AOH :: MAG-ITMS.TXT

Complete list of Magic Items for AD&D


TREASURE        Version 3.3.5                                                   
                                                                                
RANDOM TREASURE DETERMINATION                                                   
                                                                                
MAGIC ITEMS                                                                     
                                                                                
                                                                                
                                                                                
Dice            Results                                                         
                                                                                
01-20           Potions                                                         
                01-48     Table III.A   (UA)(35)                                
                49-75     Table III.A.2 (UA)(19)                                
                76-00     Table III.A.3     (18)                                
                                                                                
21-35           Scrolls                                                         
                01-54     Table III.B   (UA)(25)                                
                55-96     Table III.B.2 (UA)(19)                                
                97-00     Table III.B.3      (2)                                
                                                                                
36-43           Rings                                                           
                01-30     Table III.C   (UA)(24)                                
                31-47     Table III.C.2 (UA)(13)                                
                48-00     Table III.C.3     (41)                                
                                                                                
44-49           Rods, Staves & Wands                                            
                01-32     Table III.D   (UA)(25)                                
                33-69     Table III.D.2 (UA)(28)                                
                70-00     Table III.D.3     (23)                                
                                                                                
50-64           Miscellaneous Magic                                             
                01-08     Table III.E.1 (UA)(33)                                
                09-15     Table III.E.2 (UA)(30)                                
                16-24     Table III.E.3 (UA)(33)                                
                25-33     Table III.E.4 (UA)(36)                                
                34-42     Table III.E.5 (UA)(36)                                
                43-49     Table III.E.6 (UA)(30)                                
                50-56     Table III.E.7 (UA)(28)                                
                59-82     Table III.E.8 (A-E)(101)*                             
                83-00     Table III.E.9 (F-Z)(70)*                              
                                                                                
65-81           Armour & Shields                                                
                01-44     Table III.F   (UA)(26)                                
                45-89     Table III.F.2 (UA)(26)                                
                90-00     Table III.F.3      (6)                                
                                                                                
82-91           Swords                                                          
                01-54     Table III.G   (UA)(20)                                
                55-89     Table III.G.2 (UA)(13)                                
                90-00     Table III.G.3      (4)                                
                                                                                
92-00           Miscellaneous Weapons                                           
                01-33     Table III.H   (UA)(36)                                
                34-70     Table III.H.2 (UA)(40)                                
                71-00     Table III.H.3     (32)                                
                                                                                
TABLE II            Version 3.3.5                                               
                                                                                
III.A.3   POTIONS                                                               
                                                                                
                                 XP        gp                                   
Alchemical Elixirs              100       200+(1d10*10)                         
Alchemical Potions              300       400+(5d6*10)                          
Inorganic Solvent               800     2,000                                   
Oil of Phosphorescence          Nil       100                                   
Organic Solvent                 400     1,000                                   
Phase Potion                    800     2,000                                   
Potion of Curing Lycanthropy    100     1,250                                   
Potion of Direction             350       800                                   
Potion of Explosions            450/75    900/150                               
Potion of Frost Resistance      250       400                                   
Potion of Mind Restoration      650     1,300                                   
Potion of Missile Protection    400       800                                   
Potion of Nutrition             150       500                                   
Potion of Pain Supression         0       100                                   
Potion of Restoration           300     2,000                                   
Potion of Toughening            300       600                                   
Psionics-Boosting Potions                                                       
     Green                      300       600                                   
     Violet                     300       650                                   
     White                      200       300                                   
     Gray                       200       350                                   
     Silver                     300       650                                   
     Yellow                     300       600                                   
     Red                        350       650                                   
                                                                                
Standard Acid                    20       100                                   
                                                                                
                                                                                
III.B.3   SCROLLS                                                               
                                                                                
Scroll of Domination(M)       1,500     4,500                                   
Scroll of Suggestion            Nil     1,000                                   
                                                                                
                                                                                
III.C.3   RINGS                                                                 
                                                                                
ACME Ring of Invisibility         100       1                                   
Jhessail's Silver Ring          3,000  11,000                                   
Ring of Animal Magnatism        1,000   5,000,   Nil    1,000 if cursed         
Ring of Annulment                 Nil   2,000                                   
Ring of the Bard                3,000  15,000                                   
Ring of Begone and Forgotten      Nil  80,000                                   
Ring of Circular Curses           Nil  30,000                                   
Ring of Claraudiance            1,000   7,500                                   
Ring of Command                 2,000  10,000                                   
Ring of Damage Absorbtion       5,000  60,000                                   
Ring of Distraction             1,000   5,000;  Nil  1,000 if cursed            
Ring of the Drow                1,000   5,000 Drow;  Nil  1,000 others          
Ring of the Eagle               1,000   5,000                                   
Ring of Energy                    500   6,000                                   
Ring of Fashion                 1,000   3,000                                   
Ring of Flying Type I           2,500  30,500                                   
Ring of Flying Type II          1,000   7,500                                   
Ring of Fighter Power (M)       3,000  70,000                                   
Ring of Fire Starting           1,000   3,500                                   
Ring of the Grasshopper         1,000   5,000                                   
Ring of Health                                                                  
        01-45           15 CON          1,000   5,000                           
        46-90           16 CON          2,000   6,000                           
        91-95           17 CON          3,000   7,000                           
        96-99           18 CON          4,000   8,000                           
         00             19 CON          5,000   9,000                           
Ring of Infravision               250   1,750                                   
Ring of Languages               1,000   5,000                                   
Ring of Lightning Resistance    1,000   5,000                                   
Ring of Limited Telepathy       2,000  10,000                                   
Ring of Magic Detection         1,000  15,000                                   
Ring of Magic Resistance                                                        
        01-15            5%             1,000   2,000                           
        16-30           10%             1,500   4,000                           
        31-45           15%             2,000   6,000                           
        46-60           20%             2,500   8,000                           
        61-75           25%             3,000  10,000                           
        76-85           30%             3,500  12,000                           
        86-92           35%             4,000  14,000                           
        93-97           40%             4,500  16,000                           
        98-99           45%             5,000  18,000                           
         00             50%             5,500  20,000                           
Ring of Neutralization          1,500   7,500                                   
Ring of Permanent X-Ray         2,500  30,000                                   
Ring of Phantom Form            1,500   7,500                                   
Ring of Protection vs. Charming 3,600  18,000                                   
Ring of Quick Action            1,000   5,000                                   
Ring of Range Extension         2,000  10,000                                   
Ring of Rapid Regeneration      5,000  50,000                                   
Ring of Serten's Spell Immunity 8,000  50,000                                   
Ring of Shape Changing          2,500  15,000                                   
Ring of Telepathic Communication3,000  35,000                                   
Ring of Teleportation           2,000  15,000                                   
Ring of Tongues                 1,000   5,000                                   
Ring of Truth Type II           1,500   5,000                                   
Ring of Vapors                  4,000  35,000                                   
                                                                                
