Magic Items

A mixed bag of about two dozen items. Some of these are both powerful and useful, others are powerful, but pretty useless (ideal for stocking the homes of great alchemists), others are quite modest.

For more items see my magic item creator page.

Black box, stringed

A black box, say an inch thick, trapezial, with strings stretched across. 3 lbs.

Contains essence, presence.

This mini-harp plays itself. Although intelligent, it must be attuned to to communicate with it, but with a +25 bonus. It currently knows 13 tunes and can be taught more. The box, it will tell anyone interested, was made by the alchemist craftsman Yarid-da, a fine old man...

Black Orb

A sphere, 5" across, smooth and featureless. 7 lbs.

Contains essence.

After tuning to it, the user can cast Essence perception once a day, range 1 mi, for 1 min/lvl

Unicorn horn

A cone, about 17" long, 1.5" across at the base and gnarled into a spiral. It looks as though it was broken off something, from the uneven base. 0.5 lb.

Contains mentalism

After attuning to this item, it must be held to be effect. It gives a +10 bonus to resistance rolls against all three realms of magic, and a +10 bonus to base attack rolls. In addition, it can be used to cast spells from the Brilliance spell list up to level 20; the user must supply half the PP, rounded up.

You feel it would have done a lot more for the beast it came from...

Painting

Yellow and red cubes floating over a calm sea. 26" wide, 32" high, plain black frame, oil on canvas. 1 lb.

Contains essence.

The frame is enchanted to stick to the wall.

Military standard

A pole, 7' long, supports a cross bar with an eagle perched on it. Red, blue and green ribbons are tied about both the eagle's ankles. 27 lbs. It stands in a black metal tripod (9 lbs).

Contains channeling.

Sadly the function of this item cannot yet be revealed.

Statuette

A solid gold man, 17" high, well built, but perhaps middle aged, holding a cloud (perhaps) in his right hand, an orb in the left. 41 lbs.

Contains channeling.

The statue has a permanent aura spell on it.

Carved pole

A pole of dark wood, 5" thich, 8' high. Carved on its surface are about fifty faces (4" across), with varying expressions, and a rather ideosyncratic style. 22 lbs.

Contains channeling.

This item an only be attuned to one person at a time, when one person successfully attunes to it the previous person no longer is. However, if a person wants to attune to it again, he or she need not wait to go up a level, and receives a +25 bonus.

The post can be used to warn against intruders within a perimeter defined by the user. Should an intrusion occur a face will start to shriek (one face for each intruder) and continue until the intruder leaves or dies. The volume is adjustable up to a normal human scream.

Furthermore, if the item is planted say 6" into the earth and the user is a priest of a nature-based religion, he or she will be able to get a vision of what each intruder can see by touching the eyes of the appropriate face.

Horn

Make of a rich wood, with copper embelishments, this horn has three sections, which slide in and out like a telescope, and can be twisted to lock into place. Extended, it is 9' long.

Contains channeling.

Anyone blowing a clear, true note on this horn will summon all the beasts in the area, who will be ameniable to his or her bidding (+30 to attempts to handle/control/train/etc. them). If the user is a protector of nature the beasts will defend him or her, and in any case will stop any beast from attacking him or her.

Does not requiring attuning. No effect on thinking beings, undead, magical creations, etc.

Grey Rod

A grey rod, about seven inches long.

Contains essence.

After attuning to it, a person can activate and use the 'light whip'. Activation takes one round. Once activated it will remain on for ten rounds. Once active a stream of blue light crackles from one end of the rod, resembling a leather whip. The rod can be wielded as a whip (+30), doing additional electricity criticals, but only fatal on 66 or 100 (i.e. subduing).

Emerald necklace

A delicate silver chain, and mesh surround for the emerald. Somewhat effeminate, it could easily be worn inside the clothing.

Contains essence.

After attuning to this item the wearer can use it to increase the range of certain spells by 100'. Affected spells must be of essence and must already have a range of at least 100'. Ball spells (Fire Ball, Cold ball) are not affected, and bolt spells do not do the extra concussive hits that the high level spells do.

The Stone of Tongues

A polished orb of granite, about three inches across (1.5 lb). Though a powerful item, the stone has been the cause of many a diplomatic incident, and so has been kept in the temple vault for some 260 years.

Contains mentalism.

