22  Magical Items


To use a magic item, it must be activated—but activation can be as simple as wearing the item, like slipping on a ring. Some items begin working automatically once worn, while others activate through use, such as drinking a potion, swinging a magical weapon, raising a shield, or donning a cloak. However, simply using an item doesn’t guarantee you'll understand what it does. You must at least suspect its purpose and use it accordingly, unless the effect is obvious or immediate.

If an item's activation method isn’t stated or clear from context, characters might research the item in ancient libraries, consult sages or scholars, or seek out elves with deep knowledge of magical traditions. Those with a strong connection to magic, such as Magic Users, may sometimes sense a magic item’s power instinctively, gaining insight into its nature through intuition or magical resonance.

Only the person wearing or holding a magic item can activate it. If a character is silenced or gagged, they cannot use an item that requires a spoken command. Items that must be held or worn are less likely to be activated by accident.

Magical clothing, armor, and jewelry automatically adjust to fit most wearers, from Halflings to Humans. However, there are limits to what a character can use at one time. Typically, only one item of each type can be worn effectively—one suit of armor, one necklace, one shield, and one ring per hand. Wearing more than this causes the magic to interfere, rendering the items nonfunctional.

Cursed items are the exception to this rule: wearing a cursed ring, for example, prevents the use of another magical ring on that hand, and the curse cannot be bypassed by adding a second ring.

22.0.1 Named Magic Weapons

22.0.1.1 Albruin

This ancient two-handed great sword +2 glows a dim ghostly blue when drawn. It grants +1 to initiative, +1 to Saves vs. Poison and allows the wielder Darkvision when the blade is drawn.

22.0.1.2 Alayas

This is an elven long sword +1 is overlaid on the hilt with silver and copper. If the wielder scores a critical hit on a natural roll of 20, the subsequent d20 roll to determine a special is at an additional +2.

22.0.1.3 Axes of Azaghal

These are dwarven hand axes +3. The wielder can take a penalty of up to -3 to melee attacks in exchange for a bonus of +3 to damage inflicted.

22.0.1.4 Belladonna Scimitar

This mirrored silver bladed scimitar +2 temporarily forces a Lycanthrope from its transformed state for 1d8 rounds on a natural or modified roll of 19 or 20.

22.0.1.5 Black Sword

Only a large sized (or greater) creature can wield this abysmal great black sword +3. If the wielder scores a hit against a medium or smaller humanoid, the opponent must make a saving throw against Paralysis or Petrify or be knocked prone. A prone opponent has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). Standing back up is a move-equivalent action that provokes an attack of opportunity.

22.0.1.6 Blazefury, Last Hope of Nyr’s Gate

This is a bastard sword +1, +3 against magic users, arcane spell-casting monsters, and arcane summoned creatures.

22.0.1.7 Caladwen

This elegant elven dagger +2 can heals 3d6 hit points 1 time per day

22.0.1.8 Cúrandír’s Halberd

This elven two-handed Pole Arm has a +3 to hit and damage. If the wielder scores a critical hit on a natural roll of 20, the subsequent d20 roll to determine a special is at an additional +2. This weapon may only be wielded by humans and elves (or larger) due to its size.

22.0.1.9 Daggers of Bele and Lokai

These matched dwarven daggers are identical except for the stones set into their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). Both daggers when used together defensively to give the user the Parry and Dodge Defensive action with a +4 to AC rather than +2.

Alternatively, if both daggers are used offensively, the wielder attacks with no penalty to attack with the primary weapon or with the secondary weapon.

If both daggers hit the same opponent in a single turn, that creature takes an additional 1d6 piercing damage.

If the daggers are used individually, they are just +1 daggers.

22.0.1.10 Dancing Edge

This elven long sword +1 allows the wielder to take a penalty of -1 to melee attacks in exchange for a bonus of +1 to armor class.

22.0.1.11 Darts of Aiwë "elven for small bird”

These are 3 magical elven darts +3 that do 1d4 piercing damage at a range up to 100 feet. They have the following additional abilities:

Flight of the Hummingbird. As the darts are thrown, they seem to become alive and fly on their own, ignoring creatures with cover penalty.

Returning. Instead of an attack, the wielder can make the birds fly back to their empty hand. The darts can be called back from up to 100 feet.

Nectar Harvester. If the attacker rolls a natural 20 (in addition to the subsequent roll to see if it is critical), the attacker is healed the same amount as the opponent is wounded

22.0.1.12 Draug Sváfnir

This northern steel long sword +1 has an enchantment that is +3 against demons and allows an extra attack when in combat with demons. It vibrates when within 120 feet of fiends.

22.0.1.13 Drawmij’s Dagger

Drawmij’s dagger +2 is balanced for throwing and it can be instantly summoned into the sapphire ring wearer’s hand as long as the dagger is within 120’ (twice per day) regardless of barriers.

22.0.1.14 Firebrand

Upon command, this Long Sword +1, (+2 trolls, treants and other creatures especially vulnerable to fire) will be sheathed in fire. The fire does not harm the wielder. The effect remains until the wielder commands is it to stop, or until the weapon is dropped or sheathed.

While it flames, the sword delivers an additional 1d6 points of fire damage. It casts light and burns just as if it were a torch.

22.0.1.15 Giant’s Fist:

This is an elven mace +1. If the wielder scores a critical hit on a natural roll of 20 against a medium or smaller humanoid, the opponent must make a saving throw against Paralysis or Petrify or be knocked prone. A prone opponent has a -4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). Standing back up is a move-equivalent action that provokes an attack of opportunity.

22.0.1.16 Gil-Galad’s Repeating Crossbow

This elven crossbow+1 fires 2 bolts (+1to hit, 1d6 damage) per round. It holds a magazine with 6 crossbow bolts. As long as it holds bolts, the user can reload it by pulling the reloading lever (a free action). Loading a new case of 6 bolts is a full-round action.

22.0.1.17 Ginnarr

This is a dwarven battle Axe +2 endows the wielder with +2 on the Reaction Roll table when dealing with dwarves.

22.0.1.18 God’s Wrath

This is an elven morning star +1. If the wielder scores a critical hit on a natural roll of 20, the character gets an immediate additional attack.

22.0.1.19 Icefang, the Battle Axe of Draven Rageheart.

This Two-Handed Axe does 1d10 Damage and has the following magical properties:

Rage: Echoes of Draven's primal fury reverberate through the weapon driving the wielder into a frenzy of berserker rage, where they fight with unparalleled ferocity and determination.

The Rage lasts ten rounds, although the wielder may prematurely end his or her rage with a successful save vs. Spells.

While raging, the wielder cannot use any abilities that require patience or concentration and can’t activate magic items of any kind (including potions). Magic items with a continuous effect (like a Ring of Protection) continue to function.

While raging, the wielder will charge directly into combat. If no enemy is nearby, the wielder must end the rage or else attack the nearest character.

While raging, the wielder gains a +2 bonus on attack rolls, damage rolls, and saving throws versus mind-altering spells, but suffers a penalty of -2 to armor class.

At the end of the rage, the wielder loses the modifiers and becomes fatigued, suffering a penalty of -2 to attack rolls, damage, armor class, and saving throws.  While fatigued, the wielder may not charge nor move at a running rate.  This state of fatigue lasts for an hour.

Memories of Draven: The wielder gains glimpses of Draven's memories and experiences, granting them insight into the barbarian's past battles and triumphs adding a +1 to Initiative.

Resilience of Ice: Draven's indomitable spirit infuses the wielder with an unwavering resilience in the face of adversity. The wielder is immune to fear and intimidation.