                                                                                
III.D.3   RODS, STAVES & WANDS                                                  
                                                                                
Baton des Freres Marques        1,750   8,000                                   
Catstaff                        6,000  13,000                                   
Demon Staff                     8,000  35,000                                   
Nidus' Wand of Endless Repetition3,500 25,000                                   
Rod of Many Things              7,500  25,000                                   
Rod of Melting                  3,000  12,000                                   
Spectre Wand (M-N)              2,500  10,500                                   
Staff of Adjustment (C)         1,500   8,000                                   
Staff of the Couatl             7,500  20,000                                   
Staff of Ethereal Action        7,000  15,000                                   
Staff of Skulls                   900  15,000 (25% are 25,000)                  
Staff of Spell Focusing         6,000  25,000                                   
Wand of Armory                    600   5,000                                   
Wand of Backfiring              @+300     @   (@=wand type norm)                
Wand of Fog                     1,750   8,000                                   
Wand of Homing Fireballs        3,000  19,000                                   
Wand of Magical Mirrors(M,C)    3,000  20,000                                   
Wand of Opening                   750   1,550                                   
Wand of Teeth                   3,000  15,000                                   
Wand of Temporal Status         3,000  10,000                                   
Wand of the Undead              5,000  40,000                                   
Wand of Viscid Globs            9,000  50,000                                   
Wand of Whips                   2,500  12,000                                   
                                                                                
                                                                                
III.E.8  MISCELLANEOUS MAGIC                                                    
                                                                                
Alchemical Blade Venoms           300   1,500+(1d20*10)                         
Alchemical Compounds              150     300+(1d10*10)                         
Alchemical Dusts                  300     500+(5d6*10)                          
Alchemical Gasses                 300     600+(5d6*10)                          
Alchemical Powders                125     200+(1d10*10)                         
Alchemical Talismans              500   6,000                                   
Amulet of Charming              5,000  20,000                                   
Amulet of E'Nezbit                Nil  10,000                                   
Amulet of Finding                 400     950                                   
Amulet of Power Word-Pain       5,000  11,000                                   
Amulet of Protection from Sleep   500   2,000                                   
Amulet of Psionic Reflection    2,500  10,000                                   
Anklet of Growth                  Nil     350                                   
Anklet of Hobbling                Nil     350                                   
Anklet of Levitation              500   1,000                                   
Anklet of Sinking                 Nil     350                                   
Anklet of Walking               1,000   5,000                                   
Armband of Death                  Nil     500                                   
Armband of Healing              2,000   6,000                                   
Armband of Music                  Nil     500                                   
Armband of Salutation             Nil     500                                   
Armband of Strength               500   2,000                                   
Armband of Variable Strength      250   1,000                                   
Awl of Hole Punching              500   5,000                                   
Backpack of Convenience           500   5,000                                   
Balance of Conversion             950   2,600                                   
Barding of Deceptive Travel     5,000  25,000                                   
Barding of Easy Travel          3,000  18,000                                   
Base Ball                         800   2,500                                   
Bead of Accuracy                  700   1,250                                   
Bead of Dew                       800   1,400                                   
Beady Eye                       1,000   2,750                                   
Bellows of Breath               1,500   6,000                                   
Bellows of Breezes              2,000   8,000                                   
Bellows of Roaring                Nil     300                                   
Black Flame Candle              1,000   5,000                                   
Blanket of Sleeping               Nil   1,600                                   
Book of Curses                    750   3,500                                   
Book of Foresight                 700   2,200                                   
Boots of the Coward               Nil   5,000                                   
Boots of Safety (F)               900   2,600                                   
Bottle of Containment           1,750   4,000                                   
Bottle of Evaporation             200   1,000                                   
Bottle of Fireflies             2,000   5,000                                   
Bottlejohn's Nest Egg           1,500   7,000                                   
Bowl of Blood                     500   1,000                                   
Bracelet of Swimming              500   5,000                                   
Bracers of Deflection           4,500  27,000                                   
Bracers of the Merman           2,000   4,500                                   
Breach-gate                     2,500  20,000                                   
Bread of Restoration              900   5,000                                   
Breath Mints                      700   7,000                                   
Bridle of Control                 500   2,000                                   
Bridle of Listening               500   1,500                                   
Bridle of Soaring               2,500   7,000                                   
Bridle of Speaking              1,000   4,000                                   
Brooch of Alchemy               3,000  17,000                                   
Brooch of Begoing               4,000  16,000                                   
Brother Samuel's Cookoo Figurine5,000  50,000                                   
Carpet of Catastrophe             Nil   9,000                                   
Cat Boots                         400   1,000                                   
Censer of Thaumaturgy           2,500  12,000                                   
Chains of Subspace              7,000 100,000                                   
Chains of The Rune of the Chain 2,000  55,000                                   
Chimes of the Winds of Time     4,000  20,000                                   
Church Bell                     2,000   5,000                                   
Cibola's Powder                 1,000  15,000/ 1/4 teaspoon                     
Claws of Raking                   600   1,000                                   
Cleats of Gripping                800   1,300                                   
Cloak of Battle                 2,000  12,000                                   
Cloak of Comfort                1,500   7,500                                   
Cloak of Delight                3,000  35,000                                   
Cloak of Dry Clear                500   4,000                                   
Cloak of Echoes                   Nil   3,000                                   
Cloak of Emptiness              3,000  15,000                                   
Cloak of Etherealness           2,600  15,500                                   
Cloak of Fangs                  1,500  10,000                                   
Cloak of Guarding               1,500  10,000                                   
Cloak of Many Colors            1,200   8,000                                   
Cloak of Night                  2,000  20,000                                   
Cloak of Quick Change           5,000  15,000                                   
Cloak of Reflection             1,500  10,000                                   
Cloak of Stars                  1,200   7,500                                   
Cloak of Survival               1,000   6,000                                   
Cloak of Symbiotic Protection   3,000  20,000                                   
Cloak of the Shield             1,500  10,000                                   
Collar of Obedience             2,000  10,000                                   
Cone of Silence                 1,000   8,000                                   
Cue Ball                          500   1,000                                   
Danleor's Dungeon Chains        1,500  20,000                                   
Degree Belt                     3,000  15,000                                   
Dew Tent                           20     500                                   
Dimension Egg                  10,000  50,000-200,000                           
Dragon's Eye                    3,000  20,000                                   
Dust of Blending                1,250   5,000                                   
Dust of Forgetfulness           1,500   4,000                                   
Elemental Ball                  1,000   2,000                                   
Elven Bracelets                   300   3,000                                   
Expanding Crystals                200   4,000                                   
Extendible Rope                   700   4,000                                   
Eyes of the Undead              3,000  10,000                                   
Faerie Lasso                    3,000  13,000                                   
Flagon of Dragons               6,000  40,000                                   
Foldbox                         5,000  50,000                                   
Folding Coracle                   500   3,000                                   
Foster Grants                     500  10,000                                   
Gauntlets of Heat               1,000  10,000                                   
Gauntlets of the Ghoul          1,500  10,000                                   
Gem of Shielding                                                                
                                                                                