Must be attuned to. Contains the spell Speech III, which allows the user to speak fluently in any one language (to level 6) for as long as he concentrates. The item can be used up to twice a day. This could be an important item and the priests will suggest it be taken anyway, and used by whoever can attune to it.

The Sword of the Hexmaster

The Hexmaster strode into Delmop claiming the throne many years ago. When he was defeated this sword was recovered by the temple. He had certain mystical powers to aid him, besides those the sword gave him. The blade of this two-handed sword is high steel and quite plain. The hilt is overlaid with bronze, in a twisting design which serves also to guard the hand(s).

Contains mentalism.

The sword is a +10 magical sword. In addition, after attuning to it the wielder gets the following advantages:

  1. +50 to resist mentalism based spells that directly affect the mind, +30 to resist other mentalism based spells, +20 to resist spells directly affecting the mind from other realms.
  2. The sword will, twice a day, cast Aura on the wielder (+10 to DB, 13 minutes).
  3. If the sword draws a critical the target (subject to RR) suffers one of the following: The effect (or no effect) can be selected at any time; it will apply to the next critical. Each effect can be used once per day only (whether or not the RR is successful). Certain creatures (undead, etc.) will naturally be immune to these effects, but again effects can be used up on them.

Trengis's Belt of Protection

Made up of numerous small metal rectangles linked together. Each has a symbol upon it. The buckle is larger, and has a catch that will grip any of the smaller rectangles, allowing it to be adjusted. 0.5 lb.

Contains essence.

This item protects against magic, giving an extra RR against any spells directed at the user (it can be turned off to allow beneficial spells through - subject to ME maneuver if the player forgets). Originally the item had ten resist essence and five each resist channelling and resist mentalism. Four, two and four are left, respectively. A charge is lost whether it works or not.

Tanlius' Last Resort

This thick ring is of silver with a sapphire. The stone is held by a silver hand, and the workmanship is rather good. The ring was discovered by the temple some 300 year ago, but was regarded as unlucky after the first priest to use it died instantly from a rapier strike, and the second died shortly after becaming befuddled from a spell. Nevertheless, it was guaranteed free of curse.

Contains mentalism.

After attuning to this item, the user can activate it at any time, even while stunned, without penalty. For the six rounds after activation the user can ignore all injury penalties. He may also ignore stun effects, but these are applied after the duration. The ring be used once only a week.

The Carnival of Animals

A white tile, 2" by 9", about 1/4" thick. One side is plain, the other is painted with a variety of beasts. 0.5 lb.

Contains essence.

After attuning to this item the user can take the form of any of the animals depicted for up to one hour. The transformation takes three rounds, and includes clothing and accoutrements up to 25% of the user's weight. The item itself is not transformed, and the user must return to it and touch it to return to his orginal form. Failure to do so within one hour will result in the caster being stuck in that form; mental stats will stat to drop by one point each per hour from that point. Any damage taking in one form is carried over to the other (hits are adjusted proportion to the full hits). During the transformation the image of the user appears on the tile in place of the appropriate beast. After returning to normal, the image of the beast reappears, but in washed out colours - that form may not be used again.

Animals: Bear (used), eagle (used), lynx, snake, stag (used), boar, wolf, crow, seal

There is also the washed out image of a man, suggesting one user never made it back.

The item uses aspects of the Picture Magic spell list. The user's body is actually captured on the tile (round one). His spirit is transferred to the image of his choice (round two.) The beast is released (round three).

Helm of Might

This is a white helmet of fused bone, which leaves most of the face exposed apart from a strip down the nose. The Helm of Might was discovered in a tower in Vi'och in 735, together with other pieces of armour and arms. This was the only enchanted item, though. Various Lore spells suggest that it dates from before the flood, when it belonged to a baron in those lands, and was probably fashioned at his request.

Non-magical effect: Roll each time a head critical is received:
1-10 Helmet shatters
11-50 Critical affects wearer normally
51-100 Critical has no effect

The helm contains channelling and registers as evil.

It gives the wearer +30 against fear checks and draining effects of undead. Attuning not required. After attuning to the helm, the user can master up to six undead, of up to type III. It takes one round to master an undead, and they do get an RR. The undead must be within 10', and is mastered permanently. Mastery terminates when: Undead makes its daily RR (determined at midnight); user chooses to unmaster it (takes one round); undead is destroyed; undead leaves the range of the helm (170').

