Magic Items

Magic items currently in use. More infromation can be found within the Game Books.


FATHER TOBIAS: (Magic Item – 8 Max)

  1. Boots of Levitation
  2. Gauntlets of Ogre Power
  3. Ring of Spell Storing (Cure Light Wounds – Slow Poison – Remove Paralysis)
  4. Ring of Protection +2
  5. Cleric Scroll No1 (Heal)
  6. Cleric Scroll No2 (Feign DeathSpeak With DeadCure Critical Wound)
  7. Cleric Scroll No2 (1st: Invisibility to Undead – 1st: Purify Food & Drink – 3rd: Plant Growth – 3rd: Starshine – 5th: Wall of Fire)
  8. Cleric Scroll No3 (1st: Cure Light Wounds – 1st: Cure Light Wounds – 2nd: Goodberry – 2nd: Slow Poison)
  9. Cleric Scroll No4 (2nd: Find Traps – 2nd: Fire Trap – 3rd: Speak With Dead)
  10. Cleric Scroll No5 (4th: Plant Door – 4th: Tongues)
  11. Cleric Scroll No6 (6th: Word of Recall)
  12. Mace +3
  13. Fail +2
  14. Sling Bullets Magic +2
  15. Plate Mail Armour Magic +2
  16. Chain Mail Armour +2
  17. Shield Spellguard
  18. Potion of Extra-Healing
  19. Potion of Extra-Healing
Gauntlets of Ogre Power
Magic Item – Gauntlets of Ogre Power

SIR LY: (Magic Item – 6 Max)

  1. +1, Flametongue, +2 vs. Regenerating, +3 vs. Cold-using, Inflammable or Avian, +4 vs. Undead
  2. Ring of Shooting Stars
  3. Ring of Fortitude (CON)
  4. Ring of Protection +2
  5. Holy Symbol (Moon Shaped)
  6. Equus Pendant (War Horse)
  7. Long Sword, Magic +1 (Farthers Blade)
  8. Two-Handed Sword +2 (Dimension Door x2)
  9. Elven Longbow, Magic +2
  10. Longbow Arrows, Magic +2
  11. Longbow Arrows, Magic +1
  12. Scale Mail +1 (6′ 4”)
  13. Shield +1 Medium
  14. Potion of Extra-Healing
Magic Item - Sword Flame Tongue
Magic Item – Sword Flame Tongue

FRIMLEY GREENISH: (Magic Items – 8 Max)

  1. Cloak of Elvenkind
  2. Cloak of Protection +2
  3. Lens of Ultravision
  4. Scarab of Protection
  5. Ring of Invisibility
  6. Ring of Free Action
  7. Ring of the Ram
  8. Ring of Protection +3
  9. Ring of Feather Falling
  10. Ring of Protection +1
  11. Braces of Defence Armour Class 6
  12. Slippers of Spider Climbing
  13. Deck of Illusions
  14. Hat of Disguise
  15. Bag of Holding
  16. Wand of Magic Missiles
  17. Chardalyn Black Stones (Empty)
  18. Short Sword of Quickness +2
  19. Short Sword Quietstrike +1
  20. Short Bow +1
  21. Short Bow Arrows, Magic +2
  22. Short Bow Arrows, Magic +1
  23. Dagger, Magic +1
  24. Potion of Essence of Darkness (Metal Flask 3 Doses)
  25. Potion of Essence of Darkness (Glass Flask 2 Doses)
  26. Potion of Master Thievery
  27. Potion of Clairaudience
  28. Philter of Love
  29. Potion of Extra-Healing
  30. Fish Paste (Water Breathing)
Slippers of Spider Climbing
Magic Item – Slippers of Spider Climbing

THORA GRID EL: (Magic Items – 7 Max)

  1. Gauntlets of Dexterity
  2. Ring of Protection +2
  3. Boots of Elvenkind
  4. Shield +2, Large (+2 bonus to initiative)
  5. Mace +3
  6. Chain Mail Armour +2
  7. Battle Axe, Magic +2
  8. Spear, Magic +1
  9. Short Bow Arrows, Magic +2
  10. Short Bow Arrows, Magic +1
  11. Chardalyn Black Stones (Empty)
  12. Potion of Sweet Water
  13. Oil of Acid Resistance
  14. Potion of Fire Resistance
  15. Potion of Extra-Healing
  16. Fish Paste (Water Breathing)
Magic Item - Boots of Elvenkind
Magic Item – Boots of Elvenkind

MIRAFIR ROVEN: (Magic Items – 9 Max)

  1. Mirror of Mental Prowess
  2. Ring of Spell Storing (Magic Missile – Shield – Web)
  3. Ring of Spell Storing (Feather Fall – Stinking Cloud – Slow)
  4. Ring of Jumping
  5. Ring of Protection +3
  6. Ring of Protection +2
  7. Ring of Armouring
  8. Cloak of Protection +3
  9. Stone of Good Luck
  10. Pearl of Power
  11. Pearl of Power
  12. Gem of Insight
  13. Harper Pin
  14. Darts of Homing X5
  15. Powder of Coagulation (9 Pinches)
  16. Potion of Extra-Healing
  17. Fish Paste (Water Breathing)
  18. Spell Book (All Spells from 1st Level to 6th Level)
  19. Dagger, Magic +2
  20. Sling Bullets Magic +2
  21. Magic Scroll No1 Wizard Spells (6th: Contingency)
  22. Magic Scroll No2 Wizard Spells (3rd: Spectral Force)
  23. Magic Scroll No3 Wizard Spells (1st: Armour – 1st: Charm Person)
  24. Magic Scroll No4 Wizard Spells (1st: Spider Climb – 1st: Wall of Fog)
  25. Magic Scroll No5 Wizard Spells (1st: Spider Climb – 1st: Wall of Fog – 2nd: ESP)
  26. Magic Scroll No6 Wizard Spells (3rd: Clairaudience)
  27. Magic Scroll No7 Wizard Spells (3rd: Dispel Magic)
  28. Magic Scroll Skin No1 Wizard Spells (5th: Contact Other Plane – 5th: Extension I – 5th: Leomund’s Secret Chest – 7th: Vision)
  29. Magic Scroll Skin No2 Wizard Spells (3rd: Leomund’s Tiny Hut – 4th: Illusionary Wall – 4th: Leomund’s Secure Shelter)
Magic Item - Mirror of Mental Prowess
Magic Item – Mirror of Mental Prowess

SIGUNE FELDSCHLACHTER: (Magic Items – 7 Max)

  1. Ring of Fire Resistance
  2. Ring of Protection +2
  3. Cloak of Arachnida
  4. Necklace of Memory Enhancement
  5. Staff of Curing
  6. Necklace of Invisibility to Undead
  7. Chardalyn Black Stones (Fireball)
  8. Shield, Large, +1, +4 Vs Missiles
  9. Sword, Long Magic +3
  10. Black Mace Magic +1
  11. Elven Longbow, Magic +2
  12. Longbow Arrows, Magic +2
  13. Longbow Arrows, Magic +1
  14. Chain Mail Armour +2
  15. Potion of Clairaudience
  16. Potion of Extra-Healing
  17. Fish Paste (Water Breathing)
  18. Potion of Fire Giant Strength
Cloak of Arachnida
Magic Item – Cloak of Arachnida

GALAN TARA: (Magic Items – 8 Max)

  1. Bracers of Archery
  2. Chime of OpeningElven
  3. Cloak of Elvenkind
  4. Gauntlets of Swimming and Climbing
  5. Necklace of Adaptation
  6. Periapt of Proof Against Poison
  7. Short Sword +1, Luck Blade
  8. The Boots of Varied Tracks
  9. Ring of Protection +2
  10. Amulet of Laeral’s Tears
  11. Long Sword, Magic +2
  12. Short Sword, Magic +2
  13. Dagger, Magic +2
  14. Mace, Magic +1
  15. Elven Longbow, Magic +2 (Double Range)
  16. Longbow Arrows, Magic +2
  17. Longbow Arrows, Magic +1
  18. Leather Armour +2
  19. Oil of Slipperiness
  20. Potion of Essence of Darkness (Metal Flask 3 Doses)
  21. Potion of Extra-Healing
  22. Bag of Holding
Magic Item - Bracers of Archery
Magic Item – Bracers of Archery

BAG OF HOLDING:

  1. Galan’s Spare Equipment
  2. Doss Lute
  3. Alchemy Jug
  4. Ring of Protection +2
  5. Beaker of Plentiful Potions (Water Breathing – Vitality – Diminution)
  6. Tome of Clear Thought
  7. Barbarian Cleric’s Gnarly Staff +3
  8. Barbarian Cleric’s Leather Armour +2
  9. Hooded One’s Leather Armour +2
  10. Banded Mail Aromur +1
  11. Elven Longbow, Magic +2
Bag of Holding
Magic Item – Bag of Holding

VICROSS SILVERKIN: (Magic Items – 8 Max)

  • Ring of Protection +3
  • Cloak of Protection +1
  • Ring of Spell Storing (Magic Missile – Shield – Web)
  • Wand of Illumination
  • Dagger +2
  • Sling Bullets +2
  • Quarterstaff +2
  • Cup of Healing
  • Sending Stones
  • Pearl of Power
  • Potion of Flying
  • Potion of Plant Control
  • Potion of Extra Healing
  • Half-Blade Bastard Sword
Magic Item - Sending Stones
Magic Item – Sending Stones

FATHER TOBIAS – MAGIC ITEM ATTUNEMENT SLOTS = 8


Boots of Levitation (ANY): ATTUNMENT REQUIRED

As with other magic boots, these soft boots expand or contract to fit giant to Halfling-sized feet. Boots of levitation enable the wearer to ascend or descend vertically, at will. The speed of ascent/descent is 20 feet per round, with no limitation on duration. The amount of weight the boots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding the result to a base of 280 pounds.