        01-15   Nerve shield              450   7,000                           
        16-35   Mind shield               300   5,000                           
        36-55   Ego shield                300   5,000                           
        56-75   Id shield                 300   5,000                           
        76-95   Psyche shield             300   5,000                           
        96-00   Brain shield              500   8,000                           
                                                                                
Gem of Scroll Reading           3,500  17,000                                   
Girdle of Lions                 2,000   8,000                                   
Glass Bead                        750   1,000                                   
Glowing Globe                     100     200                                   
Goblet of Glory                 1,250  12,000                                   
Greenstone Amulet               5,000  30,000                                   
Hand of Remote Action           1,400  16,500                                   
Harrowhelm                      1,500  15,000 (plus 500/2500 per discipline)    
Hasp of Reloading               1,400   5,000                                   
Helm of Darkness                2,500  45,000                                   
Horn of War (F)                 1,000  41,000                                   
House of Zebulon                5,000  10,000                                   
Igor's Inner Sanctum              Nil     Nil                                   
Instant Rust                      800   2,000                                   
Irons of Imprisonment             Nil   4,000                                   
Irons of Transference             Nil   4,250                                   
Jewel of Living Shadows         5,500  80,000                                   
Lunar Brooch                      400   1,000                                   
Lysenko's Plaster                 Nil  30,000/gallon                            
Maggorp's Magnetic Metal          500   1,000/grapnel | 250/rung                
Manual of Coral Golems            600   4,000                                   
Manual of Summoning Familiars     950   6,000                                   
Medallion of Defense              300     800                                   
Mirror of Sending               1,250   2,750                                   
Mirror of Travel Type I         4,000  15,000                                   
Mirror of Travel Type II (M)    8,000  50,000                                   
Mist of Rapture                   200   9,000                                   
Mug of Plenty                      50   2,000                                   
Multiversal Box                 8,000  75,000                                   
Nadar's Everful Safety Lamp        30     250                                   
Necklace of Alteration          1,000   5,000                                   
Necklace of Bad Taste             500   1,000                                   
Oyster Chest                    1,500  15,000                                   
Pasqueli's Perfect Polish       1,000   5,000/gallon                            
Pearl Bead                      2,200  55,000                                   
Poison Balloon                    Nil   2,000                                   
Polychromatic Tent                400   2,000                                   
Prayer Bead                       300     900                                   
Quill of Scroll Creation          250     600 (500/1,000 with ink)              
Quill of Transcribing (M)       5,000  25,000                                   
Rhun's Horned Cloak                                                             
              Horns:            2,000   7,000                                   
              Visor:            2,200   7,500                                   
              Tail:             2,500  10,000                                   
Rust Dust                       1,000   5,000                                   
Scepter of Defense              1,000   4,000                                   
Shadow Hat                        700  10,000                                   
Soap of Washing                   600   5,000                                   
Soles of Valor                  1,000   4,000                                   
Spectacles of Sight             3,500  15,000                                   
Staaflia's Wire                 4,500  10,000                                   
Stone of Drywells                 Nil   5,000                                   
Stone of Mysterious Sounds        500   5,000                                   
Stone of the Well               5,000  50,000                                   
String of Warding                 800   3,350                                   
Tabard of the Mystics           2,000  15,000                                   
Tanning Ointment                  Nil     500                                   
Throwing Irons                    500   2,000                                   
Trumpet of Doom                   900   5,000                                   
Waddington's Dropcloths         1,000  60,000                                   
Wheel of Keening                  500   9,000                                   
Yoke of Boar Harnessing         1,000   9,000                                   
Yoke of Flying                  3,000  20,000                                   
Yoke of Underwater Action       2,000  15,000                                   
Zimbavich's Rock Paint          1,000  15,000/gallon                            
                                                                                