22.0.1.20 Javelin of Gaoth

The Javelin of Marduk becomes a bolt of lightning when hurled by a cleric of Marduk. Should this happen, creatures within a five-foot-wide line in between the Cleric and the target have to make a saving throw vs. wands or suffer 4d6 lightning damage.

22.0.1.21 King Maker

This elven great axe +1 allows the character once during an encounter to inspire all member with in a 20 foot radius to gain a + 1 to both their next attack, and a +1 to damage.

22.0.1.22 Mace of Disruption

This appears to be a mace +1, but it has a good alignment, and any evil character touching it will receive 2d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes an undead creature it may utterly destroy the creature.

Undead DC + Wis

Skeleton DC 10

Zombie DC 12

Ghoul DC 14

Shadow DC 16

Ghast DC 18

Wight DC 20

Wraith DC 21

Mummy DC 22

Spectre DC 23

Vampire DC 24

Ghost DC 25

Lich DC 26

22.0.1.23 Mace of Hecate

Any one lycanthrope within 30 feet has a chance of being charmed by the wielder of this mace +2. (DC 12)

22.0.1.24 Oathbow

This beautiful longbow +2 is constructed of a flexible, white wood and with ornate, twisting designs carved into its surface. When an arrow is fire there is a whistling in flight that sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies.
The Oathbow has the following additional abilities:

- Once per day, the Oathbow can fire one normal arrow and it becomes six arrows in flight.

- Once per day, the Oathbow can fire an arrow that acts like a Light Spell.

22.0.1.25 Rapier of the Rat King

This ancient +3 scimitar is imbued with the sinister power of the Rat King. Whenever the wielder rolls a natural 20 (in addition to any subsequent roll for a critical hit), a vicious swarm of rats is summoned to attack the opponent. The swarm deals damage per round as the rats bite and tear relentlessly at the target.

Rat Swarm

Medium Swarm of Tiny Beasts, Unaligned (1000 XP)

Init +3 |AC 15 |HP 20 (4 HD) |MV 40 ft.

Abilities Str 9 (+0) Dex 18 (+3) Con 9 (+0) Int 2 (-4) Wis 10 (+0) Cha 3(-3)

Save DC 13 |Damage Resistance Bludgeoning, Piercing, Slashing

Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

Senses Darkvision 30ft., Scent | Languages na

Attack

Bites (swarm has more than half HP). +3 to hit, reach 0 ft., any target in the swarm's space, 4d6 piercing damage + Disease (save vs. poison)

Bites (swarm has half HP or less), +3 to hit, reach 0 ft., any target in the swarm's space, 2d6 piercing damage + Disease (save vs. poison)

Disease. Disease sets in after 1d4 hours. A diseased target suffers a -2 penalty on initiative, to hit and on saves. Cure disease will end the affect.

Description. A rat swarm is a writhing mass of hundreds of small, ravenous rats, moving as a single, unified entity. It can cover large areas, overwhelming its prey with numbers and sheer aggression. The swarm is difficult to attack directly, as individual rats are too numerous to target effectively. These swarms are often found in places infested with decay, such as sewers, abandoned buildings, or dungeons, feeding on refuse and anything they can scavenge.

The rats create a writhing, chittering mass that makes it nearly impossible to concentrate, making spellcasting within the swarm impossible. The swarm cannot be effectively fought with conventional weapons, as strikes pass through the rats with little effect. Movement through the swarm is considered difficult terrain, slowing any attempt to escape or reposition within its reach.

The swarm can only be driven off by fire, area-effect attacks, or specific spells. It disperses after taking a total of 20 hit points of damage from these sources. Spells like gust of wind or stinking cloud instantly dispel the rats, while protection from evil holds the swarm at bay as long as the spell remains active. Once summoned, the swarm engulfs its victim until either it is killed or the rats are driven off by force.

22.0.1.26 Reydundoom “Fake Man’s Bane

This Dwarven warhammer +1 weighs half as much as a normal warhammer. In addition, whenever it scores a hit against any golem, the golem is stunned for 1d4 rounds.

22.0.1.27 Rodwen “Ghost Touch”

This Long sword +1, +3 against incorporeal or ethereal creatures allows the wielder to sense nearby incorporeal or ethereal creatures in the OnceWas.

22.0.1.28 Serethiel

This knife +2 throws like a dagger (1d4) and swings like a short sword (1d6)

22.0.1.29 Shield Breaker

This is an elven war hammer +1. If the wielder scores a critical hit on a natural roll of 20 against a medium or smaller humanoid wearing non magical armor or bearing a non magical shield, the opponent must make a saving throw against Paralysis or Petrify or their shield or armor is damaged and reduced by 1d4 effectiveness.

22.0.1.30 Syan Lin (Blue Sky)

This elven long bow is enchanted +1, +2 vrs orcs, -4 vrs elves.

22.0.1.31 Vihor, the Dagger of Speed

This dagger +2 has an affect identical to Weapon Finesse. A character may use the Dex bonus, rather than Str bonus, when fighting with this dagger in melee combat.

22.0.1.32 Whispering Wind

This elven short bow +1 endows the wielder with +2 on the Reaction Roll table when dealing with elves. In addition, the character can fire into melee combat without risk of hitting an ally.

22.0.1.33 Vorpal Sword

This long sword delivers a +3 bonus to attack and damage rolls. In addition, the weapon ignores any resistance to slashing damage. It can only be wielded by a magic user and is considered by many to be evil.

The Vorpal Sword is solid to the touch and when blocking an opponents attack. However, on a successful hit against a living creature, the sword deals damage to the opponent’s soul, passing through armor and clothing. This damaged cannot be healed normally or with most healing spells or regeneration. The 6th level Cleric spell Restoration will restore lost hit points.

If an opponent reaches 0 hit points, the soul is consumed by the sword. The energy of the soul temporarily grants the wielder increased strength for 1d6 rounds. The Strength bonus varies according to HD.

0-3 HD +1

3-5 HD +2

6-8 HD +3

9-11 HD +4

11-20 HD +5

The Vorpal sword is a normal long sword when used against the unliving.

22.0.2 Magic Armor

22.0.2.1 The Black Shield of Mairon

The Black Shield is a magical shield + 3 to AC, that grants immunity to death spells and effects, Energy Drain, and negative energy effects. The wielder can’t be attacked from behind from behind and cannot be charmed, frightened or possessed.

22.0.2.2 Silver Dragon Scale mail

This armor gives +1 bonus to AC, +1 on saving throws against the Frightful Presence and breath weapons of dragons, and resistance to cold damage.

The armor consists of a coat, leggings and a separate skirt of leather covered with overlapping dragon scales. The suit includes gauntlets.

22.0.2.3 Red Dragon Scale mail

This armor gives +1 bonus to AC, +1 on saving throws against the Frightful Presence and breath weapons of dragons, and resistance to fire damage.

The armor consists of a coat, leggings and a separate skirt of leather covered with overlapping dragon scales. The suit includes gauntlets.

22.0.2.4 Black Plate Demon Armor

This armor gives +1 bonus to AC, and +3 to intimidate roles.

22.0.3 Potions

A potion is an elixir concocted with a spell-like effect that affects only the drinker. Unless otherwise noted, a potion grants its benefits for 1d6+6 turns (even if the duration of an associated spell is longer or shorter).

Almost all potions are created by Kappiyan Flurmastyr, master alchemist from Glantry. The glass bottles bear his symbol: a large circle, within which is a triangle, containing a square, within which is a circle. An additional symbol indicates the nature of the potion.

22.0.3.1 Potion Miscibility d20

01 Explosion! The mixture creates an explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.

02–03 The mixture becomes a potion of poison.

04–08 The mixture becomes a potion of delusion that appears to have one of the mixed potions’ effects.