(i.e., a given pair of boots can levitate from 294 to 560 pounds of weight). Thus, an Ogre could wear such boots, but its weight would be too great to levitate. (See the 2nd-level wizard spell, levitation below.)

Levitate (Alteration)
Range: 20 yds/levelComponents: V, S, M,
Duration: 1 turn/levelCasting Time: 2
Area of Effect: 1 creature or objectSaving Throw: Neg.

When a levitate spell is cast, the wizard can place it upon his person, an object, or a single creature, subject to a maximum weight limit of 100 pounds per level of experience (for example, a 3rd-level wizard can levitate a maximum of 300 pounds). If the spell is cast upon the wizard, he can move vertically up or down at a movement rate of 2 per round. If levitate is cast upon an object or another creature, the wizard can levitate it at the same speed, according to his command. This spell does not empower horizontal movement, but the recipient could push along the face of a cliff, for example, to move laterally. The spellcaster can cancel the spell as desired. If the subject of the spell is unwilling, or the object is in the possession of a creature, a saving throw vs. spell is allowed to determine if the levitate spell affects it. Once cast, the spell requires no concentration, except when changing height. A levitating creature attempting to use a missile weapon finds himself increasingly unstable; the first attack has an attack roll penalty of -1, the second -2, the third -3, etc., up to a maximum of -5. A full round spent stabilizing allows the creature to begin again at -1. Lack of leverage makes it impossible to cock a medium or heavy crossbow. The material component of this spell is either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.


Gauntlets of Ogre Power (WARRIORS, ROGUES & PRIESTS): ATTUNMENT REQUIRED

These appear the same as typical hand-wear for armour. The wearer of these gloves, however, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a girdle of giant strength and a hurled weapon. They grow or shrink to fit human to Halfling-sized hands.


Shield Spellguard, Medium (WARRIORS, ROGUES & CLERICS):

This Medium Magical Shield is emblazoned with a stylised Starscape and provides -1 AC to your Armour Class when used.

+2 to Saves Vs Spells cast directly and only at the Shield carrier.


Ring of Spell Storing (PRIESTS & PALADINS): ATTUNMENT REQUIRED

Cure Light Wounds 3rd Level (cast as 5th)
Slow Poison 2nd Level (cast as 5th)
Remove Paralysis 3rd Level (cast as 5th)


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

  • The Ring does not improve Armor Class if Magical Armour is worn, although it does add to Saving Throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Cleric Scroll No1 (PRIESTS & PALADINS):

Heal (Necromancy) Sphere: Healing
Reversible
Range: TouchComponents: V, S
Duration: PermanentCasting Time: 1 rd.
Area of Effect: 1 creatureSaving Throw: None

The very potent heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and heals all points of damage suffered due to wounds or injury. It dispels a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.

The reverse, harm, infects the victim with a disease and causes loss of all but 1d4 hit points, if a successful touch is inflicted. For creatures that are not affected by the ‘Heal’ or ‘Harm’ spell, see the cure light wounds spell.


Cleric Scroll No2 – Cast As 8th Level (PRIESTS & PALADINS):

Feign Death 3rd Level
Speak With Dead
3rd Level
Cure Critical Wound
5th Level


Cleric Scroll No3 – Cast As 9th Level (CLERICS & PALADINS):

Invisibility to Undead 1st Level
Purify Food & Drink
1st Level
Plant Growth
3rd Level
Starshine 3rd Level
Wall of Fire 5th Level


Cleric Scroll No4 – Cast As 7th Level (CLERICS & PALADINS):

Cure Light Wounds 1st Level
Cure Light Wounds
1st Level
Goodberry
2nd Level
Slow Poison 2nd Level


Cleric Scroll No5 – Cast As 7th Level (CLERICS & PALADINSN):

Find Traps 2nd Level
Fire Trap
2nd Level
Speak With Dead
3rd Level


Cleric Scroll No6 – Cast As 7th Level (CLERICS & PALADINS):

Plant Door 4th Level
Tongues
4th Level

Tongues (Alteration)
Reversible
Sphere: Divination
Range: 0 Components: V, S
Duration: 1 turn Casting Time: 7
Area of Effect: The caster Saving Throw: None

This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

The priest can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.


Cleric Scroll No7 – Cast As 11th Level (CLERICS & PALADINS):

Word of Recall 6th Level

Word of Recall (Alteration)
Sphere: Summoning
Range: 0 Components: V
Duration: Special Casting Time: 1
Area of Effect: The caster Saving Throw: None

The word of recall spell takes the priest instantly back to his sanctuary when the word is uttered. The sanctuary must be specifically designated in advance by the priest and must be a well-known place. The actual point of arrival is a designated area no larger than 10′ x 10′. The priest can be transported any distance, from above or below ground.
Transportation by the word of recall spell is safe within a plane, but for each plane the priest is removed, there is a 10% cumulative chance that the priest is irrevocably lost. The priest is able to transport, in addition to himself, 25 pounds of weight per experience level.

Thus, a 15th-level priest could transport his person and an additional 375 pounds. This extra matter can be equipment, treasure, or even living material, such as another person. Exceeding this limit causes the spell to fail. Note that unusually strong physical fields, such as magnetic or gravitational forces, or even magical applications can, at the DM’s option, make the use of this spell hazardous or impossible.


Mace +3 (WARRIORS, ROGUES & PRIESTS):

This Mace is in the form of a bronzed Wolf Head Growling.


Footmans Flail +2 (WARRIORSS & PRIESTS):


Sling Bullets Magic +2 (x10) (ANY):


Plate Mail Armour Magic +2 (6’1”) (WARRIORS & PRIESTS):


Chain Mail Armour Magic +2 (6’1”) (WARRIORS & PRIESTS):


SIR LY – MAGIC ITEM ATTUNEMENT SLOTS = 7


+1, Flametongue, +2 vs. Regenerating, +3 vs. Cold-using, Inflammable or Avian, +4 vs. Undead (WARRIORS & ROUGES): ATTUNMENT REQUIRED

This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword’s fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).


Ring of Shooting Stars – Indoor/Underground Functions (ANY): ATTUNMENT REQUIRED

Indoors at night, or underground, the ring of shooting stars has the following properties:

  1. Faerie Fire (twice per day) as the spell (Cast as 7th Level).
  2. Spark Shower (once per day) The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20′ feet to a breadth of 10′ feet. Creatures within this area suffer 2d8 points of damage each, if no metal armour is worn or held. Characters wearing metal armour or carrying a metal weapon receive 4d4 points of damage.

Range, duration, and area of effect are the minimum for the comparable spell unless otherwise stated.


Ring of Fortitude (CON) (ANY): ATTUNMENT REQUIRED

When worn, the ring of fortitude grants the wearer a bonus of + 4 to CONSTITUTION, for the purposes of spell resolution only. It does not affect ability checks or other aspects of ability scores, except those as a direct result of spells or spell like abilities. For example, a character with a natural Constitution of 14 would have an enhanced score of 18 while wearing such a ring. He does not gain any extra hit points from wearing it, but his System Shock for resolving the Polymorph Other spell is increased to 99%. With the Constitution-enhancing ring, the bonuses even apply to the Raise Dead and Resurrection spells. All effects are lost when the wearer removes the ring.


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

  • The Ring does not improve Armor Class if Magical Armour is worn, although it does add to Saving Throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Holy Symbol (Moon Shaped) (ANY) ATTUNMENT REQUIRED

If touched by an evil creature, the Holy Symbol is consumed in a blast of intense light that deals 2d10 radiant damage to all creatures within 5’ feet of it 3 times per day.


