of the potion to decline to answer that question but does not negate the elixir’s effects. The law courts and city patrols in more lawful areas favour use of this potion. NB: This potion does not give the drinker any knowledge he or she would not otherwise possess—so some questions will elicit the answer, “I don’t know.”
The drinker of this potion will detect secret and concealed doors and similarly hidden objects like an elf for 1 hour.
This item looks exactly like an afreeti bottle (see above) but, when unstoppered, thick grey smoke begins to issue forth from the bottle. Vision within 50 ft of the bottle will be impossible in 1 round, and each consecutive round the radius of the smoke cloud increases 10 ft until a maximum of 100 ft has been reached. The smoke cannot be dispelled until the bottle is restoppered and the command word is spoken. The smoke dispels in about an hour, although a moderate wind will disperse the smoke in 5 rounds, and a gust of wind spell will remove it in 1 round.
The eyes of charming are a pair of crystal lenses which fit over the eyes, granting charm person as a gaze attack. A saving throw is allowed vs spells to negate. If only one lens is used, saving throw is at +5.
Eye lenses which cause an intense feeling of dread as a gaze attack against a single target. The target is allowed a saving throw vs petrifaction to negate. Failing the saving throw means the victim will always attack last in combat and morale checks are at -10%. The use of both lenses allows additional powers. First, the wearer can determine of anyone within 30 ft whether they are: dead, undead, feigning death, neither (golems, for instance), near death (3 or fewer hit points remaining), or wounded (4 or more hit points but less than 100%). The wearer can also use fear as a gaze attack once per week, saving throw vs petrifaction allowed. The fear attack is powerful, however, and a target making its save is still -1 to all attacks, damage, and saving throws for 1 round.
Wearing both of these crystal lenses allows the user to detect secret and concealed doors and similarly hidden objects as an elf. These lenses work best in pairs. Wearing only 1 will cause a person to become dizzy, drop anything carried in the hands, become unable to take any action, lose any dexterity bonus to AC, and incur a -2 AC penalty. Covering the unlensed eye will prevent this effect.
This item is only effective when used in pairs, granting a petrifaction gaze attack 10 times per day. A saving throw is allowed vs petrifaction to negate effects.
A small feather ensorcelled to provide a specific item suitable for a special need. A feather token is a single-use item.
Tiny and skilfully-carved statuettes of creatures in various materials and forms. When the figurine is placed or thrown on the ground and the command word spoken, the statuette becomes a living creature its form resembles. Destroying a statuette shatters the magic; killing the living creature it forms causes the creature to revert to its smaller, figurine form.
Similar to a belt of giant strength, the gauntlets of ogre power permit an additional strength bonus—but the effects are lesser than a belt of giant strength, being +1d3 “to hit” and +1d6 on damage. The effect of the gauntlets is not cumulative with a belt of giant strength (exception: hammer of thunderbolts, see below) and both gauntlets must be worn to achieve the effect.
A single item. On a successful hit affects metal objects like a rust monster’s special attack. Protects all metal gear on the wearer’s person from all rust whether mundane or magical, even from a rust monster attack.
An ordinary prism-shaped crystal with three powers, activated by command words. The gem’s number of charges is determined in the same way as a rod (see “Rods, Staves and Wands”). It may not be recharged.
A finely-cut gem that bestows the benefits of a true seeing spell when looked through. May be used no more than 30 minutes per day.
Extremely light leather gloves that twice per day allow the wearer to snatch a missile out of the air. Both gloves must be worn and at least one hand must be free for the magic to work. Huge missiles, such as a giant-thrown boulder, are unaffected and the wearer must be aware of the attack for the gloves to function. Casting a spell using a somatic component will negate the benefit of these gloves during the round the spell is cast.
Supple leather gloves. When both are worn the wearer receives a dexterity bonus of +1.
A single plain-appearing leather glove. Any item up to 20 lbs of weight held in the hand wearing the glove can be commanded to disappear. The item is actually shrunk down into the palm of the glove and held there in stasis and weightless, though spell effects will continue to accrue expiration time. The item can be commanded to reappear by snapping the fingers. Only one item may be stored at a time.
Lightweight leather gloves granting the ability to swim at 120 ft and climb walls like a 10th level thief. If the wearer is already a thief of 10th level or above, add +10% to his or her Climb Walls chance instead. Must be used in pairs.
Crystal magnifying lenses allowing the wearer a 90% chance to detect non-magical traps, secret and concealed doors, and hidden items. Must be used in pairs.
Dark, opaque crystal lenses which do not impede normal vision in any way. They grant 60 ft infravision. Must be used in pairs.
Allows creation of the type of golem specified in the book’s title. Each manual contains detailed instructions and all necessary spells for creation of a golem, though the cost of the materials to assemble the construct must still be borne by the maker. When the user reaches the final step in the golem creation process the book will burst into flame. Sprinkling the ashes from this magical fire onto the golem activates the construct. There are four kinds: Clay, Flesh, Iron and Stone (roll 1d4 to determine the type found).