09–15 Both potions lose their effects.

16–25 One potion loses its effect.

26–35 Both potions work, but with half their normal effects. If an effect cannot be halved, at least in duration, it is instead lost.

36–90 Both potions work normally. 

91–99 Both potions work. One potion has 150% the normal effect. If no effect can be increased, than the duration of one is increased 150%.

00  Only one potion works, but its effect is permanent.

22.0.3.2 Alchemist’s fire

This potion is a mix of several volatile liquids that ignite when exposed to air. A flask of alchemist’s fire can be hurled as a splash weapon. Treat this as a ranged attack with a range increment of 10 (+1) 20 (-) 30 (-1). A direct hit deals 1d6 points of fire damage.

Every creature within 10 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can use a full-round action to attempt to extinguish the flames before taking this additional damage.

Extinguishing the flames requires a save vs Death Ray. Rolling on the ground provides the target a +4 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

22.0.3.3 Cat's Grace

This elixir enhances Dexterity to a score of 20. For the duration, the drinker gains a bonus of +5 on ranged attacks, + against Dragon Breath Saves, + 5 on any Dex related skills, and + 5 to AC.

22.0.3.4 Clairaudience

This potion enables the drinker to hear sounds in another area through the ears of a living creature in that area, up to a maximum 60' away. This effect otherwise functions just as the spell clairvoyance.

22.0.3.5 Clairvoyance

This potion grants the imbiber the effect of the clairvoyance spell.

22.0.3.6 Cold Resistance

This potion grants the imbiber the power of the spell resist cold.

22.0.3.7 Control Animal

This potion functions like a control human potion, but affects only normal, non-magical animals.

22.0.3.8 Control Dragon

This potion functions like a control human potion, but affects only dragons.

22.0.3.9 Control Giant

This potion functions like a control human potion, but affects only giants.

22.0.3.10 Control Human

This potion allows the drinker to charm a human, demi-human, or humanoid by gazing at them. The effect functions like the charm person spell. If the charm is resisted, the drinker can attempt to charm up to two more targets before the potion’s benefit is exhausted.

22.0.3.11 Control Plant

This potion grants the drinker control over one or more plants or plant creatures within a 10' square area up to 50' away. Normal plants become animated, having a movement rate of 10', and obey the drinker's commands. If ordered to attack, only the largest plants can do any real harm, attacking with a +0 attack bonus and inflicting 1d4 points of damage per hit. Affected plant creatures (who fail to save vs. Spells) can understand the drinker, and behave as if under a charm monster spell.

22.0.3.12 Control Undead

This potion grants the drinker command of 3d6 hit dice of undead monsters. A save vs. Spells is allowed to resist the effect. Mindless undead follow the drinker's commands exactly; free-willed undead act as if under a charm person spell.

22.0.3.13 Delusion

This cursed potion will appear, if tested or analyzed, to be one of the other potions (other than poison). When imbibed, the drinker will briefly believe he has received the benefits of the “other” potion, but the illusion will be swiftly exposed.

22.0.3.14 Diminution

This potion reduces the drinker and all items worn or carried to one-twelfth of their original height (so that a 6' tall character becomes 6” tall). The drinker's weight is divided by 1,728; this makes an armed warrior weigh less than 2.5 ounces. The affected creature cannot make an effective attack against any creature bigger than a house cat, but may be able to slip under doors or into cracks and has a 90% chance of moving about undetected (both in terms of sound and vision).

22.0.3.15 ESP

This potion grants the power of the spell of the same name.

22.0.3.16 Fire Resistance

This potion grants the imbiber the power of the spell resist fire.

22.0.3.17 Flying

This potion grants the power of the spell fly.

22.0.3.18 Gaseous Form

A potion of Gaseous Form transforms the drinker along with all their possessions into a insubstantial, misty, translucent form for 1d6+6 turns. While in gaseous form, the subject is immune to non-magical weapons and gains an Armor Class of 22 against magical weapons. However, the subject cannot attack, cast spells, or use any supernatural abilities while in this form.

The gaseous form allows the subject to fly at a speed of 10 feet and pass through small holes or narrow openings, even mere cracks. The subject is also affected by wind and cannot enter water or other liquids. Objects cannot be manipulated while in gaseous form, even if they were brought along when the spell was cast.

The effect ends when the subject returns to their material form, which can be done at will.

22.0.3.19 Giant Strength

This potion grants the imbiber the Strength of 21. For the duration, the drinker gains a bonus of +5 on attack and damage rolls with melee or thrown weapons, and can throw large stones just as a stone giant can.

22.0.3.20 Growth

The drinker of this potion (with all equipment worn or carried) becomes twice normal height and eight times normal weight. The enlarged character is treated as having the Strength of a Stone Giant (but without the rock-throwing ability), gaining +5 on attack and damage rolls.

22.0.3.21 Healing

The imbiber of this potion receives 1d6+1 hit points of healing (as the spell cure light wounds).

22.0.3.22 Extra Healing

The imbiber of this potion receives 2d8+2 hit points of healing.

22.0.3.23 Speed

The imbiber moves at three times the normal movement rate, AC +2, by and gets 1 additional attack.

22.0.3.24 Total Healing

The imbiber of this potion is fully restored all hit points lost.

22.0.3.25 Heroism

This potion improves the fighting ability of the drinker. Fighters of less than 3rd level gain +3 to attack bonus as well as gaining 3 hit dice. Fighters of 4th to 5th level gain +2 to attack bonus and 2 hit dice. Fighters of 6th or 7th level gain +1 to attack bonus and 1 hit die. Fighters of 8th level or higher, as well as non-Fighter class characters, gain no hit dice, but still receive +1 to attack bonus. Hit dice gained are only temporary, and damage received is deducted from those hit dice first; any that remain when the potion expires are simply lost.

22.0.3.26 Invisibility

This potion makes the imbiber invisible (as the spell). This potion may be quaffed in thirds, in which case each drink lasts 1d4+1 turns.

Invulnerability: This potion grants a bonus of +2 to Armor Class.

22.0.3.27 Levitation

This potion grants the power of the spell levitate.

22.0.3.28 Longevity

The drinker of this potion becomes younger by 1d10 years.

22.0.3.29 Polymorph Self

This potion grants the power of the spell of the same name.

22.0.3.30 Speed

This potion gives the drinker the benefits of the spell haste.

22.0.3.31 Spider Climb

Drinking this allows the ability to move up, down, and across vertical surfaces and upside down along ceilings like a spider. The target also gains a climbing speed equal to its walking speed.

22.0.3.32 Treasure Finding

The imbiber of this potion will immediately know the direction and approximate distance to the largest treasure hoard in a 300' spherical radius. This potion specifically detects platinum, gold, electrum, silver, and copper; gemstones and magic items are not detected.

22.0.3.33 Varynn’s Magic Salve

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. The ointment will remove scars and reattach knocked out teeth.

22.0.3.34 Water Breathing

The imbiber breathes underwater as though it was air for 1d6+6 turns.

22.0.4 Scrolls

Most scrolls contain some sort of magic, which is activated when read, and which may only be used once; the characters burn away as the words are read. Spell Scrolls are enchanted with either a Cleric (divine) or a Magic User (arcane) spells. Each spell can be used just once, as a scroll immediately disintegrates once it is used.

Only a Cleric can use a Clerical scroll, and only a Magic User can use a Magic User scroll. The exception to this rule is the thief who starting at 4th level has a chance to use an arcane scroll.

Magic User scrolls are written in Arcane. If a Magic User attempts to cast a spell from a scroll that is a higher level than what the Magic User can cast, a DC check must be made. Roll DC 10 + Int and subtract with -2 for each spell level of difference.