Equus Pendant (PALADIN)

An Equus is a magical piece of Jewellery that, upon command, polymorphs into some form of beast of burden.
Thus an actual Horse, Mule, Worg, Camel. Dogsled Team, Nightmare, or any other creature that can be ridden, used to pull a load or carry goods can be termed an Equus.
Once the command-word it spoken, it takes one round for the piece of Jewellery to change into the creature or for the Creature to change back into Jewellery. The duration for the polymorph is unlimited, but while in creature form the Equus Ages as if were a normal creature. Therefore, the Equus may grow old and die as any mortal creature.
Should this happen, It immediately reverts to its Jewellery form and loses all magical properties. If damaged or destroyed in Jewellery form, all Magic is lost and the Equus forever ceases to function. If the Equus is slain (reduced to zero hit points or less) in creature form, the creature immediately reverts to jewellery form and cannot be changed into creature form again. Damage to the creature form of the Equus can be healed magically by ‘Cure Light Wounds’ Spells, or similar Spells. If the creature is allowed food and rest, it heals naturally at the rate of 1 hp per day. However, the Equus cannot heal itself or be healed in jewellery form. Pendant:
This tiny figurine of a War Horse hangs from a Silver chain. The pendant must be examined carefully to find the command-word. When this word is spoken, the figurine polymorphs into the War Horse depicted.

HEAVY WAR HORSE

AC 6: Movement 160’: HD 4 +4: hp 28:

THACO 16: #AT 3: (Hooves and bite): Damage: 1d8 + 1d8 + 1d4:

Special Defences: 30’ Infravision; Immunity to all ‘Hold’ and ‘Charm’ Spells; Moral 16: Alignment NG: Intelligence 10:


Long Sword, Magic +1 to Hit +1 Damage: (WARRIORS & ROUGES):
His Father’s Old Sword.


Two-Handed Sword, Magic +2 to Hit +2 Damage: (WARRIORS & ROUGES): ATTUNMENT REQUIRED
This Two-Handed Sword allows the wielder to cast ‘Dimension Door, as an 8th Wizard, Level, 2 times a day and it recharges at dawn.


Elven Longbow, Magic +2 to Hit +2 Damage: (WARRIORS & ROUGES): ATTUNMENT REQUIRED
This Longbow has double the range of a normal Longbow.


Longbow Arrows, Magic +2 to Hit +2 Damage: (WARRIORS & ROUGES):


Longbow Arrows, Magic +1 to Hit +1 Damage: (WARRIORS & ROUGES):


Scale Mail +1 (6’4”) (WARRIORS & PRIESTS):


Shield +1, Medium (WARRIORS, ROGUES & CLERICS):

This Medium +1 Magical Shield is emblazoned with a stylised Stag that is the emblem of the Order of the Stag King. -2 AC to your Armour Class when used.


FRIMLEY GREENISH – ATTUNEMENT SLOTS = 8


Cloak of Elvenkind (ANY): ATTUNMENT REQUIRED

This cloak of neutral grey cloth is indistinguishable from an ordinary cloak of the same colour. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:

Outdoors, natural surroundings

Heavy Growth 100% – Light Growth 99% – Open Fields 95% – Rocky Terrain 98%

Urban surroundings

Buildings 90% – Brightly Lit Room 50%

Underground

Torch/Lantern Light 95% – Infravision 90% – Light/Continual Light 50%


Cloak of Protection +2 (ANY): ATTUNMENT REQUIRED

The various forms of this marvellous device all appear to be normal garments made of cloth or leather. However, each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armour) to Armor Class 9, and give a +1 bonus to saving throw rolls. This device can be combined with other items or worn with leather armour. It cannot function in conjunction with any sort of magical armour, normal armour not made of leather, or with a shield of any sort.


Lens of Ultravision (ANY):

These goggles allow the recipient to see in normal darkness up to 60’ feet without light. Note that strong sources of light (fire, lanterns, torches, etc.) tend to blind this vision, so infravision does not function efficiently in the presence of such light sources. A light, or continual light, spell cast at the recipient will cause 1 round of temporary blindness. Invisible creatures are not detectable by Infravision.


Scarab of Protection (ANY): ATTUNMENT REQUIRED
CURRENT PROTECTION = Scarab 1 + Bracers 2 + Ring 3 = 14.
So you need to roll 14 or higher on a d20 to save.

This device appears to be any one of the various magical amulets, stones, etc. It gives off a faint magical aura, however, and if it is held for one round, an inscription will appear on its surface letting the holder know it is a protective device. The possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armour and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage. The scarab can also absorb up to 2 level-draining attacks (two level drains count as two absorbing’s), death touches, death rays, or fingers of death. However, upon absorbing 2 such attacks the scarab turns to powder—totally destroyed.


Ring of Invisibility (1 Use per Day) (ANY): ATTUNMENT REQUIRED

The wearer of an invisibility ring is able to become invisible at will, instantly. This non visible state is exactly the same as the wizard invisibility spell. If the wearer wishes to speak, he breaks all silence features in order to do so.


Ring of Free Action (ANY): ATTUNMENT REQUIRED

This ring enables the wearer to move and attack freely and normally even when attacked by a web, hold, or slow spell, or even while under water.

The spells simply have no effect. While under water, the individual moves at normal (surface) speed and does full damage even with cutting weapons (like axes and scimitars) and with smashing weapons (like flails, hammers, and maces), insofar as the weapon used is held rather than hurled. This will not, however, enable breathing under water without further appropriate magic.


Ring of the Ram (ANY): ATTUNMENT REQUIRED

This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or a buck goat) as its device. Anyone who attempts a detect magic on the ring discovers an evocation upon it. This ring has 7 charges. While wearing it, you can expend 1, 2 or 3 of its charges to cast the Magic spell from it. The Wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the ring becomes non-magical.

The wearer can cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. This force strikes one target for 1d6 points of damage if one charge is expended, 2d6 points if two charges are used, or 3d6 points if three charges (the maximum) are used. The ring is quite useful for knocking opponents off walls or ladders, or over ledges, among other things. The force of the blow is considerable, and a victim who fails to save versus spell is knocked down.

Target smaller than man-sized-1
Larger than man-sized+2
Strength under 12-1
Strength of 18-20+3
Strength over 20+6
4 or more legs+4
Over 1,000 lbs. weight+2
2 charges expended-1
3 charges expended-2

In addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 Strength were doing so. If two charges are expended, the effect is as for a character of 19 Strength, and if three charges are expended, the effect is as if a 20 Strength were used. Magically held or locked portals can be opened in this manner.

Structural damage from the ram like force is identical to an actual battering ram, with double or triple damage accruing for applications of two or three charges. Magical items struck by the ram like force must save versus crushing blow if three charges are used; otherwise, the force will not affect them. Non-magical items which are the target of the force save versus crushing blow from the impact. The range of these powers is 30’ feet.


Ring of Protection +3 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows: The ring does not improve Armor Class if magical armour is worn, although it does add to saving throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Ring of Feather Falling (ANY): ATTUNMENT REQUIRED

This ring protects its wearer by automatic activation of a feather fall if the individual falls 5 feet or more. Duration lasts for 12 rounds and Max Weight Carried is 1,200 lbs pounds.

Feather fall (Alteration)
Range: 10 yds/levelComponents: V
Duration: 1 rd./levelCasting Time: 1
Area of Effect: SpecialSaving Throw: None

When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down. The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall occurs. The spell can be cast upon the wizard or some other creature or object up to the maximum range and lasts for one round for each level of the wizard. The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster. For example, a 2nd-level wizard has a range of 20 yards, duration of two rounds, and a weight limit of 600 pounds when casting this spell. The spell works only upon freefalling, flying, or propelled objects (such as missiles). It does not affect a sword blow or a charging creature. Note that the spell can be effectively combined with gust of wind and similar spells.


Ring of Protection +1 (ANY): ATTUNMENT REQUIRED

Spare equipment


Braces of Defence Armour Class 6 (ANY): ATTUNMENT REQUIRED

These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armour and employing a shield. If armour is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection.


Slippers of Spider Climbing (ANY): ATTUNMENT REQUIRED

These shoes appear unremarkable, although they give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enables the individual to move at a 60′ rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires.

Extremely slippery surfaces, ice, oiled, or greased surfaces make these slippers useless.


