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Thomas Mallory's Alchemy Shop

MISCELLANEOUS MAGICAL ITEMS

BANE ARROWS
M.D.C.: 10
POWERS: +1 to strike and inflict 1D4x10 M.D.

BONE NECKLACE
*INDESTRUCTIBLE!
*Summon 1D8 animals
*Speak to animals and Speak Elemental 98%.

BOOTS OF HASTE
M.D.C.: INDESTRUCTIBLE!
These fur lined boots made of rabbit skin give the user the following abilities:
*Increased speed while running; add 1D4x10 to normal speed
*50 foot +5 feet per level of experience leaping ability.
*Sixth Sense; Character will want to run away rather than stay and fight a potentially dangerous adversary.
*-5 to save versus Horror Factor
*+5 to dodge.
NOTE: Within a number of  hours equal to the wearer's I.Q., the boots, they become permanently grafted to wearer's feet becoming actual Rabbit Feet! The only way to remove them is a remove curse or death where they turn back into normal boots.

CHANGER'S RING
M.D.C.:  100 (Regenerates 1D4x10 M.D.C. per melee)
POWERS: Bestows the wearer the abilities of:
*Metamorphosis: Superior
LIMITATIONS:  The ring's magic can only be invoked two times a day for an eight hour duration.  The Changer's Ring looks very much like a mood stone that is continually changing color.

CHANGER'S SKIN
M.D.C.: 1,000
POWERS: Metamorphosis: Animal 4 hours; 12th level. Limitation is that the person can only change into the animal form of the skin being used.  Most common animal skins used are those of predators (S.D.C. creatures only!)  Attributes gained from animal are considered supernatural.
NOTE: 1,000 P.P.E. and a Metamorphosis; Animal spell are required by the spell caster to create. Must at least be Seventh Level!

DRAGON'S BANE
M.D.C.: 50
POWERS:  An ivory bracelet made of dragon bone and encrusted with red gem stones, the Dragon's Bane bestows the wearer a supernatural strength of 45 and M.D.C. equal to his/her H.P. and S.D.C. added together.  He will also regenerate at a rate of 1D4 M.D.C. per Melee and allow the user to cast a ball of fire; 5D6 M.D.C. 1,000ft with a 12ft blast radius.

ENERGY BOW
*Indestructible
*10 P.P.E. 5D6 M.D. energy bolt
*Solid Gold, appear to have no bow string

FAERIE ARMOR
M.D.C.: 500 regenerates 1D4x10 per minute
POWERS: This a very precious gift only given by the fairy folk to a select few. It is light weight weighing in at only five ounces.  Each suit of armor is especially crafted so that only the one for whom it was intended  can wear it, they are gold colored protecting the wearer from all physical and energy attacks; magic and psionics are the only way to hurt the armor and even then with only fourth damage.

FREEZE GAUNTLETS
M.D.C.: INDESTRUCTIBLE!
POWERS: Each gauntlet inflicts 1D4x10 M.D. Cold Blast, together they inflict 4D4x10 M.D., but it counts as two attacks.

MALLORY'S MAGICAL MAP
M.D.C.: 50
POWERS: Instills the possessor with an innate directional sense, Eyes of the Eagle, Eyes of Thoth and Tongues. The map itself possesses invulnerability, memory bank and negate magic (self defense only). This item appears as a ordinary scroll with a compass rose magically pointing in the direction of true north, regardless of which way the scroll is held.  The scroll in essence will show an accurately detailed map on a scale showing a city to an area encompassing the whole world; depending on the desires of the possessor.  NOTE:  Limitations:  the scroll can only reveal a map of a particular area that has been described to it.  Also, any player or NPC may pick up the map and describe new information concerning world geography where it will be stored in the map's "memory".

MYSTIC RING
*Spells: Able to cast the following spells 10x a day; Turn self to Mist, Mystic Illusion, Blinding Flash, Armor of Ithan, Eyes of the Wolf, Shadow Beast, Teleport (Superior) and Wall of Flame all equal to sixth level spell strength.
*+2 to save Magic
*+10 S.D.C.
*Impervious to Magic
*P.P.E.: 180

MYSTIC RUBBER CHICKEN
M.D.C.: Indestructible
Powers: Once per day the user can slap the chicken on the ground for a save versus magic of 12 or greater.  Those who fail their save will lose initiative and all melee attacks for 1D4 minutes of uncontrolled laughter.  Only the person who activated the spell will be unaffected.