A Magic User may only transcribe a spell from a scroll or another individual's spellbook prior to it being used. To copy a spell, the character must spend 1d4 hours per Spell Level. The chance of successfully transcribing a spell is DC 14 + Int, +1 per level of the magic user, -2 per level of the spell. Any failure requires another Magic User who knows the spell to teach it.

Clerical scrolls are written in a normal language (being just specially enchanted prayers). If a Cleric attempts to cast a spell from a scroll that is a higher level than what the Cleric can cast, a DC check must be made. Roll DC 10 + Wis and subtract with -2 for each spell level of difference.

A Cursed Scroll inflicts some curse upon whoever reads it. It need not be read completely; in fact, merely glancing at the text is enough to inflict the curse. A saving throw vs. Spells may be allowed.

22.0.5 Rings

A ring is a circular metal band worn on the finger (no more than one ring per hand) that has a spell-like power (often a constant effect that affects the wearer). Most magical rings can be used by any class,

22.0.5.1 Ring of Control Animal

The wearer of this ring can charm up to 6 hit dice of animals. The effect works much like a charm person spell, but only affects animals (including giant-sized animals, but excluding fantastic creatures as well as anything more intelligent than a dog or cat). The wearer can activate the power at will, targeting any animal within 60' that he or she can see. The wearer may choose to end the effect for one or more controlled creatures at any time, in order to “free” enough hit dice to control a new target.

22.0.5.2 Ring of Control Human

The wearer of this ring may cast the spell charm person at any target he or she can see within 60'. The wearer can use this power once per round, at will, but cannot control more than 6 hit dice of creatures at a time; however, the wearer may choose to end the effect for one or more controlled creatures at any time, in order to “free” enough hit dice to control a new target.

22.0.5.3 Ring of Control Plant

The wearer of this ring may create an effect equivalent to a potion of plant control at will, affecting plants or plant creatures within 60' that he or she can see. The effect lasts as long as the wearer remains within 60' of the plants or plant creatures. A saving throw is allowed just as for the potion.

22.0.5.4 Ring of Delusion

This ring appears to be some other sort of ring (roll again on the rings table to determine what sort). Whoever wears it believes it is working, and behaves thus (so a character who believes he is wearing a ring of invisibility will believe himself to actually be invisible). Unlike the potion of the same name, the ring's effect is not dispelled by the wearer taking damage; in fact, the only way to rid a character of this cursed item is with the spell remove curse.

22.0.5.5 Ring of Djinni Summoning

This ring serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed, the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes non-magical and worthless.

22.0.5.6 Ring of Eibon

The wearer can spend 3 charges to Misty Step.

The ring is made of an amber gold and set with a large purple gem, somber and smoldering, of which the like is not easily found in the OnceWas.

22.0.5.7 Ring of Fire Resistance

The wearer of this ring receives protection as the cleric spell resist fire, but the protection works continually. Minor heat or fire (such as exposure to normal flames) is ignored. Against more significant heat or fire (such as a fireball), the affected creature gains a bonus of +3 on saving throws, and all damage from such attacks is reduced by half (round up).

22.0.5.8 Ring of Free Action

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.

22.0.5.9 Ring of Invisibility

By activating this simple silver ring, the wearer becomes invisible, vanishing from sight, including Darkvision. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.

Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

If the invisibility is dispelled if the wearer attacks any creature or casts any spell. Actions (other than spell casting) directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Once dispelled, the ring may not be reactivated for one full turn.

22.0.5.10 Ring of Protection

This ring offers continual magical protection in the form of a bonus to the Armor Class of the wearer (varying from +1 to +3 as shown on the table). This bonus is also applied to the wearer's saving throw die rolls.

22.0.5.11 Ring of Regeneration

The ring of regeneration restores one point of damage per turn (and will eventually replace lost limbs or organs). The ring must be worn, and its removal stops the regeneration process. Injuries from fire or acid do not regenerate.

22.0.5.12 Ring of Second Chances

This diamond ring with a platinum band allows (once per day) the user to reroll any dice roll and keep the higher roll.

22.0.5.13 Ring of Shooting Stars

This gold ring generally has 2d10 charges. 1 to 3 charges can be expended as an action. For every charge expended, a glowing mote of light is launched from the ring at a visible target at a point you within 60 feet. Each creature within a 15-foot cube originating from that point is showered in sparks for 5d4 fire damage on a failed save, or half as much damage on a successful one.

22.0.5.14 Ring of Spell Storing

A ring of spell storing contains a number of spells (either divine or arcane) that any wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. Any class may wear and use this ring, but it can only be recharged by a spell caster casting the appropriate spell into it.

A table is provided below to determine how many spells, and what levels they are. A ring of spell storing must be recharged with the same spells that were placed into it when it was made; so a ring of two spell storing containing fireball and fly can only be recharged with those two spells.

The ring magically imparts to the wearer what spells stored within it.

d% # of Spells d% Level of Spell
01-24 1 01-30 1st
25-48 2 31-55 2nd
49-67 3 56-75 3rd
68-81 4 76-85 4th
82-91 5 86-97 5th
92-96 6 98-00 6th
97-00 7

22.0.5.15 Ring of Spell Turning

This ring reflects spells cast directly at the wearer, but not area effect spells, back at the caster; so a hold person spell would be reflected, but not a fireball. It will reflect up to 2d10 spell levels before its power is exhausted.

22.0.5.16 Ring of Telekinesis

The wearer of this ring can move objects or creatures by concentration alone 3 times per day. An object weighing no more than 100 pounds can be moved up to 20 feet per round. A creature can negate the effect on itself or an object it holds or has on its body with a successful save vs. Death Ray.

In order to use this power, the caster must maintain concentration, moving no more than normal movement (no running), making no attacks and casting no spells. If concentration is lost (whether intentional or not), the power may be used again on the next round, but the subject of the effect is allowed a new saving throw.

The effect may be used as many times per day as the wearer wishes, but lasts only as long as the wearer concentrates on it.

22.0.5.17 Ring of Water Walking

This ring allows the wearer to walk on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the wearer’s feet hover an inch or two above the surface. Molten lava will still cause the wearer damage from the heat since he or she is still near it. The wearer can walk, run, or otherwise move across the surface as if it were normal ground.

22.0.5.18 Ring of Weakness

Whoever puts this ring on is cursed; their Strength score is reduced immediately to 3. The ring can only be removed with remove curse.

22.0.5.19 Ring of Wishes

A ring of wishes contains the power to grant wishes to the wearer. 1d4 wishes will remain within the ring when it is found.

22.0.5.20 Ring of X-Ray Vision

On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead or gold blocks the vision. The ring may be used three times per day, and each use lasts at most one turn (or until the wearer ceases to concentrate upon it).

22.0.6 Wands, Staves and Rods

A wand is a short stick, generally 12 to 18 inches long, imbued with the power to cast a specific spell or spell-like effect. A newly created wand has 20 charges, and each use of the wand depletes one of those charges; a wand found in a treasure hoard will have 2d10 charges remaining.

If a wand generates an effect equivalent to a spell, assume the spell functions as if cast by a 6th level caster, or the lowest level caster who could cast that spell (whichever is higher), unless otherwise noted. Wands are generally usable only by Magic Users. Saving throws are rolled as normal, but on the Magic Wands column rather than the Spells column.

A staff has a number of different (but often related) spell effects. A newly created staff has 30 charges, and each use of the staff depletes one or more of those charges. A staff found in a treasure hoard will have 3d10 charges remaining. Spell effects generated by a staff operate at 8th level, or the lowest caster level the spell could be cast by, whichever is higher, unless otherwise stated. Staves are usable only by Magic Users, except where noted. Saving throws against magic from a staff are rolled on the Spells column.