Deck of Illusions (ANY): ATTUNMENT REQUIRED

Hearts:
A: Red Dragon
K: Fighter & 4 Guards
Q: Female Wizard
J: Druid
10: Cloud Giant
9: Ettin
8: Bugbear
2: Goblin
Diamonds:
A: Beholder
K: Wizard & Apprentice
Q: Night Hag
J: Harpy
10: Fire Giant
9: Ogre Mage
8: Gnoll
2: Kobold
Spades:
A: Lich
K: Cleric & 2 underpriests
Q: Medusa
J: Paladin
10: Frost Giant
9: Troll
8: Hobgoblin
2 :Goblin
Clubs:
A: Iron Golem
K: Thief & 3 Cohorts
Q: Pixies
J: Bard
10: Hill Giant
9: Ogre
8: Orc
2: Kobold
Jokers (x2):
Illusion of the deck’s owner

This set of parchment cards is usually found in an ivory, leather, or wood box. A full deck consists of 34 cards of 4 suits. When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature will not go more than 30’ feet away from where the card landed, but will otherwise move and act as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The illusions perform normal routines and respond to attacks—they should be played as if they were real creatures.


Hat of Disguise (ANY): ATTUNMENT REQUIRED

This normal-appearing hat contains a powerful enchantment that allows its wearer to alter his appearance as follows:

  • Height: + / -25% of actual height
  • Weight: + / -50% of actual weight
  • Sex: Male or female
  • Hair: Any colour
  • Eyes: Any colour
  • Complexion: Any colour
  • Facial features: Highly mutable Thus, the wearer could appear as a comely woman, a Half-Orc, or possibly even a Gnome.

If the hat is removed, the disguise is instantly dispelled. The headgear can be used over and over. Note that the hat can be changed (as part of a disguise) to appear as a comb, ribbon, head band, fillet, cap, coif, hood, helmet, etc.


Chardalyn Stone – Empty (ALL):

A Chardalyn (pronounced: CHAR-dah-lin) was a rare, naturally occurring substance mined in nugget form in the Northern and  North-Western regions of Faerûn.

A single chardalyn could absorb one spell, which was released when the stone was crushed or destroyed. This was a natural ability of the substance and did not require any magical preparation or treatment beforehand. The spell stayed encased in the chardalyn indefinitely—it could be released seconds or centuries later. Usually, the spell was cast with the chardalyn as the target and it was absorbed without fail, but an empty chardalyn had a slightly better than even chance to absorb a spell that did not target it directly, as long as it was in the spell’s area of effect. Once a chardalyn was imbued with a spell, additional spells had no effect on the stone. When shattered, the attributes (power, volume, duration, damage, etc.) of the spell were unchanged and the focal point was the exact location where the breakage occurred.


Short Sword of Quickness +2 (WARRIORS & ROGUES):

This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.


The Short Sword Quietstrike +1 (WARRIORS & ROGUES): ATTUNMENT REQUIRED

This finely wrought short sword is made of a dull black material, and its edges seem indistinct. The hilt inset with a jet gemstone. Quietstrike is a +1 shadow strike short sword. A shadow strike weapon can reach through your own shadow to catch foes off guard. Once per day, you can activate the property to add 5 feet to the weapon’s reach for a single attack. The target is denied its Dexterity bonus to AC for this attack. Quietstrike can cast Silence another objects 1/day. The effect triggers when the sword’s wielder speaks the command word, “Quietstrike”.


Short Bow, Magic +1 to Hit +2 Damage: (WARRIORS & ROGUES):


Short Bow Arrows, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Short Bow Arrows, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Dagger, Magic +1 to Hit +1 Damage (WARRIORS, WIZARDS & ROGUES):


Potion of Essence of Darkness Metal Flask (3 Doses):


Potion of Essence of Darkness Glass Flask (2 Doses):

This pure black oily fluid must be kept in tough, lightproof containers, since it is destroyed after one turn in bright sunlight or one hour exposed to daylight. Essence of darkness is pure, concentrated, liquefied Darkness itself. It can be used in a number of ways:

  1. When a dose is swallowed it makes the imbiber’s entire body, including hair, teeth, and even the whites of the eyes, pure matte black in colour. This can enhance a Thief’s chance of hiding in shadows as shown below.
  2. Similarly, if one dose is diluted in a gallon or so of warm water, the essence creates a powerful black dye. A gallon of this diluted form can be used to dye clothes and even Armour and Weapons; one gallon of the dye is sufficient to treat the clothes and equipment of one character. The dye takes one turn to mix and soak into the items and one turn to dry. This process also affects the chances for successful hiding in shadows.
  • Body only (wearing normal clothes) + 5%
  • Body only (wearing no clothes) + 25%
  • Clothes only + 20%
  • Both body and clothes + 40%

These bonuses only apply when the Thief is trying to hide in darkened areas, obviously; that is, to “traditional” hiding in shadows.

  • Essence of Darkness is unstable and if a vial is struck by a crushing blow it will explode into ‘Darkness x’ Radius’. A single dose of the magical essence will create a darkness 5′ foot radius if so struck.

This property has been exploited by making small glass or ceramic globes filled with the liquid which are then thrown forcefully onto hard surfaces to create “Darkness Bombs”.

Someone who has ingested the essence or applied it to his clothing might similarly become the centre of a ‘Darkness 5’ radius’ effect if struck a severe blow (50% of remaining hit points, with a 12 hit point minimum for the effect to operate) with a blunt weapon. The effects of essence of darkness last for six hours plus 1d6 turns, if used externally; if ingested; it has the same duration as a standard potion of (4 +d4 Turns).


Potion of Master Thievery (1 Dose) (ROGUES):

This potion gives the Thief a temporary increase in levels if he has fewer than 13 levels of experience. The number of levels gained by the Thief depends on their level, as shown below.

Level of ImbiberLevels BestowedAdded Hit DiceIncrease in Each Skill
1st – 3rd33d6+ 12%
24th – 6th22d6 +1+ 8%
7th – 9th11d6 +2+ 4%

The Thief acts as if he were at the experience level bestowed by the Magic of the potion. Damage sustained is taken first from magically gained temporary extra hit points. So far as Thieving skills are concerned, the potion affects these all equally by the increase shown. The effects of this potion last for (5d6 Rounds).


Potion of Clairaudience (1 Dose) (ANY):

This potion empowers the individual to see as the 3rd Level Wizard spell, ‘Clairvoyance’. It differs from the Spell in that unknown areas up to 30′ feet distant can be seen. Its effects last for (1 turn).


Philter of Love (1 Dose) (ANY):

This potion causes the individual drinking it to become charmed (see 1st Level wizard ‘Charm Person’ spell – PHB P.263) with the first creature seen after consuming the draught. The imbiber may actually become enamoured if the creature is of similar race and of the opposite sex. Charm effects wear off in (1d4 +4 turns), but the enamouring effects last until a ‘Dispel Magic’ spell is cast upon the individual.


Fish Paste – Water Breathing (2 Dose) (ANY):

The potion allows the character eatting it to breathe normally in liquids that contain suspended oxygen. This ability lasts for 1 full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing paste could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.


THORA GRID EL – ATTUNEMENT SLOTS = 7


Gauntlets of Dexterity (ANY): ATTUNMENT REQUIRED

A pair of these gloves appears to be nothing more than lightweight leather hand wear of the everyday sort. Naturally, they radiate magic if so detected. They size themselves magically to fit any hand, from that of a huge Human to that of a small Halfling. Gauntlets of Dexterity increase overall Dexterity by:

  • 4 points if the wearer’s Dexterity is 6 or less
  • 2 points if at 7-13
  • 1 point if Dexterity is 14 or higher.

Furthermore, wearing these gloves enables a non-thief character to Pick Pockets (45% chance) or Open Locks (37% chance) as if he were a 4th-level Thief. If worn by a Thief, they increase these two abilities by 10%.


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows: The ring does not improve Armor Class if magical armour is worn, although it does add to saving throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Boots of Elvenkind (ANY): ATTUNMENT REQUIRED

These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise—95% chance of silence in the worst of conditions, 100% in the best.


Shield +2, Large (WARRIORS, ROGUES & CLERICS): ATTUNMENT REQUIRED

This large Shield is emblazoned with a stylised Silver Dragon that is the emblem of the Order of the Silver Dragon. The Shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.


Mace +3: (WARRIORS, ROGUES & CLERICS):

This Mace is a stylised Silver Dragon, a match to the Shield with the same emblem.


Chain Mail Armour +2 (4’.2’’): (WARRIORS & ROUGES):


Battle Axe, Magic +2 to Hit +2 Damage: (WARRIORS):


Spear, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Short Bow Arrows, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Short Bow Arrows, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Chardalyn Stone – Empty (ALL):

A Chardalyn (pronounced: CHAR-dah-lin) was a rare, naturally occurring substance mined in nugget form in the Northern and  North-Western regions of Faerûn.