A well-made but otherwise plain leather haversack with two side pouches and brass hardware. Each side pouch functions as a bag of holding and both will hold up to either 20 cubic ft of material or 20 lbs in weight. The main part of the haversack can hold up to 80 cubic ft of material or 80 lbs of weight. No matter how much material is placed into the handy haversack it will never weigh more than 5 lbs. When the user reaches into the pack for a specific item, that item will always be on top.
A harp that enables the performer to implant a suggestion into the minds of the listeners, at the rate of one suggestion every 10 minutes. Each listener may attempt a saving throw vs spells for each suggestion attempted and anyone saving is immune to the harp for 24 hours.
On command, alters the wearer’s appearance as per the change self spell. The hat alters itself to blend in with the disguise.
Adds +1 to wearer’s intelligence score while worn.
An ordinary appearing helm that transforms into a brightly polished silver helm encrusted with jewels when donned and the command word spoken. The gems are imbued with magic abilities. The powers and numbers of each type of gem appear below.
The helm can be used once per round and each jewel only functions once. As long as charged gems remain, the helm also has the following powers when activated.
Once all jewels lose their magic, the helm of brilliance transforms back into a mundane helm and all jewels crumble into worthless dust. Any gem removed from the helm also crumbles into dust, whether it is charged or discharged. If the wearer of the helm receives damage from magical fire he or she must save vs breath weapons. Failure indicates a catastrophic release of all remaining charges on the helm as follows: prismatic spray will hit a randomly selected target, including the wearer; wall of fire will radiate out in randomly determined directions; fireballs will centre on the wearer. The helm and its jewels are, of course, destroyed in the process.
A normal-appearing helmet that grants its wearer the understanding of spoken languages and the written word, including magic.
Grants the wearer the 2nd level arcane spell ESP, except the helm also allows two-way telepathic communication between the wearer of the helm and the mind being read. The helm can also implant a suggestion, per the spell (and saving throw allowed), once per day.
Grants the wearer the ability teleport up to 3 times per day, as per the spell.
This helm has two lenses which slide down into place in front of the wearer’s eyes. These thick lenses bestow the ability to see five times further underwater than normally possible for land-dwelling humans and demi-humans. A command word creates a magical bubble of air around the wearer’s head and allows normal breathing underwater until the command word is spoken again.
When the command word is spoken and the horn sounded, a 40 ft cone of sonic energy deals 5d6 damage and deafens targets for 2d6 rounds. Saving throw vs wand negates deafening effect and halves damage. Any crystalline object within the area of effect takes 7d6 damage with no save allowed. The horn can be used as a musical instrument but if the blasting effect is used more than once within a 24 hour period there is a cumulative 20% chance the horn will explode, dealing 10d6 points of damage to the user (no save).
As the horn of blasting above, but damage is increased to 10d6 points, the targets are stunned for 1 round and deafened for 4d6 rounds. A save vs wands reduces damage by half and negates stunning and deafening. If this horn explodes, 20d6 points of damage are dealt to the user (no save).
Creates a thick, vision obscuring fog covering a 10 ft cube starting next to the user and increasing 10 ft in a straight line each round the horn is blown. The fog can be blocked by any substantial structure such as a wall. The fog begins dissipating after 3 rounds and a moderate wind will disperse the fog in 4 rounds, a strong wind in 1 round.
Depending on the owner’s alignment, blowing this brass horn will produce either a protection from evil, 10 ft radius for good aligned users or protection from good, 10 ft radius for evil aligned users. In either case, the duration of the spell-like effect is 1 hour. A neutral individual gains no benefit from sounding the horn.
When sounded, the horn of the tritons grants one of the following three powers, per the user’s choice.
The horn can be magically sounded once per day, or three times per day by a triton. Any sounding of the horn can be heard by all tritons within 3 miles of the horn.
When the command word is spoken and the horn sounded, human fighters appear to fight on behalf of the summoner. There are four variations of this item listed below, along with their specific powers and prerequisites. A horn of valhalla may only be magically sounded once a week. If the horn is used by someone lacking the proper prerequisites the summoned fighters will attack the user. The summoned fighters are equipped with mailshirts, shields, helms, spears, and hand or battle axes. They will obey the orders of the summoner and fight until they or their opponents are slain, or 1 hour has elapsed.
d% | Type of Horn | Fighters Summoned | Prerequisite |
---|---|---|---|
01-40 | Silver | 2d4+1, 2nd level | None |
41-75 | Brass | 2d4+1, 3rd level | Spell Caster |
76-90 | Bronze | 2d4, 4th level | Fighter or Thief |
91-00 | Iron | 1d4+1, 5th level | Fighter or Thief |
An animal shod with four of these magic items increases land travelling speed by 30 ft with a proportional increase to jumping distances.