A rod is a scepter-like item with a special power unlike that of any known spell. Rods are normally usable by any class.

22.0.6.1 Rod of Cancellation

This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. If a creature holds the item, an attack roll is needed to touch it. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by a wish.

22.0.6.2 Snake Staff

This item is a walking staff +1. When used by a Cleric, the user may command the staff to transform into a constrictor snake (instead of causing damage) on a successful hit. The snake will wrap around a target up to man sized and hold him or her fast for 1d4 turns, unless a save vs. Spells is made. The snake does not attack in any other way, nor cause any damage. The user at any point may recall the snake, in which case it returns to their hand and returns to staff form. It also returns in this way when the duration expires, or if the save is made.

The snake has Armor Class 15, moves 20' per round and has 20 hit points; any hit points of damage taken are healed completely when the snake returns to staff form; if killed in snake form, the magic is destroyed and it turns into a broken stick.

The staff may be used any number of times per day, and neither has nor uses charges.

22.0.6.3 Staff of Commanding

This staff can cast charm person and charm monster spells, and can grant a power equivalent to a potion of plant control. Each function uses one charge.

22.0.6.4 Staff of Healing

This staff can heal 1d6+1 hit points per charge expended, as the spell cure light wounds. Alternately, with an expenditure of two charges, the staff can cast cure disease. This staff is only usable by a Cleric.

22.0.6.5 Staff of Life

The staff is made of white oak and carved to resemble braided bands of holly and oak boughs, twisted around a unicorn’s horn at the end. It has 7 charges. Only a Cleric or Paladin can only wield this staff.

Heal Spell (per 1 charge)

Heal enables the caster to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blindness, confusion, deafness, disease, exhaustion or fatigue, feeblemind, insanity, nausea, and poison. It also restores all but 1d4 of the target's hit points. Heal does not remove negative levels or restore permanently drained ability score points.

Resurrection (per 5 charges)

This restores life to a deceased creature. A creature can be raised that has been dead for no longer than 6 months. The full body is not required; only a small portion is required, but that portion must have been part of the subject’s body at the time of death. (The dust left from a disintegrate spell counts as the required small portion.) A whole new body is created, so it will be at the peak of health, with full hit points, and all spells prepared at the time of death.

This is still an ordeal, however. The subject of the spell loses one level (or 1 hit die) when it is resurrected, permanently (i.e. it does not accrue a negative level, but rather loses an actual level, being reduced to the minimum number of experience points required for the previous level). If the subject is 1st level, it loses 1 point of Constitution instead (if this would reduce its Constitution to 0 or less, it can’t be raised). This level, hit dice, or Constitution loss cannot be repaired by any means, though of course the character may gain levels and hit dice in the normal fashion.

A creature which has become undead can be resurrected as long as the undead creature has been destroyed. Constructs and elementals cannot be resurrected.

The spell cannot bring back a creature that has died of old age.

22.0.6.6 Staff of Power

This is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers costing one charge per use: lightning bolt (6d6 damage), fireball (6d6 damage), cone of cold (as the wand, for 6d6 damage), continual light, and telekinesis (as the ring, lasting at most 1d6 turns).

The staff is also a +2 walking staff, and can be used exactly as a staff of striking. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. All charges currently in the staff are instantly released in a 30' radius, doing 1d6 damage per charge remaining (save vs. Spells for half damage). This affects all within the area, including the wielder.

After all charges are used up from the staff, it remains a +2 walking staff. Once empty of charges, it cannot be used for a retributive strike.

22.0.6.7 Staff of Storm Clouds

This wooden staff is carved with the images of rolling thunderclouds. It emits the smell of ozone and while holding it you can hear the faint rumble of distance storm clouds within.

Gust of Wind (1 charge) Range: 10 ft. x 50 yds, Duration: 5 rds

The force of this gust of wind (about 30 m.p.h.) is sufficient to extinguish candles, torches, and similar unprotected flames. It causes protected flames--such as those of lanterns--to dance wildly and has a 25% chance to extinguish even such lights. It also fans large fires outward 1d6 feet in the direction of the wind's movement. It forces back small flying creatures 1d6 x 10 yards and causes man-sized beings to be held motionless if attempting to move against its force. It slows larger-than-man-sized flying creatures by 50% for one round. It blows over light objects, disperses most vapors, and forces away gaseous or unsecured levitating creatures.

Its path is a constant 10 feet wide, by 10 yards long per level of experience of the caster (for example, an 8th-level magic user causes a gust of wind that travels 80 yards).

Forked Lightning (2 charges) Range: 50 feet

Three arcs of electricity spring from the staff to strike separate targets within 20 foot of each other. For each bolt the wielder must roll to hit his chosen target ignoring any worn armor and metal armored targets get +4 bonus to hit (any magical bonuses still apply). Inanimate objects cannot be damaged by this spell. Each bolt deals 1d6 +2 points of electricity damage.

If there are fewer than the maximum allowed targets then the extra bolts do not appear and are wasted; a single bolt can only strike a single creature.

There is no save to resist the spell once struck by a bolt, but creatures with any sort of resistance to electrical attacks will suffer no damage whatsoever.

Thunderstrike. (3 charges) Range: 150’ , Duration: 5 rounds

The wielder calls down a 5 ft wide, 30 ft long vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whichever target point the caster chooses within the spell’s range (measured from the caster's position at the time of casting). Any creature in the target area or in the path of the bolt is affected; a successful save vs. Spells reduces damage taken by half.

All withing a 60’ area must make a second save against paralyzation or be deafened for a 1d6 turns.

Ice Storm (4 charges) Range: 450', Duration:1 round

The wand causes great magical hailstones to pound down for 1 full round, dealing 5d6 points of damage to every creature in a 30' radius around the target spot; a successful save vs. Spells will reduce damage by half. The ice storm fills a vertical volume of 40', so creatures higher than that distance above the target spot are unaffected. A –20% penalty applies to each Listen roll made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Any creature naturally resistant to cold takes half damage (or one-quarter damage if it makes its save).

22.0.6.8 Staff of Striking

This staff has no attack bonus, but is treated as a +1 weapon with respect to what sorts of monsters it can hit (and is usable by any class in that mode). This staff's primary power may only be used if wielded by a Cleric: By uttering a command word, the Cleric may create an effect similar to the spell striking.

Expenditure of one charge adds 1d6 damage to the weapon's next strike; expenditure of two charges adds 2d6, and expenditure of three charges adds 3d6 damage. If the weapon is not successfully used after the command word has been spoken, the effect dissipates after one turn.

22.0.6.9 Staff of Traveling and Leaping

This staff increases the wearer’s base land speed by an additional 10' per round. In addition to this traveling ability, the staff allows the bearer to make great leaps, jumping up to 10' high and/or 30' across.

22.0.6.10 Staff of Withering

The staff functioned as a +2 quarterstaff. On a successful hit a charge can be expended to deal 2d10 +2 necrotic damage to the target. In addition, the target ages 10 years (save versus Wands for half).

22.0.6.11 Staff of Wizardry

This staff is equivalent to the staff of power, above, and has the following powers as well: invisibility, passwall, web, and conjure elementals (as the spell). These powers each use one charge when activated.

22.0.6.12 Quarterstaff of the Abbot

This staff appears as a normal, unadorned wooden quarterstaff +1, but when the weapon is used in combat it endows its possessor with one of the following attacks or feats:

Sunder. On a successful hit, a man-sized opponent must save versus a DC 14 + Dex or a non magical weapon is destroyed.