A single chardalyn could absorb one spell, which was released when the stone was crushed or destroyed. This was a natural ability of the substance and did not require any magical preparation or treatment beforehand. The spell stayed encased in the chardalyn indefinitely—it could be released seconds or centuries later. Usually, the spell was cast with the chardalyn as the target and it was absorbed without fail, but an empty chardalyn had a slightly better than even chance to absorb a spell that did not target it directly, as long as it was in the spell’s area of effect. Once a chardalyn was imbued with a spell, additional spells had no effect on the stone. When shattered, the attributes (power, volume, duration, damage, etc.) of the spell were unchanged and the focal point was the exact location where the breakage occurred.


Potion of Fire Resistance (1 Dose) (ANY):

This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood). It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus.

If half of the potions contents are consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2).

The potion lasts (1 Turn, or 5 Rounds) for half doses.


Potion of Sweet Water (1 Application) (ANY):

This liquid is not actually a potion to be drunk (though it tastes good). Sweet water is added to other liquids in order to change them to pure, drinkable water. It will Neutralize Poison and ruin Magical Potions (no saving throw).  The contents of a single container will change up to 100,000 cubic feet of polluted, salt, or alkaline water to fresh water. It will turn up to 40,000 cubic feet of acid into pure water. The effects of the potion are permanent, but the liquid may be contaminated after an initial period of (5d4 rounds).


Oil of Acid Resistance (1 Application) (ANY):

When this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The oil wears off, but slowly one application lasts for a whole day (1,140 rounds).

Each time the protected material is exposed to acid, the duration of the oil is reduced by as many rounds as hit points of damage the acid would have caused to exposed flesh.

Thus, if a Black Dragon breathes for 64 points of acid damage, a person protected by this oil would lose 1 hour and 4 minutes of protection (64 rounds or 32 if a saving throw vs. breath weapon was successful).

Each flask contains sufficient oil to protect one man-sized creature (and equipment) for 24 hours; or to protect any combination of creatures and duration between 24 these extremes.


Potion of Fire Resistance (1 Dose) (ANY):

This potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood). It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame/heat. All damage from such fires is reduced by -2 from each die of damage, and if a saving throw is applicable, it is rolled with a +4 bonus.

If half of the potions contents are consumed, it confers invulnerability to normal fires and half the benefits noted above (-1, +2).

The potion lasts (1 Turn, or 5 Rounds) for half doses.


Potion of Extra-Healing (1 Dose) (ANY):

This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.


Fish Paste – Water Breathing (2 Dose) (ANY):

The potion allows the character eatting it to breathe normally in liquids that contain suspended oxygen. This ability lasts for 1 full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing paste could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.


MIRAFIR ROVEN – ATTUNEMENT SLOTS = 9


Mirror of Mental Prowess (ANY): ATTUNMENT REQUIRED

This magical mirror resembles an ordinary one 5 feet by 2 feet. The possessor who knows the proper commands can cause it to perform as follows once per day:

  1. Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even though these thoughts are in an unknown language.
  2. Scry with it as if it were a crystal ball with clairaudience, even being able to view into other planes if the viewer is sufficiently familiar with them.
  3. Once per week it can be use it as a portal to visit other places (possibly other planes, as well, at the DM’s option) by first scrying them and then stepping through to the place pictured—an invisible area remains on the “other side,” and those using the portal can return if the correct spot can be found. (Note that creatures being scried can step through if the place is found by them!). Duration is 24 hours. The portal closes once the PC who initially used the command word returns, or if closed using the command word (From either side but within 25’ of the Mirror or Exit Portal) or it’s “Magically Dispelled” from the destination point.
  4. Once per week it will answer one short question regarding a creature whose image is shown upon its surface.
Subject isChance of Locating*
Personally well-known100%
Personally known slightly85%
Pictured50%
Part of in possession50%
Garment in possession25%
Well informed of25%
Slightly informed of20%
On another plane-25%
* Unless masked by magic
Chances of Locating*Viewing PeriodFrequency
100% or more1 hour3 times/day
99% to 90%30 minutes3 times/day
89% to 75%30 minutes2 times/day
74% to 50%30 minutes1 time/day
49% to 25%15 minutes1 time/day
24% or less10 minutes1 time/day
* Unless masked by magic

Crystal Ball:

This is the most common form of scrying device: a crystal sphere about 6 inches in diameter. A Wizard can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge, rather than distance, is the key to how successful location will be:

The chance of locating also dictates how long and how frequently a wizard will be able to view the subject.

Viewing beyond the periods or frequencies noted will force the Wizard to roll a saving throw vs. spell each round. A failed saving throw permanently lowers the character’s Intelligence by one point and drives him insane until healed. Certain spells cast upon the user of the crystal ball can improve his chances of using the device successfully. These are comprehended languages, read magic, infravision, and tongues. Two spells—detect magic and detect evil/good—can be cast through a crystal ball. The chance of success is 5% per level of experience of the wizard.

Only creatures with Intelligence of 12 or better have a chance of noticing that they are the subjects of scrying. The base chance is determined by class.

Fighter 2% – Paladin 6% – Ranger 4% – Bard 3% – Thief 6% – Spell-User 8%

For each point of Intelligence above 12, the creature has an additional arithmetically ascending cumulative chance beginning at 1% (i.e., 1% at Intelligence 13, 3% at 14, 6% at 15, 10% at 16, 15% at 17, 21% at 18 Intelligence, and so on). These creatures also have a cumulative chance of 1% per level of experience or Hit Dice of detecting scrying. Treat monsters as the group as which they make saving throws. Check each round of scrying, and if the percentage or less is rolled, the subject becomes aware of being watched. A dispel magic will cause a crystal ball to cease functioning for one day. The various protections against crystal ball viewing will simply leave the device hazy and non-functioning.


Ring of Spell Storing (WIZARDS): ATTUNMENT REQUIRED

A Ring of Spell Storing contains 1d4+1 (3 in your case) spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see “Scrolls”). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows: Priest: 1d6, if 6 is rolled; roll 1d4 instead – Wizard: 1d8, if 8 is rolled, roll 1d6 instead.
This ring belonged to Kira Roven, Mirafir’s Mother.

Magic Missile 1st Level (cast as 9th)
Shield 1st Level (cast as 7th)
Web 2nd Level (cast as 9th)


Ring of Spell Storing (WIZARDS): ATTUNMENT REQUIRED

Feather Fall 1st Level (cast as 9th)
Stinking Cloud 2nd Level (cast as 6th)
(Mirafir does not have this spell)
Slow 3rd Level (cast as 9th)


Ring of Jumping (ANY): ATTUNMENT REQUIRED

The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet travelled (see the 1st- level wizard spell, jump). The wearer must use the ring’s power carefully, for it can perform only three times per day.


Ring of Protection +3 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

The ring does not improve Armor Class if magical armour is worn, although it does add to saving throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED
Spare equipment.


Ring of Armouring (WIZARD): ATTUNMENT REQUIRED

A wizard wearing this ring gains an additional + 1 bonus to any AC bonus he receives from casting a spell upon himself.

Thus, armour spell grants the wizard AC 5 instead of AC 6, and a shield spell grants the wizard AC 1 vs. hand-hurled missiles instead of AC 2.

Restrictions that apply to a spell (for example, armour does not affect a character already wearing armour) are in no way altered through use of this ring.


Cloak of Protection +3 (ANY): ATTUNMENT REQUIRED

The various forms of this marvellous device all appear to be normal garments made of cloth or leather. However, each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armour) to Armor Class 9, and give a +1 bonus to saving throw rolls.

This device can be combined with other items or worn with leather armour. It cannot function in conjunction with any sort of magical armour, normal armour not made of leather, or with a shield of any sort.


Stone of Good Luck (Luckstone) (ANY): ATTUNMENT REQUIRED

This magical stone is typically a bit of rough polished agate or similar mineral. Its possessor gains a +1 (+5% where applicable) on all dice rolls involving factors such as saving, slipping, dodging, etc.—whenever dice are rolled to find whether the character suffers from some adverse happening. This luck does not affect Attack and Damage rolls or Spell Failure dice. Additionally, the Luckstone gives the possessor a + or – 1% to 10% (at owner’s option) on rolls for determination of magical items or diversion of treasure. The most favourable results will always be gained with a stone of good luck.


Pearl of Power (WIZARDS): ATTUNMENT REQUIRED

This seemingly normal pearl of average size and coloration is a potent aid to a Wizard. Once a day, a pearl of power enables the possessor to draw 8 Spell Points as from the power within the Pearl.


Pearl of Power (WIZARDS): ATTUNMENT REQUIRED

This seemingly normal pearl of average size and coloration is a potent aid to a Wizard. Once a day, a pearl of power enables the possessor to draw 8 Spell Points as from the power within the Pearl.


Gem of Insight (ANY): ATTUNMENT REQUIRED

This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the Gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the Gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A gem of insight functions once every 50 years. If a character acquires a second gem, the second item has no effect.