                                                                                
ARMOR & SHIELDS                                                                 
                                                                                
Animated Armor                  4,000  25,000                                   
Armor of Acidic Secretion         Nil   2,000                                   
Dragonhelm                      2,000  25,000                                   
Tess' Armor                     9,000  90,000                                   
Shield of Dragon Protection     1,100  11,000                                   
Vest of Steel                   2,000  25,000                                   
                                                                                
                                                                                
SWORDS                                                                          
                                                                                
Guardian Blade                  1,600   8,000                                   
Sword of Intercession           1,000   5,000                                   
Sword of Night, +1                700   3,500                                   
Sword of Percival Ironheart     8,000  90,000                                   
                                                                                
                                                                                
MISCELLANEOUS WEAPONS                                                           
                                                                                
Arrow of Bow Breaking             Nil     100                                   
Arrow of the Magi Type I          500     100 + price of scroll spell           
Arrow of the Magi Type I            0      75                                   
Bolts of Lightning                200   1,200                                   
Bow of Accuracy                 2,500  15,000                                   
Bow of Distance                 2,000  12,000                                   
Bow of Doubling                 1,000   6,000                                   
Bow of Fire Teeth                 750   5,000                                   
Bow of Ice Fangs                  600   3,500                                   
Bow of Speed                    2,000  12,000                                   
Caglistro's Caltrops                5      20                                   
Crossbow of Enchantment         1,500   7,500                                   
Crossbow of Healing             2,000  13,000                                   
Crossbow of Levitation          1,500   7,000                                   
Crossbow of Lir                 2,000  10,000                                   
Cursed Bow of Warning             Nil     500; 1,500  10,500 if uncursed        
Dagger of Alignment Detection     100     600                                   
Darts of Branding                 200   1,500                                   
Diamond Dagger                  4,000  30,000                                   
Electro Whip                    1,400   6,000                                   
Elven Bow +3, Last Shot         1,200   8,000                                   
Elven Bow +2, Goblin Bane       1,000   6,000                                   
Elven Dagger                      200   1,600                                   
Flame Net                       1,000   6,000                                   
Hammer of Penetration           2,000  20,000                                   
Hilt of the Weapons Master      3,000  25,000                                   
Long Bow of Heartseeking        4,000  20,000                                   
Long Bow of Marksmanship        1,500   7,500                                   
Long Bow of Vampire Hunting     2,000  10,000                                   
Phantom Bow                     1,500  10,000                                   
Trident +1/+2 vs Water Elementals 800  10,000                                   
Withering Scythe                5,000  20,000                                   
ALL MAGIC ITEMS                                                                 
                                                                                
                                                                                
                                                                                
                                                                                
POTIONS                                                                         
                                                                                
                                                                                
ALCHEMICAL ELIXIRS:  [S8] Most any alchemical elixir may be found or            
bought.                                                                         
See The Compleat Alchemist for details.                                         
XP value:      100                      gp value:      200+(1d10*10)            
                                                                                
ALCHEMICAL POTIONS:  [S8] All of the alchemical potions can be found or bought. 
 See The Compleat Alchemist.                                                    
XP value:      300                      gp value:      400+(5d6*10)             
                                                                                
INORGANIC SOLVENT:  [S8] (a.k.a., Universal solvent negative.)  Only alchemists 
know the secrets of creating this solvent.  Inorganic solvent will dissolve any 
non-organic materials (such as stone, metals, glass, ceramics, etc.) at the     
rate of 1 cubic foot per minute, lasting for 1-4 minutes.  This substance is    
ideal for dissolving locking mechanisms, doors, walls, etc.  It can only be     
carried in a container made of some organic substance, such as a wooden vial,   
or a small wineskin.  Inorganic solvent has no effect on any living organisms   
or organic materials of any kind.                                               
XP value:      800                      gp value:    2,000                      
                                                                                
OIL OF PHOSPHORESCENCE:  [S1] A slight application of this oil will cause the   
user to believe that it is some other form of magical oil, generally oil of     
slipperiness.  However, when it is fully applied to a living being's body, the  
user's skin will suddenly start to glow as if it were aflame.  This             
bioluminescence is permanent, and can only be negated by a limited wish, a      
wish, or a remove curse cast by a cleric of 9th level or higher.  The glow      
emitted from the body is usually a yellow-green color, and the affected         
individual is highly visible at night or against dark surroundings.  All        
attempts to hide, short of covering oneself completely in blankets, hiding in   
another room, or going invisible, are doomed to fail.                           
XP value:      Nil                      gp value:      100                      
                                                                                
ORGANIC SOLVENT:  [S8] (a.k.a., Universal solvent positive.)  Only alchemists   
know the secrets of making this solvent.  Organic solvent will do 6-36 damage   
to any living organism and dissolve any organic material (such as wood,         
leather, cloth, etc.) at the rate of 1 cubic foot per minute.  Duration of      
effects 1-4 minutes.  Organic solvent can be contained in any glass, ceramic,   
or metal vial.  Note that this fluid has no effect upon non-organic materials   
of any kind.                                                                    
XP value:      400                      gp value:    1,000                      
                                                                                
PHASE POTION:  [SG]  Phase potion, which is related to oil of etherealness, is  
more useful for general combat.  When imbibed, this potion allows the user to   
shift in and out of phase with the Prime Material plane at will, much like a    
phase spider.  When out of phase, the user is impervious to all forms of attack 
except those that reach into Ethereal plane.  A phase door spell forces the     
user to remain in phase for seven rounds.  Even when in phase, the user is      
surrounded by a fiery nimbus of white fire, the trace of the portal to the      
Ethereal Plane.                                                                 
     In addition to being able to shift himself to the Ethereal plane, the user 
may take up to 60 lbs. of material with him.  Inert gear can be taken           
automatically simply by touching it an willing it to come                       
along, a living creature is entitled to a save vs. spells at -2 if it does not  
wish to go with the potion user.  These effects last for 5d8 rounds.            
     Phase potions are brewed from phase-spider ichor or from the concentrated  
juices of rare underground fungi.                                               
XP value:      800                      gp value:    2,000                      
                                                                                
