28 Named Magic Items
In the world of OnceWas, magic items of great power and renown are scattered across the lands, waiting to be discovered by those brave and resourceful enough to seek them. These legendary weapons are often imbued with unique enchantments and storied histories, offering their wielders abilities far beyond those of ordinary arms. Here are some of the most notable named magical items:
Named Magic Weapons
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.
Alayas
This 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.
Axes of Azaghal
These dwarven hand axes +3 allow the wielder to take a penalty of up to -3 to melee attacks in exchange for a bonus of +3 to damage inflicted.
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.
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.
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.
Caladwen
This elegant elven dagger +2 can heal 3d6 hit points once per day.
Cúrandír’s Halberd
This elven two-handed polearm 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.
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 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.
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.
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.
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.
Drawmij’s Dagger
Drawmij’s dagger +2 is balanced for throwing and 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.
Firebrand
Upon command, this long sword +1, (+2 against 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 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.
Giant’s Fist
This 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.
Gil-Galad’s Repeating Crossbow
This elven crossbow +1 fires 2 bolts (+1 to 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.
Ginnarr
This dwarven battle axe +2 endows the wielder with +2 on the Reaction Roll table when dealing with dwarves.
God’s Wrath
This elven morning star +1, if the wielder scores a critical hit on a natural roll of 20, the character gets an immediate additional attack.
King Maker
This elven great axe +1 allows the character once during an encounter to inspire all members within a 20-foot radius to gain a +1 to both their next attack and a +1 to damage.
Javelin of Gaoth
The Javelin of Gaoth becomes a bolt of lightning when hurled by a cleric of Gaoth. Should this happen, creatures within a five-foot-wide line between the cleric and the target have to make a saving throw vs. wands or suffer 4d6 lightning damage.
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 |
Mace of Hecate
Any one lycanthrope within 30 feet has a chance of being charmed by the wielder of this mace +2. (DC 12)
Oathbow
This beautiful longbow +2 is constructed of flexible, white wood and has ornate, twisting designs carved into its surface. When an arrow is fired, 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.
Rapier of the Rat King
This ancient scimitar +3, if the wielder rolls a natural 20 (in addition to the subsequent roll to see if it is critical), the opponent must make a saving throw against Death Ray or Poison. On a fail, a swarm of rats viciously attacks the opponent. The swarm does an additional 1d4 + 6 damage. Spellcasting within the swarm is impossible.
The rats cannot be fought effectively with weapons, but fire and area effects can force it to disperse by inflicting damage. The swarm disperses when it has taken a total of 12 hit points from these attacks. A protection from evil spell keeps the swarm at bay, and certain area-effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately. The swarm is stationary once conjured.
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.
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.
Serethiel
This knife +2 throws like a dagger (1d4) and swings like a short sword (1d6).
Shield Breaker
This 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.
Syan Lin (Blue Sky)
This elven longbow is enchanted +1, +2 against orcs, -4 against elves.
Vihor, the Dagger of Speed
This dagger +2 has an effect identical to Weapon Finesse. A character may use the Dex bonus, rather than Str bonus, when fighting with this dagger in melee combat.
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.
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 opponent’s 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 damage 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.
HD | Strength Bonus |
---|---|
0-3 | +1 |
3-5 | +2 |
6-8 | +3 |
9-11 | +4 |
11-20 | +5 |
The Vorpal Sword is a normal long sword when used against the unliving.
Magic Armor
The Black Shield of Nerull
The Black Shield is a magical shield that grants a +3 bonus to AC. It also provides immunity to death spells and effects, Energy Drain, and negative energy effects. The wielder cannot be attacked from behind, charmed, frightened, or possessed.
Silver Dragon Scale Mail
This armor gives a +1 bonus to AC, a +1 bonus 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.
Red Dragon Scale Mail
This armor gives a +1 bonus to AC, a +1 bonus 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.
Black Plate Demon Armor
This armor gives a +1 bonus to AC and a +3 bonus to Intimidate rolls.
Miscellaneous
Isoma’s Circlet of the Abyss
The witch Isoma Ixal possesses an especially malignant version of a Circlet of the Abyss. Isoma’s own circlet is a platinum headpiece adorned with sharp inward-facing barbs that securely hold it in place. It emits an aura of evil and has transformative effects on its wearer. The circlet grants the following properties:
Demon Shielding: Creates an invisible shield-like force around the wearer, negating magic missile attacks and improving the wearer’s Armor Class by +3.
Ears of Evil: Renders the wearer immune to Command spells.
Eyes of Evil: Grants Darkvision with a range of 60 feet, unaffected by magical darkness, and the ability to perceive outlines of invisible creatures.
Tongue of Evil: Grants the ability to understand and speak Abyssal, and immunity to Silence spells.
Veil of Evil: Provides immunity to Hold Person, Charm Person, Fear, and Sleep spells.
Quasit Familiar: Allows the wearer to summon and command a quasit familiar.
Abysmal Curses:
Corruption: Gradually shifts the wearer towards Chaotic Evil. Surrounding food spoils, plants and animals become sick, and social interactions suffer with a -5 penalty to Reaction Rolls. Holy water inflicts 1d8 points of damage, and the wearer starts hearing whispers from demons in their dreams.
Animals’ Reaction: Animals initially avoid, then fear, and eventually attack the wearer. They may become unable to ride horses or hunt due to animals fleeing their presence.
Leeching Joy: Diminishes sensory pleasures—loss of taste, fresh water causing illness, music sounding like noise, and colors appearing less vibrant. Eventually, pleasure comes only from causing or receiving pain and misery.
Lust for Power: Develops an insatiable desire for immense power, either to rule the world or to be the agent of its destruction.
Lamp of Amon
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 Amon. 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, Ixalor would attack Imladris and steal the lamp. Ixalor convinced the Demon to serve him, first by threatening it with the light of the Lamp of Amon, 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.
Pendant of Eredluin
This pendant reflects spells cast directly at the wearer back at the caster, but it does not affect area-effect spells like fireball. It can reflect up to 6 spells before its power is exhausted.
Pendant of Bruidhinn
This pendant has 2d10 charges. When activated, it can perform the following:
Dream (1 charge): The user shapes a creature’s dreams. The target must be on the same plane of existence and asleep. The user enters a trance and can interact with the target’s dreams, shaping the environment and conversing with the sleeping target.
Whispered Message (2 charges): The user points toward a creature within range and whispers a message. Only the target can hear and reply to the message in a whisper that only the user can hear. The message can pass through solid objects if the target is known and beyond a barrier, but magical silence blocks it.
Greater Sending (3 charges): The user sends a mental call to a creature they are familiar with. The target hears the call in their mind and can accept or decline it. If accepted, the user and the target can communicate telepathically for up to 1 hour, regardless of distance but not across planes of existence.