Harper Pin: (RANGERS/DRUIDS/WIZARDS): ATTUNMENT REQUIRED

This Pin is fashioned into the shape of a Harp, is of very fine workmanship and wrought from Silver. The wearer is completely immune to Scrying, ESP, Detect Lie and Know Alignment.


Wand of Magic Missiles (ANY): ATTUNMENT REQUIRED

This Wand of Magic Missiles has 7 charges. While holding it, you can expend 1 or 2 of its charges to cast the Magic Missile spell from it.

The Wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wizards use the wand normally, while other classes must make an attack roll to use the wand.


Darts of Homing X5 (WARRIORS, WIZARDS & ROGUES): ATTUNMENT REQUIRED

These Darts appear to be normal projectiles, but are actually +3 Magical Weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its Magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its Magical power. These weapons have twice the range of ordinary darts—20 yards short, 40 yards medium, 80 yards long.


Powder of Coagulation (9 Pinches) (ANY):

When placed on an open wound, a pinch of this yellow powder stops all bleeding and heals 1d6 hit points of damage. Each pouch or packet contains 4d4 pinches. A blow tube contains one use, but stops bleeding and heals 1d4 hit points for all creatures in the area of effect. A tube can be blown in a cone shape, 1’ foot wide at the start, 15’ feet at the end, and 20’ feet long.


Potion of Extra-Healing (1 Dose) (ANY):

This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.


Fish Paste – Water Breathing (2 Dose) (ANY):

The potion allows the character eatting it to breathe normally in liquids that contain suspended oxygen. This ability lasts for 1 full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing paste could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.


Spell Book (Carved Wooden Covers) (WIZARD)
ALL Spell from 1st to 6th Level.


Dagger, Magic +2 to Hit +2 Damage: (WARRIORS, ROGUES & WIZARDS):


Sling Bullets Magic +2 (x10): (ANY):


Scroll No1 – Cast as 15th Level (WIZARD):
(DM’s Guide p:318 – Spell Level of Scroll Vs Spell Caster)

6th: Contingency
7th:
Delayed Blast Fireball


Scroll No2 – Cast as 9th Level (WIZARD):

3rd: Flame Arrow
3rd: Spectral Force


Scroll No3 – Cast as 5th Level (WIZARD):

1st: Armour
1st: Charm Person
1st:
Message
3rd:
Tongues


Scroll No4 – Cast as 9th Level (WIZARD):

1st: Spider Climb
1st: Wall of Fog
2nd:
Blur
2nd:
ESP
2nd:
Knock


Scroll No5 – Cast as 9th Level (WIZARD):

1st: Spider Climb
1st: Wall of Fog
2nd:
Blur
2nd: ESP
2nd:
Knock


Scroll No 6 – Cast as 9th Level (WIZARD):

3rd: Clairaudience


Scroll No 7 – Cast as 11th Level (WIZARD):

3rd: Dispel Magic


Scroll Skin A – Cast as 15th Level (WIZARD):

5th: Contact Other Plane
5th: Extension I
5th: Leomund’s Secret Chest
5th:
Sending
7th: Vision


Scroll Skin B – Cast as 9th Level (WIZARD):

3rd: Leomund’s Tiny Hut
3rd:
Tongues
4th: Illusionary Wall
4th: Leomund’s Secure Shelter


SIGUNE FELDSCHLACHTER – ATTUNEMENT SLOTS = 7


Ring of Fire Resistance (ANY): ATTUNMENT REQUIRED

The wearer of this ring is totally immune to the effects of normal fires-torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, hell hound breath, or a wall of fire spell causes 10 points of damage per round if the wearer is directly within the conflagration. Exceptionally hot fires such as Red Dragon Breath, Pyrohydra Breath, Fireballs, Flame Strike, Fire Storm, etc., are saved against with a + 4 bonus to the die roll, and all damage dice are calculated at – 2 per die, but each die result is never less than 1 in any event. As a rule of thumb, consider very hot fires as those that have a maximum initial exposure of up to 24 hit points, and those of exceptional heat as having 25 or more hit points.


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows: The ring does not improve Armor Class if magical armour is worn, although it does add to saving throw die rolls. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Cloak of Arachnida (ANY): ATTUNMENT REQUIRED

This black garment gives the wearer the ability to climb as if a spider climb spell had been placed upon him. When magic is detected for, the cloak radiates a strong aura of alteration magic. In addition to the wall-climbing ability, the cloak grants the wearer immunity to entrapment by webs of any sort—the wearer can actually move in webs at a rate equal to that of the spider that created the web, or at a base movement rate of 6 in other cases. Once per day the wearer of this cloak can cast a double-sized web. This operates like the 2nd-level wizard spell. Finally, the wearer is less subject to the poison of arachnids. He gains a +2 bonus to all saving throws vs. such poison.


Necklace of Memory Enhancement (ANY): ATTUNMENT REQUIRED

The wearer of this brass necklace receives two benefits.

  1. The wearer is immune to all memory loss, from both natural and magical causes (such as a forget spell). The necklace has no effect on a wizard’s spell memorisation.
  2. The wearer can recall with absolute clarity any sight or conversation they experienced or any book they read within the previous seven days.  Memories prior to seven days ago are recalled with only normal clarity. The necklace affects only events that occurred while the necklace was worn by the user.

Staff of Curing (PRIESTS & PALADINS): ATTUNMENT REQUIRED

This device can A: cure disease, B: cure blindness, and C: cure wounds (3d6 +3 hit points), or D: cure insanity. Each function drains one charge. The device can be used once per day to heal any person (Human, Dwarf, Elf, Gnome, Half-Elf and Halfling included), and no function may be employed more than twice per day (i.e., the staff can function only eight times during a 24-hour period). It can be recharged.


Necklace of Invisibility to Undead (PRIESTS & PALADINS): ATTUNMENT REQUIRED

A magical necklace of this sort appears to be a normal piece of non-valuable jewellery until it has ‘Detect Magic’ cast on it. The necklace, from which hang a number of bones. These are detachable only by the wearer, who can easily pull one off and uttering a command word they and up to two other creatures are protected by an ‘Invisibility to Undead’ spell for the next 30 minutes. (The protection only lasts as long as the creatures do not attack.)


Chardalyn Stone – Fireball (ALL):

A Chardalyn (pronounced: CHAR-dah-lin) was a rare, naturally occurring substance mined in nugget form in the Northern and  North-Western regions of Faerûn.

A single chardalyn could absorb one spell, which was released when the stone was crushed or destroyed. This was a natural ability of the substance and did not require any magical preparation or treatment beforehand. The spell stayed encased in the chardalyn indefinitely—it could be released seconds or centuries later. Usually, the spell was cast with the chardalyn as the target and it was absorbed without fail, but an empty chardalyn had a slightly better than even chance to absorb a spell that did not target it directly, as long as it was in the spell’s area of effect. Once a chardalyn was imbued with a spell, additional spells had no effect on the stone. When shattered, the attributes (power, volume, duration, damage, etc.) of the spell were unchanged and the focal point was the exact location where the breakage occurred.


Shield, Large, +1, +4 versus missiles (WARRIORS, PRIESTS & ROGUES): ATTUNMENT REQUIRED

This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a 20% chance of Negating ‘Magic Missile’ attacks (from a frontal position).


Sword, Long Magic +3 to Hit +3 Damage: (WARRIORS & ROGUES):


Black Mace Magic +1 – +7 Damage on a roll of 20 (WARRIORS & PRIESTS):


Elven Longbow, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Longbow Arrows, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Longbow Arrows, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Chain Mail Armour +2 (6′.3”) (WARRIORS, ROGUES & PRIESTS):


Potion of Clairaudience (1 Dose) (ANY):

This potion empowers the individual to see as the 3rd Level Wizard spell, ‘Clairvoyance’. It differs from the Spell in that unknown areas up to 30′ feet distant can be seen. Its effects last for (1 turn).


Potion of Extra-Healing (1 Dose) (ANY):

This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.


Fish Paste – Water Breathing (2 Dose) (ANY):

The potion allows the character eatting it to breathe normally in liquids that contain suspended oxygen. This ability lasts for 1 full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing paste could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.


GALAN TARA – ATTUNEMENT SLOTS = 8


Bracers of Archery (WARRIORS): ATTUNMENT REQUIRED

These magical wrist bands are indistinguishable from normal, non-magical protective wear. When worn by a character type or creature able to employ a bow, they enable the wearer to excel at archery. The bracers empower such a wearer to use any bow (not including crossbows) as if he were proficient in its usage, if such is not already the case. If the wearer of the bracers has proficiency with any type of bow, he gains a + 2 bonus to attack rolls and a + 1 bonus to damage inflicted whenever that type of bow is used. These bonuses are cumulative with any others, including those already bestowed by a magical bow or magical arrows, except for a bonus due to weapon specialisation.