POTION OF CURING LYCANTHROPY:  This potion, as the name implies, when imbibed   
will cure lycanthropy in the imbiber but contains belladonna and has a 5%       
chance of poisoning the drinker, this poison will cause death unless cured in   
one hour's time.                                                                
XP value:      100                      gp value:    1,250                      
                                                                                
POTION OF DIRECTION:  [S1] The effects of this drink last much longer than most 
potions, continuing for 12-48 (12d4) hours.  Consumption of this potion enables 
a character to retrace his path over and solid terrain, in effect preventing    
the character form getting lost.  If a maze spell is cast at a character under  
the influence of this potion, he reemerge from the maze after only 2-5          
segments.  If the reversed form of find the path is cast at such a character,   
the spell and the potion will cancel each other out; the potion will be         
neutralized, but the spell will not take effect.                                
     This potion does not have the same effect as find the path, in that it     
will not provide clues to the shortest path to the desired location. Note that  
the user will only be able to retrace a path he travels from the moment the     
drink is consumed to the moment the drink wears off.  Any distance covered      
before or after that won't be automatically recalled.  Once the potion wears    
off, the enhanced memory one has for the terrain covered will be forgotten; one 
must rely on a map of the area to successfully retrace his path.                
XP value:      350                      gp value:      800                      
                                                                                
POTION OF EXPLOSIONS:  [S1] Though this potion appears to be like any other     
drinkable fluid, it is not meant to be consumed.  The liquid is a powerful      
magical explosive that only requires contact with open air and a physical       
disturbance of some sort (being dropped or thrown, struck with an object, or    
shaken vigorously) to set it off.  A potion of explosions will be found in a    
tightly sealed bottle similar to most potion containers.  The container is      
generally fragile, of a ceramic or glass material that would probably break     
(save vs. crushing blow) if thrown against a hard surface.  Most of these       
containers,of course, will be wrapped in cloth or stored where they aren't      
likely to be broken or jostled.                                                 
     If the entire bottle of liquid is thrown and breaks, this will generate a  
blast of 10 feet in radius, doing 6d6 damage to all within this area (save vs.  
breath weapon for half damage).  Sometimes a 'dose' of this liquid comes packed 
in six small glass or ceramic vials that can be thrown separately.  Each        
exploding vial does 1d6 damage to any character or creatures within a 5-foot    
radius.  The small size and light weight of these vials makes them difficult to 
throw accurately; attacks intended to hit a creature directly are made at -2 to 
hit. the vials are especially fragile, taking a -2 penalty on any saving throw  
to determine breakage.  The victim of a direct hit form a vial or an entire     
bottle of this liquid will take half damage if a save vs. breath weapon         
succeeds, but must make the saving throw at a -6 penalty.                       
     If an intended target is missed, the projectile will continue until it     
strikes the ground or some other solid object--possibly causing damage to       
someone else in the the vicinity of the impact point.  If the container hits    
its target but does not break, the                                              
liquid inside will not be set off, and the container may be picked up and       
rethrown.  The container must make a saving throw  vs. fall if it is dropped    
from a height of 5 feet or less.  In addition, there is a 50% chance that the   
liquid will explode if the container is shaken or jostled vigorously for longer 
than one segment.  The same 50% chance applies on each consecutive segment; for 
instance, if a character with a potion of explosions in his backpack moves at a 
faster than walking speed for three consecutive segments three separate rolls   
are made to see if the liquid explodes.                                         
     If someone tries to identify this 'potion' by taking a small taste,        
several things can happen.  Opening the bottle and exposing the contents to the 
air activates the explosive fluid, and there is a 5% chance that the character  
doing so will inadvertantly jar the bottle enough in the act of opening it to   
set off the explosive.  No saving throw would be given to the opener against    
the explosion in this case. If a tiny bit is swallowed to sample the potion,    
the drinker will feel his heart accelerate as if he's just sampled a potion of  
speed (assuming he knows what that feels like).  This effect will only be felt  
for one round, and does not actually give the drinker any of the benefits of    
such a potion.  If the entire contents of a bottle or vial are drunk, the       
character must make a system shock roll.  If the roll is failed, the liquid     
explodes inside the drinker, doing 6d6 (or 1d6) damage and requiring another    
system shock roll to avoid immediate death.  If the first system shock roll     
succeeds, the drinker becomes extremely ill and will be incapacitated for 3-6   
hours--unable to walk without assistance, attack, or defend himself.            
     Potions of explosions are extremely rare.  Few alchemists will agree to    
manufacture this liquid because of the great danger involved, even fewer        
treasure hoards will contain it.                                                
XP value:      450/bottle or 75/vial    gp value:      900/bottle or 150/vial   
                                                                                
POTION OF FROST RESISTANCE:  [S1] This potion grants immunity to the ill        
effects of all forms of normal cold down to -100 degrees F. Partial resistance  
to magical cold is also granted; saving throws vs. cold spells are made at +4   
on the die, and damage from cold attacks is reduced by 2 points per die down a  
minimum of 1 point per die.  If only half a dose is consumed, the potion's      
benefit against magical cold is halved (+2 on saves, -1 on each damage die) but 
the protection from normal cold is unchanged.  A full dose lasts one turn (10   
rounds); half dose lasts 5 rounds.  Note that the icy breath weapons of         
creatures such as white dragons, winter wolves, and hoar foxes are included in  
the category of 'magical cold'.                                                 
XP value:      250                      gp value:      400                      
                                                                                
POTION OF MIND RESTORATION:  [S1] When consumed, this magical liquid will cure  
any form of normal or magical insanity, and will also restore a feebleminded    
character to health.  If a psionic character who was attacked while defenseless 
later drinks this potion, it will cure any psychic damage he suffered except    
for death, idocy, the permanent loss of an attack or defense mode, or a robot   
state.  This potion will also enable a psionic character to recover psionic     
strength points at twice the normal rate for two hours after the potion is      
consumed.                                                                       
XP value:      650                      gp value:    1,300                      
                                                                                
