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Magic Items

Aiming Hoop - A 1 foot diameter silver hoop, all missiles shot through it get a +3 to hit. Requires someone to hold it steady.

Ash Eyes - When many creatures from the plane of ash are slain, their eyes turn into brittle black gems. If these gems are crumbled over some ashes, the ashes turn back into whatever they were before they were burnt. Each gem can cover a 3 feet by 3 feet area.

Blue Plate Mail of Jarlt - This armour is dark blue and shines with a radiance that illuminates invisible and ethereal creatures. It also shines enough to see at night and it dissipates darkness spells. Wearer can turn off the light at will.

Black Staff - A midnight black quarterstaff, +2 magic. Has silver symbols around one end that can be read with a read magic spell. They say slash, bludgeon, pierce, cold, heat, acid, electricity and holy water. After the appropriate symbol is pressed, the staff delivers that type of damage. It never changes shape or temperature, but delivers wounds of the specified type.

Bracers of the Self Friend - Twice a day the wearer can split himself into 2 copies, each of which has an entire round to act. Each copy has half the hp of the original. When the copies rejoin at the end of the round, the user gets the total damage that each copy sustained. (The wearer selects one copy to turn into a flare of light and enter the other, thus joining the copies.) Spells are only lost if both copies cast them. These bracers are made of electrum, and each shows a copy of the same warrior.

Cloak of Smoke Travelling - A thin cloak made of a grey substance, smoother than silk. If the wearer stands near a source of smoke and concentrates, they will turn into a smoke cloud and dissipate. The person is then in an indeterminate nothingness, but is aware of all smoke sources as large as a torches flame of bigger within 300 miles. They can then select which smoke source to travel to, and form there from the smoke. Should the traveller enter the indeterminate nothingness and then have their original smoke source extinguished and if there is also no smoke source in range, then end up on a random level of limbo.

Echo Scrambler - This is a 3 foot high black stone obelisk. When activated, anyone teleporting to or from a 50 foot radius must save vs. spell or be destroyed completely and never rematerialize. If they save, they are d100 miles in a random direction. Normal teleportation failure rules apply. On a random distance roll of 1, the victim is in a random plane.

Ether Bomb - 1 foot high pyramid shaped crystals. When an ethereal creature draws within 30 feet they explode on the ethereal plane doing 6d6 damage (save vs. spell for half) in a 30 foot radius. They make a loud shrieking noise on the material plane. The crystals don't function on the ethereal plane. When used, they crumble into dust.

Float Shield - A small +1 magic shield that floats in front of the owner, interposing itself in the way of attacks. Requires no hands, owner can use a two handed weapon. Having another shield in hand does not increase the AC bonus further.

Ghalinyas Clam Shell - A large clamshell that can comfortably hold 6 people. Can travel underwater at a movement rate of 25. It provides oxygen, and has interior and exterior magic topaz's that provide light. (The exterior topaz acts as a searchlight and is worth 500 gp, the interior is worth 300 gp) There are small portholes to see out. The owner controls the speed, direction, light and opening and closing of the shell by speaking commands. It is AC 5 with 50hp.

Glittering Chain Mail - Shiny steel chainmail +2, makes wearer invisible once per day for 3 rounds, even if he attacks.

Good Horn of Fish Summoning - This horn is made from a conch shell. Gold writing inside can be read with read magic, it says: "Help for the Good, cold graves for the Evil". When blown, the horn summons a large fish (a giant gar for fresh water, a giant shark (p. 117) for saltwater). The fish can be ridden by a maximum of 2 human sized people. If an evil person summons and rides a fish, it will take them into deep water, then attempt to unseat them by diving and then attacking them. Summoned fish arrive in d12 rounds.

Headband of the Ever Watchful Eye - This minor but useful item appears as a metallic white headband. When anyone with evil intentions towards the wearer looks at his face, the wearers eyes will seem to be looking directly back at him. This may cause a creature hidden in ambush to break cover and attack immediately thus ruining the ambush, because they may think they have been spotted. Similarly, a thief planning to rob the wearer may think he's been seen, and may look for an easier target. The headband functions even while the wearer sleeps. The wearer doesn't actually see the threat, it just seems as if he does.

Illusionists Chainmail - Bright yellow elven chainmail, wearable by illusionists. Makes his illusions so realistic, victims get a -2 on the disbelieve roll. It also allows the wearer to have one illusion that attacks and reacts to damage realistically without his concentration. Lasts 1 turn.

Javelin of Two Foes - This +1 magical javelin, when thrown, splits into 2 separate javelins, each of which hits a different target separated by no more than 45 degrees (2 separate to hit and damage rolls). After each strikes, they dissappear and the original javelin appears in the throwers hand. There are 2 javelins etched into the blade, 1 on each side.

Potion of the Other Self - When drunk, this potion creates an illusiory image of the drinker. The illusory double will obey the drinkers spoken instructions. In combat, it has the same stats as the drinker (but no spells and magic items won't work), and it reacts appropriately to damage instead of dissappearing. It will only dissappear after a week has passed or it is killed. Because the double looks exactly like the drinker, down to the smallest details of dress and mannerism, viewers get a +4 to their disbelieve roll. If the drinker significantly alters his appearence after drinking the potion, the double doesn't change and now viewers get no modification to their disbelieve roll. The illusion can never be more than 100 feet away from the drinker. It cannot be healed once damaged. It only takes instructions from the drinker. If the illusion survives the entire week, just before it dissappears it will turn towards the drinker and give it some solemn advice. If the drinker was evil, the advice is bad and is intended to harm them. If the drinker was neutral or good the advice is helpful. The advice is fairly specific and usually regards something that will happen in the near future, such as: "The guardian in the cave is vulnerable to fire".

Semi-Ethereal Arrows - These are +2 magic arrows that can pass through targets and hit multiple targets in a straight line, up to the limit of their range. Because the arrows are semi-ethereal, they do only d4 damage (plus bonus). They also hit ethereal creatures and can function on the ethereal plane (if shot from there, they also hit material creatures).

Spear of the Sea - This +1 magic spear has a conch shell etched into the blade and it can be thrown for full range underwater, then reappears in the throwers hand. It is +3 vs. crustaceans like lobsters, crabs, etc. It was made by aquatic elves.