Chime of Opening (1 Charge) (ANY): ATTUNMENT REQUIRED

A chime of opening is a hollow Mithral tube about 1 foot long. When it is struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a hold portal spell or even a wizard lock cast by a wizard of less than 15th level. The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 11 charges before it cracks and becomes useless.


Cloak of Elvenkind (ANY): ATTUNMENT REQUIRED

This cloak of neutral grey cloth is indistinguishable from an ordinary cloak of the same colour. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:

Outdoors, natural surroundings

Heavy Growth 100% – Light Growth 99% – Open Fields 95% –
Rocky Terrain 98%

Urban surroundings

Buildings 90% – Brightly Lit Room 50%

Underground

Torch/Lantern Light 95% – Infravision 90% – Light/Continual Light 50%


Gauntlets of Swimming and Climbing (WARRIORS, ROGUES & PRIESTS): ATTUNMENT REQUIRED

A pair of these gloves appears to be normal light-weight hand wear, but they radiate magic if a ‘Detect Magic’ is attempted. The wearer can have hands of large (human) or small (Halfling) size. The wearer can swim as fast as a triton (movement of 150’) underwater, and as fast as a merman (movement 180’) on the surface. These gauntlets do not empower the wearer to breathe in water. These gloves give the wearer a very strong gripping ability with respect to climbing. He can climb vertical or nearly vertical surfaces, upward or downward, with a 95% chance of success. If the wearer is a thief, the gauntlets increase success probability to 99%.


Necklace of Adaptation – Air & Water (ANY): ATTUNMENT REQUIRED

This chain resembles a medallion. The wearer can ignore all sorts of gases that affect creatures through respiration. The wearer can also breathe underwater or even exist in airless space for up to seven days.


GEM: Periapt of Proof against Poison (ANY): ATTUNMENT REQUIRED

The periapt of proof against poison is indistinguishable from other periapts. The character that has one of these Magical Gems is allowed a saving throw vs. poison that normally disallows any such opportunity (Special Save). The owner rolls against his normal score for poisons which are usually at a penalty, and gets a plus on all other poison saves (+3).

SPECIAL SAVE+ For PERIAPT
15+3

Sword +1, Luck Blade (WARRIORS & ROGUES): ATTUNMENT REQUIRED

  • This gives its possessor a +1 bonus to all saving throws.
  • The possessor can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

The Boots of Varied Tracks (ANY): ATTUNMENT REQUIRED

The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a Halfling or as large as those of an Ogre, bare or shod as desired.

EXTRA PRINTS: Basilisk – Bull – Wolf – Wyvern


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED


Amulet of Laeral’s Tears:

Amulets of Laeral’s tears were named after the famed sorceress, Laeral Silverhand. They temporarily bestowed greater health upon those who wore the Amulet against their skin.

These soft, brittle and colourless fancy stone crystals tend to be large and to keep a ‘glossy magnificent finish’. The witches of Rashemen use these stones to create Amulets that bestow 24 temporary hit points on the wearer. The Amulet must be worn next to the skin. When the 24 temporary hit points are expended, the Amulet crumbles into worthless dust.


Long Sword, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Short Sword, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Dagger, Magic +2 to Hit +2 Damage: (WARRIORS, ROGUES & WIZARDS):


Mace, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Elven Longbow, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):

This Elevn Longbow grants the wielder double range, penalties for those ranges still apply.
Short Range: 140 – Medium Range (-2): 280 – Long Range (-4): 420


Longbow Arrows, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Longbow Arrows, Magic +1 to Hit +1 Damage: (WARRIORS & ROGUES):


Leather Armour +2 (Size 6’) (WARRIORS, ROGUES & PRIESTS):


Oil of Slipperiness (1 Application) (ANY):

This liquid is to be applied externally. This application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles.

(Note that a roper could still inflict weakness, but that the monster’s tentacles could not entwine the opponent coated with ‘Oil of Slipperiness’.)

In addition, such obstructions as Webs, Magical or otherwise, will not affect an anointed individual. Bonds such a rope, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, there is a 95% chance that creatures standing on the surface will slip and fall. The oil requires (8 hours to wear off normally), or it can be wiped off with an alcohol solution (even wine!).


Potion of Essence of Darkness Metal Flask (3 Doses):

This pure black oily fluid must be kept in tough, lightproof containers, since it is destroyed after one turn in bright sunlight or one hour exposed to daylight. Essence of darkness is pure, concentrated, liquefied Darkness itself. It can be used in a number of ways:

  1. When a dose is swallowed it makes the imbiber’s entire body, including hair, teeth, and even the whites of the eyes, pure matte black in colour. This can enhance a Thief’s chance of hiding in shadows as shown below.
  2. Similarly, if one dose is diluted in a gallon or so of warm water, the essence creates a powerful black dye. A gallon of this diluted form can be used to dye clothes and even Armour and Weapons; one gallon of the dye is sufficient to treat the clothes and equipment of one character. The dye takes one turn to mix and soak into the items and one turn to dry. This process also affects the chances for successful hiding in shadows.
  • Body only (wearing normal clothes) + 5%
  • Body only (wearing no clothes) + 25%
  • Clothes only + 20%
  • Both body and clothes + 40%

These bonuses only apply when the Thief is trying to hide in darkened areas, obviously; that is, to “traditional” hiding in shadows.

  • Essence of Darkness is unstable and if a vial is struck by a crushing blow it will explode into ‘Darkness x’ Radius’. A single dose of the magical essence will create a darkness 5′ foot radius if so struck.

This property has been exploited by making small glass or ceramic globes filled with the liquid which are then thrown forcefully onto hard surfaces to create “Darkness Bombs”.

Someone who has ingested the essence or applied it to his clothing might similarly become the centre of a ‘Darkness 5’ radius’ effect if struck a severe blow (50% of remaining hit points, with a 12 hit point minimum for the effect to operate) with a blunt weapon. The effects of essence of darkness last for six hours plus 1d6 turns, if used externally; if ingested; it has the same duration as a standard potion of (4 +d4 Turns).


Potion of Extra-Healing (1 Doses) (ANY):

This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.


Bag of Holding (ANY): ATTUNMENT REQUIRED

This bag appears to be a common cloth sack of about 2’ feet by 4’ feet size. The bag of holding opens into a non-dimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag’s weight limit in contents, and its volume limit are determined by making a percentage roll.

WEIGHTWEIGHT LIMITVOLUME LIMIT
35 lbs1,000 lbs150 cu ft.

Whatever can fit through the neck of the Bag, 2’ feet in diameter, can be stored in the Bag of Holding. If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nil-space (the upside-down).


INSIDE THE BAG OF HOLDING – MAGIC ITEM – (1,000 lbs)


Galan’s Personal Equipment:

Galan’s spare personal equipment and his Gems.


Potion of Fire Breath:
This potion allows the imbiber to spew a tongue of flame any time within one hour of quaffing the liquid. Each potion contains enough liquid for four small draughts. One draught allows the imbiber to breathe a cone of fire 10′ feet wide and up to 20′ feet long that inflicts 1d10 + 2 points of damage (d10 + 2).
A double draught doubles the range and damage. If the entire potion is taken at once, the cone is 20 feet wide, up to 80 feet long, and inflicts 5d10 points of damage. Saving throws vs. breath weapon for half damage apply in all cases. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber’s system, inflicting double damage upon him, with no saving throw allowed.


Potion of Fire Giant Strength:
This potion can be used only by warriors. When a Giant Strength potion is consumed, the individual gains great Strength and Bonuses to Damage when he scores a hit with any Hand-Held or Thrown weapons.
It is also possible for the person to Hurl Rocks as shown on the table below. Note that the type of giant strength gained by drinking the potion is randomly determined on the same table:


Oil of Elemental Invulnerability (Water):
This precious substance gives total invulnerability to one type of normal elemental force on the Prime Material Plane: Wind Storms, Fires, Earth Slides, Floods, and so forth.
Attacks by elemental creatures are still effective, but with a -1 penalty per die of damage. A flask contains enough oil to coat one man-sized creature for two days or 2 individuals for one day. The element protected against is Water.
Also, any character covered in the oil suffers no ill effects from the harsh environments of the elemental, para-elemental, and quasi-elemental planes.