Trip. On a successful hit, a man-sized opponent must save versus a DC 14 + Dex or be tripped.

Disarm. On a successful hit, a man-sized opponent must save versus a DC 14 + Dex or be disarmed. Value:

Improved Parry and Dodge. A defensive action instead of an attack that gives a +3 bonus to AC.

22.0.6.13 Wand of Cold

This wand generates a conical blast of cold doing 6d8 damage (save vs. Magic Wands for half damage). The cone spreads from the tip of the wand to a width of 30' at a distance of 40' away.

22.0.6.14 Wand of Enemy Detection

The effect of this wand is to make all enemies of the user within 60' glow with a greenish white light for 1d4 rounds. All attacks against this enemy are at +1. Even hidden or invisible enemies glow in this way, revealing them, but enemies completely out of sight (such as behind a wall) may not be seen by the user.

An “enemy” is any creature which is thinking of or otherwise intending to harm the user; also, all undead monsters and animated constructs within range will glow in this way regardless of intent or thoughts (or lack thereof).

22.0.6.15 Wand of Fear

This wand causes one target creature within 120' to become frightened. If the target fails to save vs. wands, it flees for 2 turns. Creatures with 6 or more hit dice are immune to this effect.

22.0.6.16 Wand of Fireballs

This wand generates fireballs, exactly as the spell, doing 6d6 damage.

22.0.6.17 Wand of Illusion

This wand allows the user to create illusions equivalent to the spell phantasmal force.

22.0.6.18 Wand of Lightning Bolts

This wand generates lightning bolts, exactly as the spell, doing 6d6 damage.

22.0.6.19 Wand of Magic Detection

This wand grants the user a power equivalent to the spell detect magic.

22.0.6.20 Wand of Paralyzation

This wand creates the effect of the spell hold person.

22.0.6.21 Wand of Polymorph

This wand can be used to cast either polymorph self or polymorph other.

22.0.6.22 Wand of Secret Door Detection

This wand grants the user a power similar to the spell find traps, but which reveals secret doors rather than traps.

22.0.6.23 Wand of Trap Detection

This wand grants the user a power equivalent to the spell find traps.

22.0.6.24 Wand of Viscid Globs

This metallic baton works with a command word (Híw –elven for sticky) and may be used by any class. The wand shoots bright greenish goo that covers a 5 ft area. (Save vs. Wands)

The goo hardens rapidly when it comes into contact with air, so if it splashed over a creature, it could effectively glue that being to the ground.

If cast upon a flying creature, it hardens around wings and prevent flight. The goo does not harden underwater; it requires contact with air. It does not cause those caught within it to suffocate.

The adhesive is so strong that a creature coud break their joints before the bonds, causing stupid creatures to possibly destroy themselves in their attempt to free themselves.

The hardened goo eventualy becomes brittle in 2d6 turns and cracks apart. The substance can lso be dissolved by alcohol such as that in wine.

This dark elf wand is destroyed if exposed to sunlight for an hour

22.0.7 Miscellaneous Magic Items

22.0.7.1 Abyssal Horn

Any demons who hear this amber horn blown must make a DC 14 + Cha or be banished to their plane of origin.

If this is blown on the demon’s native plane, demons within 60 ft. take 6d6 points of damage instead. Once this horn is used, it cannot be used again for 3d4 days.

22.0.7.2 Amulet of Proof against Detection and Location

The wearer of this item is immune to all forms of scrying (including crystal balls, clairvoyance, clairaudience, and any other means of location or spying at a distance) as well as any form of mind reading (such as the spell ESP). Other characters who remain within 30' of the wearer are also immune to scrying, but not to mind reading.

22.0.7.3 Amulet of the Watchful Eye

+ 1 Spot Skill

22.0.7.4 Apparatus of the Crab

This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of the Crab is a Large object with the following statistics

Armor Class 20
Hit Points 200
Speed 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.

Apparatus of the Crab Levers

Lever Up Down
1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front sides of the apparatus. The claws retract.
5 Each extended claw makes the following melee weapon attack +8 to hit, reach 5 ft., one target. Hit 7 (2d6) bludgeoning damage. Each extended claw makes the following melee weapon attack +8 to hit, reach 5 ft., one target. Hit The target is grappled (escape DC 15).
6 The apparatus walks or swims forward. The apparatus walks or swims backward.
7 The apparatus turns 90 degrees left. The apparatus turns 90 degrees right.
8 Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light turns off.
9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

22.0.7.5 Archery Glove of Ivarion

Crafted from the supplest leather and enchanted with ancient elven magic, the glove is said to have been worn by Ivarion on his drawing hand, the very hand that launched arrows with unparalleled precision.

Legend says that each day, its wearer may choose imbue an arrow with one of three special powers, each lasting 24 hours or until used.

Sylvan Shot: Once per day, its wearer can imbue an arrow with the magic of nature and life. When they make an attack roll with the archer using this arrow, dealing an additional 2d4 radiant damage on a hit if the target is a fiend or undead.

Nature's Fury: Once per day, its wearer channels the fury of nature itself, imbuing an arrow infused with elemental power. On a hit, the arrow deals an additional 2d4 damage of a type chosen by the wearer: fire, cold, lightning, or acid.

Ethereal Arrow: Once per day, its wearer can imbue an arrow with the essence of the Feywild, granting it the ability to phase through obstacles and defenses, ignoring half cover and three-quarters cover.

22.0.7.6 Bag of Devouring

This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding, and in fact it performs exactly like one when first used. However, all items placed within disappear forever 1d6+6 turns later. The bag continues to weigh whatever it did after the items were placed within it (that is, one-tenth the total weight of the items), until it is again opened and discovered to be empty.

22.0.7.7 Bag of Holding

This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into an extra dimensional space, and is able to hold more than should be possible: up to 500 pounds of weight, and up to 70 cubic feet of volume. A bag of holding weighs one-tenth as much as the total of the objects held within. Any object to be stored in a bag of holding must fit through the opening, which has a circumference of 4 feet.

If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to one turn, after which time they suffocate. Retrieving a specific item from a bag of holding takes a full round during which no movement may be made.

22.0.7.8 Belt of Silver Pine Cones

This black leather belt has a dozen silver pine cone charms hanging from it.

It provides the wearer with a +3 to hit and +3 AC bonus when in combat with plants, +3 saving throws from plant based attacks.

22.0.7.9 Boots of Levitation

On command, these leather boots allow the wearer to levitate as if by the spell of the same name.

22.0.7.10 Boots of Speed

The wearer of these boots can click their boot heels together, thus activating a haste spell effect for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds; the boots can be turned off and on as desired.

22.0.7.11 Boots of Stonehold

This footgear bestows many powers upon the wearer. First, the wearer is able to travel across snow at his normal speed, leaving no tracks. The boots also enable travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of Stonehold warm the wearer, as if he were affected by a Resist Cold spell.

22.0.7.12 Boots of Traveling and Leaping

These boots increase the wearer’s base land speed by an additional 10' per round. In addition to this traveling ability, these boots allow the wearer to make great leaps, jumping up to 10' high and/or 30' across.

22.0.7.13 Bowl Commanding Water Elementals

This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a water elemental appears and follows the commands of the summoned (as described for the Elemental monster entry). The summoning words require 1 full round to speak. Only one such elemental can be called per day.

22.0.7.14 Bowl of Purification

Acts like the Purify Food and Water spell. Any food placed in this large ornate bowl will be made pure and suitable for eating and drinking, even if it is spoiled, rotten, poisonous, or otherwise contaminated. The bowl does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. The bowl can be used twice per day.