Also, upon death, the user has a chance of becoming a lich. Roll and add level:
10 or less Raised as type I zombie, lossing all experience, memories and sanity
11-60 No effect
61-90 Raised as level 1 lich
91-125 Raised as lich at half previous level
126 or more Raised as lich at previous level

Darkstaff

A 6' staff of plain black wood, bulging at one end. Feels painful to the touch (d6 hits), though if grasped firmly, the pain subsides.

Contains essence and a presence. Evil.

User will take 3d10 hits each attuning attempt. Staff delivers an extra acid critical when used in melee. It has a number of other uses, each can be used any number of times, but each use drains the user of d10 hits.

Flask of Pure Waters

A flask, about 6" high, the base is a hemisphere, the top a curved cone with a half inch opening. Three short lenghs of fine silver chain are attached just below the opening, and join an inch above it. They link to a loop of chain of about 30" length, which would allow the item to be worn about the head.

Contains essence.

The item can be filled with half a pint of pure water upon the command word Oasis. It will do this seven times a day. After attuning to the item, the user can cast spells from the Mystic's Liquid Manipulation spell list, up to level 8, 15 PP per day. To cast a spell the flask must be full of pure water. This water becomes brackish after the spell is cast, and must be emptied before another is cast.

It is thought that the item was originally fashions to produce water only. The ability to cast spells was added later; presumably the alchemist hoped the material component, the pure water, would make the spell casting easier. Having to empty the flash is an inconvenient side effect.

Stone of Warding

A marble orb, white with blue swirls, about 3" across, with a hole in it, about .75" across, 1.5" deep.

The item contains essence.

It is designed to sit on top of a pole and must be between 2 and 5' off the ground to operate properly. Once activated (after being attuned to), the orb will hum loudly when something comes with a set distance of it. The distance can be from 1 to 25'. Anything already inside the radius has no effect on the alarm. The humming must be stopped by someone attuned to the orb touching it.

Boots of the Assassin

A pair of black, soft leather boots, would fit size 8 to 10.

The left boot only is enchanted. It contains essence.

After attuning, the boot may be activated. It can cast Shade on itself, deepening shadows and aiding stalk and hide maneuvers by +25. It can cast Silence, aiding stalking maneuvers by +20. There is no limit on duration to either effect, and both can be operating at the same time (total bonus is +35 to stalk). In addition the boot can be used to once a day cast Run and once a day cast Water Walking on the wearer.

Cloth of the Wind

A pale blue cloth of thick material, about 16" square.

Contains mentalism.

This item does not require attuning to. To use it, hold the cloth at the mouth of the target and say the trigger word "burpies". Target failing an RR will produce a burp. Can only be used six times a day, and on a given target only once in any fours hours.

Yalrin's Bucket

A silver bucket, about 4" across, 5" high and without a handle. Engraved upon it are scenes of revellry in a forest, scantily clad men and women raising their glasses.

Contains essence.

After attuning to this item the user can activate it. The contents of the bucket will cool to about 0oC, at a rate of 0.5oC per minute, and stay at that temperature for one hour. The effect is useable twice a day.

Cup of potency

A bronze goblet, decorated with bas-relief stars and moons.

Contains essence.

Doubles the effect of any drug, poison, etc. that is drunk from the cup. For a poison, it doubles the level; other effects should be judged on an individual basis. No effect on magic potions. Note that it does not double the dose. It is not necessary to attune to this item and there is no limit to how often it can be used.

Amulet of Dreams

A gold disk, 3" across, 0.25" across, with an eye in bas relief on each side, one eye is closed. Held on a silver chain.

Contains mentalism (disk only).

This item protects against intrusions from the Dreamscape and other dream-based attacks. Operates only while the user sleeps and must be attuned to first. Optionally the user can set it to awaken him in the event of such an attack. Any attack must resist against level 20 or fail.

The Book of Knowing

Strangely it is impossible to read the first page; the book just will not open, and in fact you can go right through each page in turn, and none will open. If you try to open it just anywhere, however, it will open, though you cannot look at the preceding or succeeding pages.

This registers as containing mentalism.

The book need not be attuned to, simply ask a question and open it, and an answer will be present. The book becomes more unreliable with frequent use; about once a month is the safe limit.