An animal shod with four of these magic items moves approximately 4-6 in above any roughly horizontal surface. This allows travel over water or other unstable or non-solid surfaces. An animal shod with the horseshoes of the zephyr leaves no tracks.
If a cleric meditates for spells while burning the incense of meditation, any spells gained will have their maximum stated effects (so a cure light wounds spell would heal 8hp regardless of the roll). The incense does not alter target saving throws.
A small metal cube approximately the size of a standard d6. When activated with the command word the cube takes 1 round to grow into a metal tower 20 ft square at the base and walls that are 30 ft high and extend another 10 ft into the ground. The tower will have arrow slits on all four sides and a crenellated battlement at the top. The door of the fortress will face the user and will easily open to his or her command; no other force of strength or magic will cause the door to open. The tower has 100 hit points and resists the first 20 points of damage from each attack. Damage to the fortress can only be repaired by means of a wish or miracle, up to 50 points per spell. Anyone standing near the cube at activation and struck by the rapid growth of the fortress takes 10d6 points of damage, save allowed vs petrifaction for half damage.
Deactivation of the fortress is by means of a command word, separate from the activation command word, and the fortress cannot be deactivated unless empty.
These are magical crystals that orbit the user’s head at a distance of 1d3 ft and grant various benefits. The stones each have an AC -5, 10 hp, and ignore the first 5 points of damage from all attacks. Ioun stones may be stored at will but will grant no benefits unless circling the user’s head.
Colour | Shape | Effect |
---|---|---|
Clear | Spindle | Sustains user without food or water |
Dusty Rose | Prism | +1 AC |
Deep Red | Sphere | +1 dexterity |
Incandescent Blue | Sphere | +1 wisdom |
Pale Blue | Rhomboid | +1 strength |
Pink | Rhomboid | +1 constitution |
Pink & Green | Sphere | +1 charisma |
Scarlet & Blue | Sphere | +1 intelligence |
Dark Blue | Rhomboid | +1 experience level |
Vibrant Purple | Prism | Stores 3 levels of spells* |
Iridescent | Spindle | Sustains user without air |
Pale Lavender | Ellipsoid | Absorbs 4th level spells or lower** |
Pearly White | Spindle | Regenerate 1 hp per hour |
Pale Green | Prism | User blessed as 1st level cleric spell |
Orange | Prism | +2 to all saving throws |
Lavender & Green | Ellipsoid | Absorb spells 8th level or lower*** |
*Spells can only be stored by a spell-caster casting them, but once placed in the stone, a spell can be used by anybody.
**After absorbing 20 levels of spells the stone burns out, turning into an inert and worthless dull grey rock. Absorption is not automatic, the user must be aware of the spell attack and must will the spell absorption.
***After absorbing 50 levels of spells the stone burns out, turning into an inert and worthless dull grey rock. Absorption is not automatic, the user must be aware of the spell attack and must will the spell absorption.
A 3 in diameter rusty iron sphere wrapped about with iron bands. To use this object, the command word is spoken and the sphere thrown at a target of up to 10 ft long or tall. A successful attack causes the target to be held fast in bands of iron. The bands can be broken, but only by a creature of great strength (19 or higher). Usable once per day.
This cold iron container is inscribed around with runes of great power and is sealed with a brass stopper inlaid with arcane symbols and ancient sigils. The owner of the flask can command any extra-planar creature short of demigod power within 60 ft into the flask by speaking the command word. Only one creature at a time can be so contained. The various magic symbols on the flask negate any magic resistance the creature may have, but there is a slight chance (1 in 20) the creature can evade entrapment. Loosing the stopper on the flask frees the creature inside. If the command word is not spoken when the stopper is removed, the creature will react to being freed according to its natural inclination, probably attacking the user. If the command word is spoken when the stopper is removed the creature is bound into the remover’s service for the period of 1 hour, after which it is banished back to its home plane for the period of a year and a day. It is unwise to attempt to recapture the creature at the end of its service; the creature gains a cumulative +2 to its saving throw and will be implacably hostile to the user. This means at the end of its year and a day banishment it will return to deal with its tormentor in any way it sees fit.
A newly-discovered bottle may already have a being imprisoned.
Like a hunting bird of prey, the command word will cause this missile weapon to launch itself from the wielder’s hand. The attacking javelin is +5 to hit and damage, and strikes up to 60 ft away with no “to hit” penalty. The hunting cry of a hawk can be heard when this weapon launches. Hit or miss, the javelin vanishes after its attack is resolved. This item is usually found in sets of 1d6+2.
A hooded lantern, the light of which reveals all invisible objects and creatures within 25 ft. Note: invisibility is not removed. The magic invisibility is merely negated while the light of the lantern is shining on the object or creature.