POTION OF MISSILE PROTECTION:  [S1] The effects of this magical potion last for 
3-18 rounds.  When consumed, the potion gives partial protection from all magic 
missile attacks.  The drinker gains a saving throw vs. spell each time a single 
magic missile hits him; if the                                                  
throw is successful, no damage is take from the missile.  If the throw is       
failed, only one point of damage will be taken from the missile. Note that      
separate throws are required foe each magic missile, so a target struck by six  
of them from an 11th-level wizard must save six times.                          
XP value:      400                      gp value:      800                      
                                                                                
POTION OF NUTRITION:  [S1] The imbiber of this potion can go one week without   
needing any food or water, and will suffer no ill effects as a result.          
Protection is also granted against a chime of hunger; the user of a potion of   
nutrition receives and initial saving throw vs. spell to negate the effect of   
the chime upon himself.  And even if the throw fails, the drinker receives two  
(not one) saving throws vs. spell on each succeeding round to end the hunger he 
feels.                                                                          
XP value:      150                      gp value:      500                      
                                                                                
POTION OF PAIN SUPPRESSION:  [S2] This non-magical concoction is presumably a   
barbarian creation, but, if so, the secrets of its manufacturing are closely    
guarded.  The potion deadens pain for 1-4 hours and tends to deplete the user's 
energy reserves.                                                                
     Against magical powers that directly cause pain, such as a symbol of pain  
or venom from eriniyes' daggers, the potion gives +5 on all applicable saving   
throw and reduces all effects of such pain by half in every respect but         
duration.  Furthermore, the potion restores 2-8 hp to the drinker (not          
exceeding the drinker's original hp total) and allows the character to exert    
himself physically as if he were one strength class stronger.  (A strength      
class is considered to be each individual line given in the Strength Table II:  
Ability Adjustments on p. 9 of the Players Handbook.)  Thus, a fighter with a   
strength of 12 would be able to exert himself as if he had as strength of 14    
(the lowest value of a range is considered to be the strength achieved). When   
the potion's effect ends, the user suffers the loss of strength and hit points  
bestowed, and loses an additional 1-4 hp of his own as well from exhaustion.    
     Because the potion draws on the user's reserves, taking more than one dose 
at a time can be risky.  If two doses are taken together, they will last for a  
total 2-8 hours, and the user will lose 2-8 hp when the double dose wears off.  
However, the strength-class increase is the same for a normal-size dose, and    
bonuses against magical pain attacks are as described above.  If three or more  
doses are taken at once, the user must make a system shock roll, with a +5% per 
dose penalty, to avoid retching and ruining the effect.  If the roll is         
successful, the duration of the potions will be 3-12 hours, and 3-12 additional 
hp will be lost at the end.  In no case is strength raised by more than one     
class, bonuses against magic raised, or more than 2-8 temporary hp bestowed.    
XP value:        0                      gp value:      100                      
                                                                                
POTION OF RESTORATION:  [SL] This magical fluid was first created by Kenither   
the Gaunt.  Each dose negates the effects of the following spells and powers,   
restoring the affected creatures to its normal state: charm monster, charm      
person, feign death, forget, friends, haste, hold person, polymorph other, ray  
of enfeeblement, sepia snake sigil, sleep, slow, stoneskin, strength, and       
Tasha's uncontrollable hideous laughter.                                        
     A polymorphed creature restored by this potion need not make a system      
shock roll.  The liquid also cures blindness and deafness, and restores a       
crystalized character (see description of Crystal Spider). The potion can be    
administered by pouring a dose on the subject or by the creature ingesting it.  
In either case, it can negate more than                                         
one spell.  For example, if applied to a creature under Tasha's uncontrollable  
hideous laughter and haste, both spells would be negated.                       
XP value:      300                      gp value:    2,000                      
                                                                                
POTION OF TOUGHENING:  [S1] Quaffing this potion will immediately add 2-18      
(d12+d6) hit points to the consumer's current total, even if the final total    
exceeds the maximum number of hit points are held in reserve.  Any damage taken 
by the character will first be taken off the character's own hit points; only   
after all of these hit points are gone will hit points be deducted from those   
bestowes by this potion.                                                        
     The duration of this potion (and the hit points granted by it) is only     
7-12 turns.  Thus, if someone has received extra hit points from this potion    
and has lost all of the extra hit points, then when the potion wears off he     
will not loose any at all, because the extra have already been removed.         
     Potions of toughening should only be taken singly; if a second dose is     
consumed before the first wears off, the second one has no effect, and the      
drinker must make a system shock roll or die.                                   
XP value:      300                      gp value:      600                      
                                                                                
PSIONICS-BOOSTING POTIONS:  [S1] A few potions are known to psionic magic-users 
and alchemists that are capable of increasing a psionic character's attacks and 
defense strength for a limited time after being consumed.  A potion of this     
type takes effect 2-8 segments after imbibing it, and the effects can last      
anywhere from 2-40 turns (2d20).                                                
     Experience points are gained only buy psionic characters who imbibe the    
potion and use one of the psionic modes affected buy the potion.  Other wise no 
experience points are given.                                                    
     The potions each are listed with the major ingredient which is taken from  
a psionic creature from the Prime Material plane.  These major ingredients must 
be taken from a creature which was slain without the use of magic or psionics.  
     A character who drinks a psionics-boosting potion receives extra strength  
points when he employs one of the attack/defense modes that the potion affects. 
This boost enables the drinker to attack or defend as if his current psionic    
strength was increased by the amount of the bonus.  However, the user cannot    
receive these bonus points if he doesn't have enough of his own psionic         
strength points remaining to use the attack or defense mode normally.  For      
example, someone who drinks the violet potion will not receive bonus points for 
using a psionic blast unless that character has at least 20 strength points     
remaining (so that he would be able to use the attack mode even if he had not   
drunk the potion) and actually employs a psionic blast attack.                  
                                                                                