MYSTIC WAR HAMMER
*Indestructible, never dulls
*+1 to strike and parry
*Gold colored
*Inflicts 5D6+6 M.D.
*+3 to save versus Magic
*+160 M.D.C. to wielder
*Resist Fire and Cold (half damage)
*See Invisible
*Returns when Thrown
*Lightning Bolt once per melee 4D6 M.D., range 300 feet
*Turn Invisible
*P.P.E.: 120

ORB
M.D.C.: INDESTRUCTIBLE!
POWERS:  Spells included are: all 1-5th level, Invulnerability, Metamorphosis; Superior, Dimensional Teleport, Barrier of Thoth, D-Phase, Time Warp: Space and Time, and Time Maelstrom.  All 20th level with a spell strength of 18.  User must have an M.E. of 16 or higher or roll on the random insanity table.

OWL TALISMAN
M.D.C.: Indestructible!
POWERS:  A bronze talisman shaped like an owl with emerald eyes, it acts a P.P.E. battery with 150 P.P.E.  The talisman regains P.P.E. at a rate of 10 per hour.
NOTE: Only two of these talismans are known to exist.

PEARL OF THE DEEP
M.D.C.: 100 (Regenerates 1D4x10 M.D.C. per melee)
POWERS: Invokes the wearer with the following
*Armor of Neptune, equal to a tenth level spell; 150 M.D.C.
*Speak Underwater
*Impervious to Ocean Depths
*Breathe without Air
*Swim as a Fish Superior
The Pearl of the Deep is a small silver ring with a fish head sculpted into it.  Set in the mouth of the fish is a pearl one inch in diameter.

PYRO AXE
M.D.C.: INDESTRUCTIBLE!
*Renders the wielder Invulnerable to fire; magic fires and plasma inflict only a quarter damage.
*Inflicts 4D6 S.D.C. or 5D6 M.D. when activated.  Once per melee the axe can cast a fire ball inflicting 2D4x10 M.D. that is +2 to strike.

SEA CONCH
*INDESTRUCTIBLE!
*Spells:  Song of Danger, Song of Fear, Song of Sleep, Song of Strength, Song of Summoning and Sonic Boom 1D4x10+70 M.D.
All spells equal to 10th level and can only cast four spells daily.

SILVER BRACERS
M.D.C.: 20 (10 each)
*Telekinesis
*+10 to wearers P.P.

SILVER CALL OF HON-HO
M.D.C.: 100
P.P.E.: 500: This is a special magical item that must only be used in times of dire need. For every 10 P.P.E. that is permanently drained from the Horn, it will summon anywhere from 1D4 to 1D4x10 of the following (G.M.'s choice): animals, fairy folk, weather, entity or champions of the appropriate alignment. Once the P.P.E. of the horn has been depleted, it can never be restored.

SKULL SHIELD
M.D.C.: Indestructible!
*+3 parry
*throw 500ft and inflicts 6D6 M.D.C.
*those looking upon the shield must save against a Horror Factor of 18.

UNENDING QUIVER
M.D.C.:  20
*Never empties of arrows inflicting 1D6 S.D.C.
*10 P.P.E. will create an arrow that inflicts 2D6 M.D./H.P. against vampires.

WIRIKIDORE (SLAYER OF WARRIORS) LONG SWORD
*Indestructible*Eternally Sharp
*Inflicts 3D6+3 S.D.C./M.D.C.
*Cursed: Once drawn by the wielder, it cannot be sheathed again until it has slain one enemy.  Until then the person is unable to put the sword down (always sticks to their hand).  Once engaged in combat, the sword becomes animated and attacks until it has slain one person.  Whereupon it becomes lifeless again.  Attacks are equal to the wielder's own plus two APMs, is +6 to strike and dodge. The sword will never leave his or her wielder until they are slain, always teleporting back to them.  Will attack only warriors.
*Immortality (Deific Curse)
*Regenerates 2D6 H.P./S.D.C./M.D.C. per 10 minutes (Restores limbs).

WOLF FANG KNIFE
M.D.C.: INDESTRUCTIBLE!
*+2 strike and inflicts 3D4 M.D.

WOLF STAFF
*Indestructible!
*Grants the holder of the staff with infinite Invulnerability
*Fire Bolt 1D4x10 M.D.
*Impenetrable Wall of Force once daily.
*Inflicts 3D6 S.D.C. (M.D.C. if a mega-damage creature).