The music of this stringed instrument negates all attacks which deal damage to inanimate construction (such as castle walls) within 300 ft. This includes magic based attacks like disintegrate or horn of blasting as well as physical attacks from a battering ram or catapult missile. This function can be used once per day for up to 30 minutes. In addition to defence, once per week the lyre can also be used for construction. Once per week the music of the lyre of building can magically build walls, tunnels, mines, ditches, even complete buildings. Playing 30 minutes of magical music from the lyre is equal to 100 human beings working for 3 days. After an hour of playing in this manner 1d20 is rolled and the player must roll 18-20 to continue playing, with an additional check every hour.
An overgarment, suitable for wearing over clothing or armour, which allows the wearer to ignore the first 5 points of damage from each physical or magical attack.
An overgarment, suitable for wearing over clothing or armour, which grants 50% magic resistance. The target can still make normal saving throws and magic resistance applies only to spells and spell-like abilities; an attack from a +3 weapon would still have an attack and damage bonus of 3.
Reading and following the health and fitness tips in this book for six days permanently increases the constitution ability score of the reader by +1.
Reading and following the body-building regimen in this book for six days permanently increases the strength ability score of the reader by +1.
Reading and following the coordination drills and balancing exercises in this book over the course of six days permanently increases the dexterity ability score of the reader by +1.
Magical paints that allow the user to draw and thereby create real three dimensional objects. The user must concentrate as he or she draws and creation of an object with the pigments takes about 10 minutes. One pot of marvellous pigments is sufficient to create a 1,000 cubic ft object. Pigments can be used to create many inanimate objects such as normal weapons, armour, even food—generally objects with a value of less than 2,000 gp. The general appearance of expensive items such as gems or gold jewellery can be created with the pigments but the objects will be only be cheap costume jewellery type imitations. The pigments cannot create magical items of any sort, and they cannot create living creatures, undead, golems, or other monsters of any kind.
An ivory mask skilfully carved to resemble a human skull. Once per day the wearer can command the mask to attack a target up to 50 ft away. The mask attacks with the same hit probability of the wearer and the target must save vs death magic or be slain on the spot. Even if the target makes his or her saving throw he or she must still take 3d6+13 points of damage. After resolving its single attack the mask flies back to the owner. The mask of the skull is AC 0, hp 10, and must be worn for a minimum of one hour before it can be commanded to attack.
This sturdy digging tool is 10 ft long and can only be properly wielded by creatures at least 20 ft tall or long. In the hands of such a being the mattock can dig earth or knock down earthen works such as ramparts, taking 10 minutes to move 10 cubic ft of earth. It can also serve as a weapon, attacking as a warhammer and dealing 4d6 points of base damage on a successful hit.
An 8 ft long mallet which serves as a +3 weapon (base 1d10 damage) and can be used to attack inanimate objects, such as a castle wall. The maul can break through a mortared-stone structure in 1 turn, or an un-mortared one in 1 round. The maul of the titans requires a minimum strength of 18 to wield properly or else the user suffers a -4 to attack rolls.
A necklace which grants the wearer ESP as the 2nd level magic user spell of the same name.
A magical trap in the guise of a 4 ft square mirror activated by hanging it on a wall and speaking the command word. Any creature within 30 ft of the activated mirror and unaware of the mirror’s true nature will see his or her reflection and be pulled bodily into the mirror. A saving throw vs petrifaction is allowed to avoid imprisonment. The trapped character leaves all carried and worn items behind and will be imprisoned in 1 of 15 extra-planar cells.
While imprisoned, the character is in stasis and requires no food, drink or air. He or she loses any innate powers or spell-like abilities. Creatures aware of the mirror’s true nature and seeking to avoid being trapped can approach the mirror and attempt to avoid seeing their reflection with a 50% chance of success; a blindfold or similar increases the chance to 100%. Size is not a factor to the mirror’s trapping ability, but golems and unintelligent undead, as well as any other inanimate matter, cannot be trapped. There are various command words for the mirror of life trapping. Besides the activation command, there is a deactivation command which allows the owner to safely approach the mirror.
Each imprisoned creature has two further command words associated with it. One will call the creature’s reflection to the surface of the mirror and allow the owner to converse with the powerless captive. The second command word will free the prisoner. If the number of prisoners held within the mirror exceeds 15, a randomly determined captive will be freed to make room for the new one. Breaking the mirror will free all captives held within—but it should be noted here that not all liberated prisoners may be kindly-disposed towards those who granted them freedom. The GM should determine the quantity and nature of prisoners held by the mirror of life trapping before placing it into the campaign world.
A powerful scrying device in the form of a 5 ft tall and 2 ft wide mirror. Through the use of command words, the following powers are available.
Upon activation by command word, this 4 ft tall by 3 ft wide mirror can create a hostile duplicate of anyone looking into the mirror. The duplicate will step through and immediately engage the original in a fight to the death. The opposite will have all the equipment, ability and knowledge of the original. When the fight is over, and whether the duplicate won or lost, the reflected opponent and items disappear. The mirror can function up to four times per day.
Magic jewellery which surrounds the wearer with a bubble of fresh, breathable air. This negates the effects of poisonous vapours and gasses, including spell effects such as cloudkill, and even allows breathing underwater or in hard vacuum.