GREEN  This potion adds 50 points onto all psionic blast attacks made by the    
drinker, and 100 points onto all defense modes used as well.  A specimen of     
tissue from an algoid is required to manufacture this potion.                   
XP value:      300                      gp value:      600                      
                                                                                
VIOLET  This potion adds 100 points to all psionic blast attacks made by the    
drinker, and 50 points to any defense modes used while the potion is in effect. 
 The brain of a mind flayer is required to make this potion.                    
XP value:      300                      gp value:      650                      
                                                                                
WHITE  Adds 50 attack points to all mind thrust attacks made by the drinker,    
but not defensive alterations.  This potion requires one brain mole to create.  
XP value:      200                      gp value:      300                      
                                                                                
GRAY  Adds 50 attack points to all psychic crush attacks, but makes not         
defensive alterations in the imbiber.  Parts from a psionic gray ooze are       
required to manufacture such a potion.                                          
XP value:      200                      gp value:      350                      
                                                                                
SILVER  This drink will add 50 strength points to any ego whip of id            
insinuation attacks made by the drinker, and 50 points to any psionic defenses  
used.  An intellect devourer's body is required to make this potion.            
XP value:      300                      gp value:      650                      
                                                                                
YELLOW  This potion adds 50 points to all id insinuation attacks made by the    
drinker, and also makes a the drinker immune to psionic attack for the duration 
of the potion's effects.  One-half cubic foot of material from a living colony  
of psionic yellow mold , collected in an appropriate container, is needed to    
make this potion.                                                               
XP value:      300                      gp value:      600                      
                                                                                
RED  This potion adds 25 points to any psionic blast, psychic crush, or mind    
thrust attacks made by the drinker, as well as 100 points to any psychic        
defense mounted.  The brain of a su-monster is required to make this drink.     
XP value:      350                      gp value:      650                      
                                                                                
STANDARD ACID:  [S8] This corrosive liquid created by alchemists will do 2-12   
points of damage to any living creature and do minor damage (save vs. acid) to  
any non-organic substance except glass or ceramic items.  It may only be        
contained in glass or ceramic vials.                                            
XP value:       20                      gp value:      100                      
                                                                                
                                                                                
                                                                                
SCROLLS, SPELLBOOKS                                                             
                                                                                
                                                                                
SCROLL OF DOMINATION:  [S1] A scroll of domination is a powerful magical        
document that can cast an advanced charm spell over anyone being normally       
affected by a charm person spell.  The document requires a read magic spell to  
understand, and may be only be used by magic-users.  When the scroll is read to 
enact its magic, the writing disappears and the scroll is thereafter useless,   
just as if it were a scroll of spells.                                          
     The target of this dweomer must be within 60 feet of the scroll reader     
when the power of the scroll is exercised.  The target is allowed a saving      
throw vs. spell at -2 (with wisdom bonus/penalty applicable); if the throw      
fails, the being becomes charmed and will obey the caster's verbal commands.    
And, if both caster and victim share a common language, the victim will also    
obey mental commands of the magic-user as well.  This charm power is the same   
as that used by vampires.  The victim will not obey a self-destructive act, but 
the charm will not be broken if such a command is issued.                       
     The influence of this scroll can only be broken by a dispel magic or       
remove curse spell from a caster of 12th level or higher, or by a limited wish. 
 The charm power is of relatively short duration, lasting only 4-16 hours.  The 
victim will be freed of the scroll's effect sooner than this if he is taken     
farther that 60 feet from the                                                   
scroll reader (the victim will not do so of his own 'free' will), or if a magic 
circle comes between the magic-user and his victim.                             
XP value:    1,500                      gp value:    4,500                      
                                                                                
SCROLL OF SUGGESTION:  [S1] This scroll appears to be an official               
pronouncement, personal missive, or other such innocuous document, and may be   
found in treasure hoards like any other scroll.  No magical spell is required   
to read the scroll's contents.  A magical curse, however, is worked onto the    
writing of the scroll such that whoever reads the scroll will immediately       
become subject to the next normal suggestion heard as if under the influence of 
the spell suggestion. The victim is allowed a saving throw vs. spell to avoid   
succumbing to the suggestion, but at the following penalties:  -2 for a mildly  
dangerous act, -4 for a normal request involving little chance of personal      
danger, and -6 for an extremely reasonable request or suggestion involving no   
obvious risk.  Under no circumstances will the victim perform a                 
life-threatening or suicidal act, as per the provisions for the suggestion      
spell.  Hearing such a suggestion, or making the saving throw allowed for other 
types of suggestions, will void the curse and negate the effect the effect of   
the scroll for the character.                                                   
     Because they are reusable, scrolls of suggestion have become popular with  
many royal courts and governments.  Sometimes a messenger bearing one is        
waylaid by a monster; hence their appearance in treasure hoards.                
     A suggestion to be carried out over a span of time, the scroll's curse     
will remain in effect after the scroll is read for a number of days equal to    
the readers intelligence score subtracted from 22.  If no suggestion is heard   
within this time then he will not be affected. If they do hear a suggestion and 
are trying to fulfill it and then the duration expires, the enchantment is      
broken.                                                                         
     Influence of this scroll upon an affected character may be detected by a   
detect charm spell, and its effects may be removed by a dispel magic or remove  
curse spell cast by a spell-caster of the named level or higher (11th level     
minimum for magic-users, 9th level minimum for clerics, etc.).  A wish, limited 
wish, or alter reality spell will also remove this effect.                      
XP value:      Nil                      gp value:    1,000                      
                                                                                
                                                                                
============================ AND HERE IT IS FOLKS! ====================         
                                                                                
This is the LOOONG magic Item list, section 2 of 9.                             
                                                                                