22.0.7.15 Brazier Commanding Fire Elementals

This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a fire elemental appears and follows the commands of the summoner (as described for the Elemental monster entry). The summoning words require 1 full round to speak. Only one such elemental can be called per day.

22.0.7.16 Brooch of Shielding

This magical gold pin absorbs 101 hit point of magic missile damage.

22.0.7.17 Broom of Flying

This broom is able to fly through the air for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as he or she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when the command word is spoken.

22.0.7.18 Censer Commanding Air Elementals

This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth an air elemental which follows the commands of the summoner (as described for the Elemental monster entry). The summoning words require 1 full round to speak. Only one such elemental can be called per day.

22.0.7.19 Charm of Renewal

The Charm of Renewal is a stylized flower blooming with healing energy. As an action, a character can activate the Healing Token by holding it and speaking a command word. Upon activation, the token dissolves into sparkling motes of light that envelop the user, healing them for 10 hit points.

22.0.7.20 Cloak of Displacement

This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves, causing the wearer's apparent location to shift around constantly over a range of 3' from their true location. The first melee or missile attack by any creature against the wearer will miss, and all further attacks by that attacker are made with an attack penalty of -2. This is not cumulative with the penalty for fighting blind.

22.0.7.21 Crystal Ball

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. They may only be used by Magic Users, who can use the device to see over virtually any distance. A crystal ball can be used three times per day, for up to a turn each time.

The chance of success when using a crystal ball is as shown below. Total chances equal to or greater than 100% do not require a roll.

Knowledge and Connection Chance
Secondhand Knowledge (heard of) 25%
Firsthand Knowledge (seen briefly) 55%
Familiar (known well) 95%
Possession or garment +25%
Body part, lock of hair, bit of nail, etc. +50%

The user of the crystal ball is the only one who will see the image. No sound will be heard normally. Detect magic, detect evil, and ESP have a 3% chance per level of the caster of operating correctly if used with a crystal ball.

22.0.7.22 Cubic Gate

This wondrous, legendary cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different Outer plane of existence.

You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

The Astral Plane connects the Material Plane to the Outer (Elemental) Planes.

1. Material Plane (OnceWas)

2. Astral Plane

3. The elemental Plane of Fire

4. The elemental Plane of Water

5. The elemental Plane of Air

6. The elemental Plane of Earth

22.0.7.23 Circlet of the Abyss

The Circlet of the Abyss is a platinum piece of headwear with sharp inward facing barbs that hold it in place on the head. The head piece radiates evil and it’s negative energy will corrode and transform the wearer. The Circlet has the following properties:
Demon Shielding. The Circlet creates an invisible, shield-like force around of the wearer.  It negates magic missile attacks and improves the caster's Armor Class by +3. 

Ears of Evil. The wearer of the circlet is unaffected by Command spells.

Eyes of Evil. The wearer of the circlet has Darkvision 60 ft. unaffected by magic darkness and can see outlines of invisible creatures.
Tongue of Evil. The wearer of the circlet is unaffected by Silence spells and can understand and speak Abyssal.

Veil of Evil. The wearer of the circlet is immune to Hold, Charm, Fear and Sleep Spells.
Quasit Familiar. The wearer can summon a quasit to serve them.
Abysmal Curses.

Corruption. The wearer gradually becomes Chaotic Evil. First easily spoiled foods go bad (curdled milk, etc) around them, then animals and plants become sick, and Reaction Rolls are at -5. Holy water deals 1d8 points of damage. Demons will begin whispering to them in dreams.

Animals Reaction. First avoidance, then fear then attack. Eventually they will not be able to ride horses or hunt for food as animals begin to flee areas they are in.

Leeching Joy. The cursed loses their sense of taste, fresh water makes them ill, music sounds like noise, colors look less bright. Eventually they only can take pleasure from giving or receiving pain and misery.

Lust for Power. Destroying the world requires immense power. They want that power for themselves. Either to rule the world or so they can be the ones to destroy it.

22.0.7.24 Crystal Ball with Clairaudience

This item works exactly like the standard crystal ball, above, but also allows the user to hear any sounds in the location viewed as if he or she were there.

22.0.7.25 Decanter of Endless Water

Fresh water pours out of the flask when the stopper is removed and one of command words is spoken. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water.

"Fountain" produces 5 gallons of water.

"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

“Flood” produces a continuous flow that can only be stopped by the user speaking the command word again.

22.0.7.26 Drums of Panic

These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures of less than 6 hit dice within 120' (with the exception of those within a 20' radius safe zone around the drums) must save vs. Spells or flee in fear. The drums can be used once per day.

22.0.7.27 Dust of Disappearance

Found in a small packet, this powder resembles very fine sand. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d12 rounds.

22.0.7.28 Efreeti Bottle

This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals; or, it may be a lamp made of brass. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants three wishes.

In either case, the efreeti afterward disappears forever. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to an hour per day for 101 days (or until the efreeti’s death), doing as he or she commands. After 101 days have passed, the efreeti is freed from service and may return to its extradimensional home. Roll only the first time the bottle is opened (or the GM may choose which sort of bottle is found as he or she desires).

22.0.7.29 Elven Boots

These soft boots enable the wearer to move quietly in virtually any surroundings, granting a DC 9 (- Dex bonus) chance of success (Like a 8th level as the Thief).

22.0.7.30 Elven Cloak

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 bonus on Hide checks.

22.0.7.31 Feather Fall Token

As an action, a character can activate the Feather Fall Token. Upon activation, the token dissolves into sparkling motes of light that envelop the user, slowing their fall like the Feather Fall spell.

22.0.7.32 Folding Boat

            This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words- each requiring you to use an action to speak it.
           

The first command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
           

The second command causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
           

The third command Word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any Objects in the vessel that can't fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.

22.0.7.33 Flying Carpet

This rug is able to fly through the air on command. A flying carpet is typically 5' x 8' in size and can carry up to 500 pounds at a movement rate of 100' per round, or up to 1000 pounds (its maximum capacity) at a rate of 50' per round. A flying carpet can fly at any speed up to its maximum and can hover on command.

22.0.7.34 Gauntlets of Ogre Power

These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer a Strength bonus of +4 (instead of their own Strength bonus). Both gauntlets must be worn for the magic to be effective.

22.0.7.35 Gloves of Arrow Snaring

The wearer of these gloves has a chance to catch arrows, bolts or stones fired from a ranged weapon that would normally hit. The challenge is (DC 9 +Dex). There is no damage from successful catch. Both gloves must be worn and at least one hand must be free for the magic to be effective.

22.0.7.36 Girdle of Giant Strength

This item grants the wearer the Strength of a giant. For so long as it is worn, the wearer gains a Strength bonus of +5 (instead of their own Strength bonus), and can throw large stones just as a stone giant does.

22.0.7.37 Goggles of the Night

This item when worn allows Darkvision with a 60' range, and are able to detect slanting passages, traps, shifting walls and new construction on a Difficulty Challenge (DC) of 14; a search must be performed before this roll may be made.

22.0.7.38 Hannelore’s Coat of Arms

This leather coat with four sleeves allows the wearer to summon and control a second set of arms identical to his own arms once per day for 3 turns. The penalty for fighting with multiple arms is -2 to hit with both primary hands and -5 with both secondary hands.

22.0.7.39 Helm of Reading Languages and Magic

Appearing as a normal helmet, this helm grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer of this helm can use arcane scrolls with the same DC 7 as a 7th level thief.

22.0.7.40 Helm of Telepathy

The wearer can read the surface thoughts of a target creature within 90' as if using the spell ESP. Furthermore, he or she can send a telepathic message to anyone whose surface thoughts are thus being read (allowing two-way communication). This helm may be used up to three times per day.