Potion of Pebble Flesh:
The user rubs his entire body with this greasy potion before he goes to sleep. When he awakens, his skin has become rough and lumpy as if it was made of pebbles, and coloured a dull green.
The Pebble Flesh improves the user’s natural Armour Class by +4; a human’ from AC 10 to AC 6. The effect is cumulative; a human with pebble flesh wearing leather armour has an effective AC of 4.
Pebble flesh lasts for 1-4 Weeks.
Because of pebble flesh’s rough texture and odd appearance, the user also suffers the following penalties:
Their movement rate is reduced by 1/3.
The user cannot swim. The extra weight of the pebble flesh pulls him down, as if he were wearing metal armour.
The users Dexterity and Charisma checks are made at a -2 penalty.
The user is vulnerable to ‘Stone Shape’ and any other spells that affect stone. (‘Stone to Flesh’ negates pebble flesh, causing the skin to revert to its normal form.)


Doss Lute (BARD): ATTUNMENT REQUIRED

(http://forgottenrealms.wikia.com/wiki/Doss_lute)

This Lute is carved from alder wood and of a graceful pear-shaped form. Abstract designs are inlaid in the wood in copper.

A skilled Bard was able to use the magic of the lute to delay or even neutralise poison and cast the spells ‘Hold Person’ and ‘Mirror Image’ each once per day. In addition, the lute could aid the Bard’s skills in captivating an audience, making suggestions, and in using song to counter sound-based spells.


Alchemy Jug (ANY): ATTUNMENT REQUIRED

This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pouring’s maximum. The liquids pourable and quantity per pouring are:

  • Salt water 16 gallons
  • Fresh water 8 gallons
  • Beer 4 gallons
  • Vinegar 2 gallons
  • Wine 1 gallon
  • Ammonia 1 quart
  • Oil 1 quart
  • Aqua Regia 2 gills (8 oz.)
  • Alcohol 1 Gil (4 oz.)
  • Chlorine 8 drams (1 oz.)
  • Cyanide 4 drams (_ oz.)

The jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.


Ring of Protection +2 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

  • The Ring does not improve Armor Class if Magical Armour is worn, although it does add to Saving Throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Beaker of Plentiful Potions (ANY): ATTUNMENT REQUIRED

This container resembles a jug or flask. It is a magical beaker with alchemical properties allowing it to create potions. Different potion types are layered in the container and each pouring takes one round and results in one dose of one potion type. The number of potions the beaker contains is 3.

The potions the beaker contains are:

Water Breathing – Potions 0:
It is 75% likely that a water breathing potion will contain two doses, 25% probable that there will be four in the container. The potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen.
This ability lasts for one full hour per dose of potion quaffed, with an additional 1d10 rounds (minutes) variable. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted.

Vitality – Potions 2:
This potion restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The potion also makes the user proof against poison and disease while it is in effect, and the user will recover lost hit points at the rate of 1 every 4 hours.

Diminution – Potions 1:
After drinking this potion, the individual (and everything he’s carrying
and wearing) diminishes in size—to as small as 5% of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents are swallowed, the person shrinks to 60% of normal size. The effects of this potion last for six turns plus 1d4+1 turns.

The potions are layered and are poured in order. Duplication is possible.

  • If 3 are contained, it dispenses them 1 each per day, 2 times per week.

Once opened, the beaker gradually loses the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month, determined randomly.


Tome of Clear Thought (ANY): ATTUNMENT REQUIRED

A work of this nature is indistinguishable from any normal book. Any single character who reads a tome of clear thought will be able to practice mental exercises that will increase his Intelligence by one point. Reading a work of this nature takes 48 hours’ time over six days, and immediately thereafter the book disappears. The reader must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a tome of clear thought will be of no benefit to the character.


Barbarian Cleric’s Gnarly Staff+3: (WARRIORSS, ROGUES & PRIESTS):


Barbarian Cleric’s Leather Armour +2: (Size 5’.5’’) (WARRIORSS, ROGUES & PRIESTS):


Hooded One’s Leather Armour +2: (Size 6’.1’’) (WARRIORSS, ROGUES & PRIESTS):


Banded Mail Aromur +1 (6’0’’) (WARRIORSS & PRIESTS):


Weapons:

+1 Long Bow Arrows x22      +1 Short Bow Arrows x29

Long Sword +1 (x2) – Short Sword +1 (x2) – Mace +1 (x2) – Spear +1 (x2)


VICROSS SILVERKIN – ATTUNEMENT SLOTS = 7


Ring of Protection +3 (ANY): ATTUNMENT REQUIRED

A ring of protection improves the wearer’s Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:

The ring does not improve Armor Class if magical armour is worn, although it does add to saving throw die rolls.

Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protections.


Cloak of Protection +1 (ANY): ATTUNMENT REQUIRED

The various forms of this marvellous device all appear to be normal garments made of cloth or leather. However, each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armour) to Armor Class 9, and give a +1 bonus to saving throw rolls. This device can be combined with other items or worn with leather armour. It cannot function in conjunction with any sort of magical armour, normal armour not made of leather, or with a shield of any sort.


Ring of Spell Storing (WIZARDS): ATTUNMENT REQUIRED

A Ring of Spell Storing contains 1d4+1 (3 in your case) spells which the wearer can employ as if he were a spellcaster of the level required to use the stored spells. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls (see “Scrolls”). The level of each spell is determined by rolling 1d6 (for priests) or 1d8 (for wizards). The number rolled is the level of the spell, as follows: Priest: 1d6, if 6 is rolled; roll 1d4 instead – Wizard: 1d8, if 8 is rolled, roll 1d6 instead.
This ring belonged to Kira Roven, Mirafir’s Mother.

Magic Missile 1st Level (cast as 9th)
Shield 1st Level (cast as 7th)
Web 2nd Level (cast as 9th)


Wand of Illumination: (ANY):

This wand has 4 separate functions, three of which approximate wizard spells, and one of which is unique:

DANCING LIGHTS:
The Wand produces this effect at a cost of 1 charge.

LIGHT:
The Illumination Wand sends forth light at an expenditure of 1 charge.

CONTINUAL LIGHT:
This function require 2 charges.

SUNBURST:
When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120′ feet/yards maximum, and its duration is 1/10 of a second.
Its area of effect is a globe of 40′ foot diameter.

Any undead within this globe suffer 6d6 points of damage, with no saving throw.

Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period.

(Of course, the creatures in question must have sight organs sensitive to the visible light spectrum).

The function requires 3 charges. The wand can be recharged.


Dagger +2, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):


Sling Bullets Magic +2 to Hit +2 Damage: (x8) (ANY):


Quarterstaff +2, Magic +2 to Hit +2 Damage: (x8) (ANY):


Cup of Healing: (ANY):
This item may appear as any cup or mug that an Adventurer might come across, a plane wood cup.
Twice per day, the command word (Ilmater) can be spoken, and any water inside the cup will be blessed with healing energy. If the entire cup of water is taken in a single drink, the imbiber will be healed 2d8+2 hp. If it is shared between two people, each are healed 1d8 hp. If it is split more than two ways, each who take a sip (up to 16 individuals) will be healed 1 hp each.
A second command word will purify any water placed into the cup, making it drinkable. Any non-magical diseases or poisons in the water will be removed.
Holy and Unholy Water are unaffected, as are Acids and Magical Poisons and Diseases. This power can be used unlimited times. When the command word is spoken by a Cleric of the God who originally blessed the Cup (Ilmater), healing values are doubled.


Sending Stones: (ANY):
Sending stones always came in pairs. They were smooth and delicately carved to match each other, so the pairs were easily recognizable. If one stone from the pair were destroyed, the other would lose its Magic.
When activated, a sending stone could be used to cast a ‘Message’ spell, cast as a 7th Level Wizard, targeted at the bearer of its pair. The parameters of the spell aply to both holders of the stones.
If the receiving stone had no bearer at the moment of the casting, the stone did not cast the spell and made the user aware of it. This power could be used 3 time a day, after which the stone regained its Magic at dawn.


Pearl of Power (WIZARDS): ATTUNMENT REQUIRED

This seemingly normal pearl of average size and coloration is a potent aid to a Wizard. Once a day, a pearl of power enables the possessor to draw 8 Spell Points as from the power within the Pearl.


Potion of Extra-Healing (1 Dose) (ANY):

This potion restores 3d8 + 3 hit points of damage when wholly consumed, or 1d8 hit points of damage for each one-third that is drunk.


Half-Blade – Short Sword +2, Magic +2 to Hit +2 Damage: (WARRIORS & ROGUES):
This enchanted +2 Short Sword appears as the base of a shattered Bastard Sword. The remaining blade is about 20’ inches long, and the hilt long enough to be held with two hands. Even though it is oversized, the blade feels light when held, and can be used effectively by anyone who can use a Short Sword. The blade has a +2 enchantment, and if held in both hands grants the user a Strength of 18/51 for 1d4+1 rounds (can be used 1/day, and the blade must be held in both hands or the effect dissipates).


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