The beads of this necklace can easily be detached by the wearer only and hurled up to 70 ft. Upon reaching its target the bead explodes as a fireball; the target is allowed a saving throw vs spells for half damage. The fireball beads come in a variety of strengths and most necklaces have a combination of different strength fireballs. If the wearer suffers damage from a magical fire attack he or she must immediately save vs breath weapon at +5 or all remaining beads on the necklace spontaneously detonate with the area of effect centred on the wearer.
Necklace | 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | Value (gp) |
---|---|---|---|---|---|---|---|---|---|---|
Type I | — | — | — | — | — | 1 | — | 2 | — | 1,650 |
Type II | — | — | — | — | 1 | — | 2 | — | 2 | 2,700 |
Type III | — | — | — | 1 | — | 2 | — | 4 | — | 4,350 |
Type IV | — | — | 1 | — | 2 | — | 2 | — | 4 | 5,400 |
Type V | — | 1 | — | 2 | — | 2 | — | 2 | — | 5,850 |
Type VI | 1 | — | 2 | — | 2 | — | 4 | — | — | 8,100 |
Type VII | 1 | 2 | — | 2 | — | 2 | — | 2 | — | 8,700 |
This item appears as a container of standard lamp oil. When burned the aroma given off will cause all creatures within 60 ft to become famished. The smoke must have a chance to accumulate in order to work, so if the oil is burned outside it will be of little effect beyond giving the user a robust hunger. In subterranean settings, however, the oil of famishing will work its insidious magic. Within 1d4+1 rounds of lighting the oil, the adventurers will ignore everything but the most dire of threats in order to break out their field rations or iron rations and sate their hunger. Nearby monsters will rush toward the humans and demi-humans in order to feast upon the intruders. All living creatures within the area of effect will be compelled to eat for at least 1 round, and each round thereafter an affected creature will gain a saving throw.
An 8 in glass sphere which enables the owner to control weather as the spell once daily. Once per month the bearer of the orb can completely change the weather into a mighty storm. A mighty storm creates a giant black thunder-head with giant flashes of lightning and booming thunder, with the following effects per round. (Note: ranged attacks and spell casting within the area of the storm are impossible due to the violent weather conditions. The owner of the orb is also protected from any natural weather conditions, including extreme heat or cold.)
A magical pearl that enables a spell user to recall once per day a spell he or she has prepared and cast. This benefit applies to any spell caster who memorises spells, but the pearl only works on spells of a certain level. Roll 1d6 to determine the level of the spell. If a “6” appears on the die, re-roll using 1d8. If an “8” appears on this die, re-roll using 1d10. If a “10” appears on this die, two spell levels are affected; re-roll the d6 twice. Determine gp value by squaring the spell level (i.e., 1st level = 1,000 gp, 2nd level = 4,000 gp, etc.)
An expensive-appearing pearl which, when grasped in the hand or held to the breast, grants the ability to breathe underwater, swim at movement rate 60 ft, and speak or cast spells underwater without penalty.
A magical necklace granting immunities to all diseases, including magical or supernatural diseases.
A magical necklace granting immunity to poison, though any poison in the wearer’s system before using the periapt will still be active.
A magical necklace which increases the wearer’s wisdom by +1.
A magical necklace which will automatically stabilise the wearer’s condition if his or her hit points drop below zero (-1 to -9). The periapt also doubles the wearer’s normal healing rate and allows a normal rate of healing to wounds which do not normally permit this (e.g. damage from a bleeding sword).
This sacred headband enables the wearer to know whether any action he or she is contemplating will adversely affect his or her alignment and his or her standing with his or her deity. The phylactery will even allow him or her to detect magical items which could change his or her alignment. To use the phylactery, the user must first take a moment to contemplate his or her proposed actions.
This blessed headband allows any character with the ability to turn undead to perform that action as if he or she were four levels higher.
This magical set of pan pipes can be used twice per day to produce music which scares (per the 2nd level magic user spell) anyone within 30 ft who has less than 6 hd. A saving throw vs spells is allowed to avoid the effect.
A magic instrument which will cause all hearing it to save vs wands or become enraptured, stopping all actions and listening to the music. When the music stops the victims are cursed with an extreme sensitivity to sound and will immediately take 1d4 points of damage for 2d4 rounds unless in a completely sound-free area. After this time and until the curse is removed, the least noise will cause the victim to be at -1 to AC, “to hit,” and saving throws.
This magical instrument can be used to summon up to 101 normal rats, if any are within 400 ft. The rats take a turn to travel 50 ft and the pipes must be played continuously. When the rats arrive at the player’s location he or she will be able to command them telepathically but only so long as he or she continues to play. When the music stops the rats leave immediately.
These magic pipes produce an audible glamour as the magic user spell as if cast by a 3rd level magic user.