22.0.7.41 Helm of Teleportation

A character wearing this device may teleport three times per day, exactly as if he or she had cast the spell of the same name.

22.0.7.42 Horn of Blasting

This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 2d6 points of damage to creatures within a cone 40' long and 40' wide at the far end, and causes them to be deafened for 2d6 rounds. Affected creatures may save vs. Death Ray, taking half damage and avoiding deafness if the save is made. Crystalline creatures take double damage. Nonliving creatures are generally immune to deafness, but still suffer damage as described.

If a horn of blasting is used magically more than once in a given day, there is a 10% cumulative chance with each extra use that it explodes and deals 3d6 points of damage to the person sounding it.

The horn can also be used to damage or destroy buildings, fortifications, etc. Double the damage listed above when a horn of blasting is used against a structure.

22.0.7.43 Horn of Doom

When blown, this horn will create animated skeletons or zombies as if by the spell animate dead. Up to 3d6 hit dice of undead monsters will be so created from remains within a 60' radius of the character that blew the horn. If both skeletal and fleshy remains are available in the area of effect, skeletons will be animated in preference over zombies.

If the user is a magic user or cleric, the created undead may be controlled so long as that character retains the horn. If blown by a fighter or thief, the undead created will be uncontrolled. Uncontrolled undead monsters will attack any living creatures nearby. The horn may be used once per day, but no more than 18 hit dice of undead created by the horn may exist at any one time.

22.0.7.44 Horns of Whispering

A set of horns with magical enchantment that allows the holder of one to whisper a message heard by the bearer of the other. The message can then be heard by anyone who holds the horn to their ear, no matter the distance between them and the sender.

22.0.7.45 Incense of Curumo

Burning a cone of this powerful incense and meditating for 1 hour, enables a spell caster to memorize 3 additional spell levels.

Example: +3 first level spells, or +1 first level and +1 second level, or +1 third level spell

22.0.7.46 Lamp of Anon

This dark hooded lantern glows with a magical blue flame. The lantern sheds bright, bluish light in a 20-foot radius and dim light for an additional 20 feet. You can reduce the light to a beam or cover it completely.

500 years ago, the elves of Imladris created the Lamp of Anon. The Elves used it against Malar, the Beastlord, a demonic spirit of bestial savagery and bloodlust, and the source of all lycanthropes. His dogma concerned savage hunts, the spreading of the curse of lycanthropy, and general contempt for civilization.

The Elves gravely wounded the demon add it fled to the dark caverns in the Ephel Duath to nurse its wounds.

Later, Iuz would attack Imladris and steal the lamp. Iuz convinced the Demon to serve him, first by threatening it with the light of the Lamp of Anon, and then by giving the spirit the lamp to destroy.

Any lycanthropes bathed in the bright light are affected. The Light can drive the evil spirit from the newly cursed. Lycanthropes that have been affected for less than one year are instantly cured.

Its radiance will consume and destroy the weaker of those too far corrupted. The stronger will be burned and turned away from the light. Lycanthropes affected more than one year with less than 20 hit points are instantly destroyed. Lycanthropes affected more than one year with more than 20 hit points instantly loose 20 hit points

22.0.7.47 Lens of Detect Magic

This small lens allows the user to detect magical auras. When held up to the eye and focused on an object or creature, it glows faintly if magic is present.

22.0.7.48 Magical Deep Pocket

This belt pouch can hold up to 20 pounds of material, including objects up to four feet long, though anything placed into it needs to fit through the opening of a normal sized belt pouch. It always weighs one pound, regardless of its contents. Placing an object in the pocket follows the normal rules for interacting with objects. Retrieving an item from it requires you to use an action. When you reach into the pocket for a special item, the item is always magically on top.

The deep pocket has a few limitations. If it is overloaded, or if a sharp object pierces it or tears its exterior, the pocket ruptures and is destroyed. If it is destroyed, its contents are lost forever, although an artifact lost in this way always turns up again somewhere. If the pocket is turned inside out, its contents spill forth, unharmed, and the pocket must be put right before it can be used again.

If a breathing creature is placed within the pocket, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the deep pocket inside an extra dimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened

22.0.7.49 Medallion of ESP

This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel, the medallion allows the wearer to read the thoughts of others, as with the spell ESP. It can be used as many times per day as desired, but each such usage requires a minimum of 1 round of full concentration to activate, and the wearer must continue to concentrate to maintain the effect.

22.0.7.50 Mirror of Life Trapping

This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. Only a Magic User can properly control this device. The same command word deactivates the mirror. The character who activates the device is immune to it. The mirror has twenty extradimensional cells within it; any creature coming within 30' of the device and looking at its own reflection must make a save vs. Spells or be trapped within the mirror in one of the cells.

When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped. A victim’s equipment (including clothing and anything being carried) is taken also. The mirror’s owner can call the reflection of any creature trapped within to its surface and engage the powerless prisoner in conversation. He or she can also free any trapped creature by verbal command.

If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed.

22.0.7.51 Rope of Climbing

Upon command, this 50’ silk rope snakes forward, upward, downward, or in any other direction at 10' per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

The rope must have something to tie itself to in order to support weight other than its own. The user must be holding one end of the rope when its magic is invoked.

22.0.7.52 Modrin’s Glass Cats

These legendary wondrous items are tiny glass cat figurines. If the possessor of one is killed, that person’s dead body disappears in a brilliant flash of light. As the light dims the body reappears restored to life with all hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the person when death occurred. The spell replaces damaged or missing organs and limbs. 

Once a charm is used, the feline token becomes cracked and tarnished and no longer functions and cannot be recharged.

22.0.7.53 Pendant of Eredluin

This pendant reflects spells cast directly at the wearer, but not area effect spells, back at the caster; so a hold person spell would be reflected, but not a fireball. It will reflect 6 spells before its power is exhausted.

22.0.7.54 Pendant of Bruidhinn

This pendant has 2d10 charges. When activated it can do the following:

Dream 1 charge

The user shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. The user enters a trance state. While in the trance, the messenger is aware of their surroundings, but can't take Actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
Whispered Message 2 charges

The user points a finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the user can hear.

The user can send a message through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence blocks the message.

Greater Sending 3 charges

The user can send a mental call to a creature he is familiar with. The creature hears the call in its mind and can choose to accept or decline it. If they accept, the user and the target and communicate telepathically for up to 1 hour. The communication can be across any distance but not to other planes of existence.

22.0.7.55 Scarab of Protection

This device appears to be a silver medallion in the shape of a beetle. The scarab absorbs energy-draining attacks, death effects, and curses. Upon absorbing 2d6 such attacks, the scarab crumbles to dust and is destroyed.

22.0.7.56 Smokestick

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a Fog Cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute

22.0.7.57 Stone of Commanding Earth Elementals

A stone of this nature is typically an oddly shaped piece of roughly polished rock. The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner and follows the commands of the summoned. The summoning words require 1 full round to speak. Only one such elemental can be called per day.

22.0.7.58 Storm in a Bottle

Within this elegant glass bottle is a tiny raging thunderstorm.

When thrown it creates A 20-foot-radius sphere of whirling air springs into existence centered on the point where it impacts. The sphere remains for 5 rounds. Each creature in the sphere when it appears or that ends its turn there must succeed a saving throw vs Breath Weapon or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Additionally, you can command a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center for 5d6 lightning damage.

22.0.7.59 Thunderstone

You can throw this stone as a ranged attack with a range increment of 30 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each Creature within a 10-foot-radius spread must make a DC 16 Constitution save or be deafened for 1 hour. A deafened Creature, in addition to the obvious effects, takes a –4 Penalty on Initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.