The magic of this item is usually contained in a metallic flask that vaguely resembles a cornucopia if turned on its side. If its contents are drunk, or poured into another container, a random potion will be dispensed. Usually this item can be used but d6+1 times per week. Excessive use will drain the item of its potency, typically reducing the d6+1 usage per week by one until no weekly charges remain.
A deep black cloth that, when unfolded onto a flat surface, forms a 6 ft diameter and 10 ft deep hole. Items placed in the hole are stored safely and the cloth is of negligible weight when folded up, regardless of the weight of its contents. The portable hole can be closed by taking the edges of the cloth and folding it up. This can be done from without or within the hole. Folded up, there is enough air for 1 medium or 2 small creatures for about 10 minutes. The extra-planar space of a portable hole is not compatible with similar devices, such as a bag of holding. If either of these items is placed within the other, see the entry under bag of holding to determine the effects.
A palm-sized jar contains 5 uses of ointment. One application will neutralise any poison or heal any disease suffered by the person receiving the application. If applied to a wound, the ointment will restore 1d8+5 points of damage.
Paired 18 in diameter iron rings. When the pair are located on the same plane of existence and within 100 miles of each other, anything pushed through one ring will at once come out of the other ring. Up to 100 lbs of material can pass through in one day, though items partially pushed through then retracted (a hand, for instance) will not count against the total. Anything small enough to pass through the gate can do so, including small living creatures. Attacks, messages, and spells, can pass through the gate as well. The entry and exit side of both rings are plainly marked.
A magical garment which grants various powers to arcane and phantasmal spellcasters. The wearer’s alignment must match that of the robe, as indicated by colour. Type of robe and probability (d%) of appearance: white for good alignment (01-45); grey for true neutrals (46-75); black for evil mages (76-100). A good or evil character wearing a robe of the opposite alignment incurs permanent level loss of -2 (give the character sufficient xp to place him or her at the very beginning of the level two levels below his or her current one). A good or evil character wearing a neutral robe, or a neutral character wearing a black or white robe incurs a temporary 2 level penalty (only while the robe is worn). Any arcane spellcaster wearing any robe of the magi gains the powers listed below.
Magical robes which communicate to the wearer its power. Anyone wearing the robe of blending is 75% unlikely to be detected if stationary, 50% in motion. The robe also allows the wearer to change self at will, as per the spell. Any person or creature friendly to the wearer, however, will see him or her as he or she really is.
An enchanted robe bearing a variety of tokens visible to and recognizable only by the wearer. One token can be detached per round, causing the token to become the type of undead it resembles. The created monster will not automatically be under the control of the wearer but will be subject to normal forms of control or command.
A complete robe of bones will have two of each of the following tokens attached:
Goblin skeleton | Goblin zombie |
Human skeleton | Human zombie |
Wolf skeleton | Wolf zombie |
The wearer of this magical clothing is able to see in all directions at once. The robe also grants infravision to 120 ft, and can see invisible and æthereal objects within the same distance. The wearer gains a 1 in 6 better chance to locate secret or concealed doors, never loses his or her dexterity bonus to AC, and cannot be surprised—but also cannot avert his or her eyes to avoid a gaze attack from a creature such as a medusa. Light or continual light cast at the robe blinds the wearer for 1d3 rounds.
An iridescent magical garment that provides constant 30 ft radius illumination. Upon command, the colours of the robe begin scintillating and after 1 round the swirling colours create an effect similar to a gaze attack; anyone within 30 ft of the robe’s wearer will be dazed 1d4+1 rounds (saving throw vs staves allowed to negate effects). Undead and mindless creatures are immune to this effect. The scintillation effect can be used a total of 10 rounds per day.
Dark-coloured robes embroidered with silver or white stars. This magical garment allows the wearer, and everything he or she is wearing or carrying, to enter the Astral Plane. The robes also grant a +1 bonus to all saving throws. Last, the wearer can use up to 6 of the embroidered stars as +5 darts and he can throw them as if proficient in their use. A dart so used disappears after the attack is resolved.
An enchanted robe bearing a variety of tokens visible to and recognisable only by the wearer. One token can be detached per round, causing the token to become the item depicted. A removed patch cannot be reattached.
A complete robe always has 2 of each of following items:
The robe will also have a random selection of 4d4 additional patches. Use the table below. Multiple items of the same type are possible.
d% | Result |
---|---|
01-07 | Ash tree, 40 ft high |
08-16 | Bag of 100 gold pieces |
17 | Bonfire |
19-21 | Cask: d8, 1-2 empty, 3-5 water, 6-7 wine, 8 brandy |
22-25 | Coffer, silver (6" × 6" × 12") value: 500 gp |
26-30 | Dagger, silver |
31-37 | Door, iron* |
38-41 | Gems, 10 (100 gp each) |
42-45 | Ladder, 12 ft long |
46-50 | Mule with saddle bags |
51-55 | Pick, standard mining |
56-59 | Pit, open (10 ft × 10 ft × 10 ft) |
60-66 | Portable ram |
67-74 | Potion of extra-healing |
75-80 | Rations, standard, for 1 week |
81-82 | Rowing boat, 12 ft long |
83-86 | Spade and bucket |
87-91 | Spell Scroll** |
92-96 | War dogs, pair |
97-00 | Window (2 ft × 4 ft and up to 2 ft deep) |
*Door is iron, up to 10 ft × 10 ft in size, and barred on one side. It must be placed upright, after which it attaches and hinges itself automatically.
**One randomly-determined spell of 1st-3rd level.
A thin and strong 60 ft length of rope that can support up to 3,000 lbs. The rope will become animated upon command, climbing or otherwise moving at a rate of 10 ft per round and attaching itself to any point the user commands. The rope can also be commanded to detach itself and return to its owner. The rope also has the ability to knot itself at 10 ft intervals to permit non-thieves to climb it but doing so shortens the available length of rope to 50 ft. At least one end of the rope must be held for the rope’s magic to work.
This item appears as an ordinary 30 ft long hemp rope. The rope can be commanded to entangle any victim up to 20 ft away or 10 ft above. The entangled victim must successfully roll a bend iron bars on the strength table to escape. The rope has an AC of -2 and 12 hp. The rope of entanglement resists the first 5 points of damage from all slashing attacks and can repair itself at a rate of 1 hp every 5 minutes. If the rope reaches zero hit points it is permanently destroyed.
This magical book grants the reader one complete level of experience, provided he or she is of the correct class. Determine which class the volume enhances according to the following table:
d10 | Class | d10 | Class |
---|---|---|---|
1 | Assassin | 6 | Magic user |
2 | Cleric | 7 | Paladin |
3 | Druid | 8 | Ranger |
4 | Fighter | 9 | Thief |
5 | Illusionist | 10 | Re-roll |
The experience gained is sufficient to put the character at the start point of his or her next level. If a character of the incorrect class reads a Sagacious Volume, he or she loses 20,000 to 50,000 xp (1d4+1 × 10,000).
This weapon scabbard will magically change size to fit an edged weapon as small as a dagger or as large as a two-handed sword. Thrice per day the scabbard can cause the weapon normally carried within it to gain +2 to attack and damage for 10 combat rounds; during the enchantment such a weapon will cause double damage on an unmodified attack roll of 19 or 20.
This beetle shaped pin allows the possessor to detect any golem of any type within 60 ft. He or she must concentrate for a round to use this power. The scarab also allows the wearer to attack and damage any golem with any weapon, including non-magical ones.
A beetle shaped pin that, if held or worn for at least 1 round, communicates its ability to the person holding it. The scarab will absorb any death magic (being magic that directly causes death, such as a death spell—petrifaction effects, for example, or effects that kill through hp loss rather than instant death, are unaffected), energy draining attacks, or negative energy effects directed at the wearer. After absorbing 12 such attacks, the scarab crumbles into worthless powder.
When a body is wrapped in these finely made burial clothes, a command word will cause the body to disintegrate into dust. The shrouds function only once. Intelligent undead creatures such as vampires are permitted a saving throw, and the shrouds cannot be employed in combat.
A viscous liquid. When applied to a weapon, silversheen bestows the ability for the weapon to hit any creature, negating any immunities (a werewolf may be hit with a regular sword, for instance). One application lasts for 1 hour and a vial contains enough to coat a single melee weapon or 20 units of ammunition.
Supple footwear that grants the ability for the wearer to climb all surfaces and even move upside down across ceilings at a rate of 20 ft. The wearer is “hands free” when climbing with the slippers. Any condition which would make normal walking on a horizontal surface hazardous, e.g. ice, grease, or oil of slipperiness, will render the slippers useless. The slippers can be used 10 minutes cumulative per 24 hour day.
Simply put, this glue will stick anything to anything else, permanently. A vial of sovereign glue will contain 1d8-1 (minimum 1) oz of glue. A single oz will coat up to 1 sq ft of surface and once items are glued together the bond requires a round to set. Before the binding is set the items can be separated, rendering that application of sovereign glue worthless. After the bond is allowed to set the bond is permanent, though the glue can be dissolved with universal solvent (see below). When glue is removed from the vial 1 oz of oil of slipperiness must be added to the glue container within 1 round, or the glue will set inside the container and be useless.
When the command word is spoken, this 3 in square stone cube affixes itself to an object. Thereafter, anyone touching the object without first speaking the command word will cause the stone to emit an ear-piercing shriek of alarm for a complete round which can be heard up to a quarter mile away.
A fist-sized irregular lump of rock that, on command, summons a 12 earth elemental that appears in 1d4 rounds and fights the owner’s foes to the best of its ability. In all other respects the stone’s magic is as a conjure elemental spell. Only one elemental may be summoned at a time and another cannot be called until the first is slain, dispelled, or dismissed.
Also known as the luckstone, this item grants +1 to all saving throws and “to hit” rolls.
Appears as a life-sized statue of a stone horse of one of two types; a draft horse or a heavy war horse, animated by a command word. Both types can carry up to 1,000 lbs, never need rest or food, and can attack as a real horse of their respective types. Damage to the stone horse can be repaired by feeding it gems, restoring 1 hp for each 50 gp worth of gems it consumes. The stone horse can also be healed by casting stone to flesh upon it to turn it into a flesh and blood horse, then healing it using standard methods or spells. When the horse reaches its maximum hit points, it reverts back to stone form. Stone horses are AC 0 and a stone horse reaching zero hit points shatters into worthless dust and rock, irrevocably destroyed.
A vial contains 1d4+1 ounces. The salve can be applied to a petrified creature, restoring it to flesh as does a stone to flesh spell. 1 oz will restore a creature the size of a typical human.
A cleric carrying or holding the prayer beads will intuitively know the powers they grant and how to use the beads as soon as he or she casts a spell. Each strand has at least two beads on it, granting a different power according to the table below.
Bead Type | Ability Granted |
---|---|
Blessing | Cast bless spell |
Healing | Cast choice of cure serious wounds, cure blindness or deafness, or cure disease |
Karma | Cast spells at +4 user level of ability for 10 rounds |
Smiting | Cast spiritual weapon, flame strike, or cause blindness |
Summons | Summons extraplanar ally appropriate to caster’s alignment* |
Wind Walking | Cast wind walk |
*Creatures summoned might be demons or devils but never a deity. Misusing this bead by summoning a divine ally for trivial reasons may incur the wrath of the cleric’s deity, along with a geas to teach the character humility and wisdom.
The following beads are activated by a command word: blessing, healing, smiting, and wind walking. The beads of karma and summons can be activated by any character capable of casting divine magic spells simply by willing it. All beads except for the bead of summons can be used once per day. The bead of summons disappears after 1 use. If a bead is removed from the strand it immediately and forever loses its power. The beads need not be worn by the cleric but he or she must have them somewhere on his or her person.
Placing this magical spoon into an empty bowl will cause the bowl to fill with a bland but nourishing gruel capable of sustaining any 1 living creature for 1 day. Up to four such servings can produced in any 1 day.
A +2 melee weapon with a blue steel head. When hurled as a missile the spear becomes a bolt of blue lightning and incurs no “to hit” penalty for up to 70 ft. If the spear strikes its target it inflicts 1d6+2 points of physical damage and 22 points of electrical damage, no save allowed. The lightning bolt will also reflect back half the distance it was thrown, damaging any creature within 5 ft of the bolt for 10 points of damage, saving throw vs aimed magic items for ½ damage allowed. These weapons get their name from the sound of far away thunder heard when they are thrown. Thunder spears are usually found in pairs.
A character studying this book a minimum of 48 hours over the course of a single week and diligently performing the mental exercises contained within its pages will gain 1 point of permanent increase to his or her intelligence score. The tome vanishes forever after 1 use.
A character studying this book a minimum of 48 hours over the course of a single week and diligently practising the leadership methods contained within its pages will gain 1 point of permanent increase to his or her charisma score. This book vanishes forever after 1 use.
A character studying this book a minimum of 48 hours over the course of a single week and diligently pondering the logic puzzles and ethical dilemmas contained within its pages will gain 1 point of permanent increase to his or her wisdom score. This book vanishes forever after 1 use.
When applied to any formerly living matter, this unguent slows the effect of time upon that object, such that a year’s passing ages the item but a day. The item gains +1 to all saving throws. The unguent does not wear off, though its magic can be dispelled. One vial of unguent of timelessness can coat 8 normal-sized objects.
This solvent will unstick anything glued or rusted together, including items joined together with sovereign glue. Universal solvent is always found in a blue and yellow container.
This silk waistcoat contains magically concealed secret compartments holding lockpicks which grant a +20% bonus to a thief or assassin’s open lock chance. Only the wearer of the vest can detect the compartments; to all others they cannot be located by even the most thorough of searches.
A lightweight overgarment which is generally green with woodland designs. Any druid with shapeshift ability wearing the vestment will gain an extra use of that ability per day.
This item looks just like a portable hole (see above) but instead of creating a hole it creates an opening into another plane of existence, determined randomly each time the well is opened. The well is two-way, meaning creatures or objects from whatever plane it contacts can enter the Prime Material Plane just as easily as objects pass through to the other plane from the Prime Material.
A magical hand fan which, upon command, creates a gust of wind as the spell. The fan can be used once per day without risk; additional uses in a day garner a 20% cumulative chance of destroying the fan.
Upon command, this cape will transform itself into a pair of wings, allowing the wearer to fly at 60 ft movement rate (aerial agility level IV—see Chapter III). When in cape form the wings of flying take on a variety of styles and appearances and the wings formed can be either feathered or bat-wing style.