                                                                                
RINGS                                                                           
                                                                                
                                                                                
ACME RING OF INVISIBILITY:  [S5] This plain bronze ring is inscribed with "Ring 
of Invisibility" and "ACME Ring Co."  When it is worn, the ring becomes         
invisible--it has no other function.                                            
XP value:        1                      gp value:      100                      
                                                                                
JHESSAIL'S SILVER RING:  [SO] This ring confers upon the wearer protection from 
mental attack.  No control magic works upon the wearer, and all sucessful charm 
spells work on the caster, not the wearer.                                      
     For example:  a magic-user attempts to charm the ring wearer, and wearer   
fails his saving throw.  The charm is turned upon the magic-user--who gets no   
initial saving throw--placing him under the control of the ring wearer.  Any    
being thus charmed gets a saving throw to break the charm every 7 turns, and is 
instantly freed if the ring is taken off or destroyed.  If the ring wearer      
makes his throw vs. the initial attack, the spell merely fails, and the ring    
has no                                                                          
effect.  This property extends to gaze charm attacks, and is a maagical         
property rather than a physical "reflection."                                   
     The ring wearer also gains a +4 saving throw bonus against stunning,       
confusion, and feeblemind.  In addition, the wearer gains +4 on rolls to        
disbelieve illusions.  The ring acts as a tower of iron will (defense strength  
of 77 points, no attack points) against psionic attacks.                        
XP value:    3,000                      gp value:   11,000                      
                                                                                
RING OF ANIMAL MAGNETISM:  Once placed on a character's finger, this ring       
allows communication with all animals as if the wearer had an 18 charisma.  The 
wearer may speak with animals for as long as the ring is wornn, though the ring 
does not allow the wearer to charm animals in any manner.  Only true animals    
(mammals, birds, fishes, reptiles, etc.) may be spoken to in this manner;       
magical 'monsters' are not affected.  for the purpose of this ring, assume that 
any creature capable of using magical spells is a 'monster.'  Thus, a pegasus,  
owlbear, or worg is an animal, but a unicorn, bugbear (because clerical         
bugbears exist), or a winter wolf is a monster.  The wearer may try to convince 
animals to work or fight for him, and reaction is checked as if the animals     
were randomly encountered humans.  Animals will not attack the wearer of the    
ring unless attacked first, even if they are hungry.                            
     However, 10% of these rings are cursed to draw any and all animals within  
one mile toward the wearer.  The animals then surround the wearer and refuse to 
move, blocking the wearer's path in all directions.  If the wearer of his party 
attacks any animals, all animals attack the wearer at once.  If the ring is     
removed (requiring a remove curse spell), the animals revert to normal, and     
either attack (1-2 on d6) or flee (3-6 on d6).                                  
XP value:    1,000;  Nil if cursed      gp value:    5,000;  1,000 if cursed    
                                                                                
RING OF ANNULMENT:  Whil this ring is worn, magic controlled by the character   
has no effect.  This includes magical items, spells, and innate magical powers. 
 Spells cast at the character from an outside source, however, act as normal.   
Thus heal or fireball affect the wearer normally, but the ring-wearer cannot    
sure his own wounds using magic.                                                
     A remove curse must be cast upon the ring in order to allow the wearer to  
remove it.  A dispel magic has a 1% chance per level of the caster of negating  
the ring's powers for one round, allowing the wearer to remove it.              
XP value:      Nil                      gp value:    2,000                      
                                                                                
RING OF THE BARD:  This rare magical ring, when worn by a character other than  
a bard, acts a ring of protection, +2.  It can be recognized the the engraved   
golden vines encircling the band.  When placed on the finger of a bard, it      
retains it protection properties, but with a bonus.  The ring then serves as a  
ring of protection, +2, +4 saving throws.  It also raises the bard's charm      
percentage by 10%. This magic item is usually found in a wildreness or forest   
area.                                                                           
XP value:    3,000                      gp value:   15,000                      
                                                                                
RING OF BEGONE AND FORGOTTEN:  [S5] This small silver ring is always found with 
other treasure.  When it is put on, the wearer must save vs. spell or be        
transferred somewhere very far away indeed (DMO:  may be another planet or      
plane....or another DM's world).  The victim also loses his memory and the      
other party members forget the victim.  (He loses specific memories only--his   
level, spells, skills, etc. remain.)                                            
Only the stark naked victim is transferred:  all clothes and equipment stay.    
     This is a good way to add treasure to your world, get rid of annoying      
player-characters without killing them and give blase` high-level sharacters    
the challenge of starting over.                                                 
XP value:      Nil                      gp value:   80,000                      
                                                                                
RING OF CIRCULAR CURSES:  [S5] This ring is only usable by mages.  At first     
glance this ring looks simply ornate and is inscribed with 'Power to Curse'.  A 
closer look shows two gold rings entwined around each other.  Closer yet, and   
the two are shown to be a single band, looped twice.  The wearer may cast a     
curse spell once a day, but the curse will affect him as well as his target.    
(Ring cannot cast the reverse.)                                                 
XP value:      Nil                      gp value:   30,000                      
                                                                                
RING OF CLARAUDIENCE:  This ring's gem is a small amethyst with a normal value  
of 100 gp.  The amethyst is easily separated from the ring; it can then placed  
in a location on which the owner wishes to eavesdrop.  A pick pockets roll      
allows a theif to secretly slip the amethyst into the clothes of another        
character.  Any character can hide the gem in an empty room, barring            
extraordinary circumstances.                                                    
     Whatever is said with 60' of the amethyst is magically transmitted to the  
ring itself, and the words are then heard by the ring wearer alone.  The        
ring-gem connection has a range of 1 mile, but only transmits sounds that could 
be heard by a normal human in the same location of the amethyst.                
XP value:    1,000                      gp value:    7,500                      
                                                                                
RING OF COMMAND:  A ring of command commonly has 3-30 charges when found.  The  
ring has the following abilities, only one of which can be used at any one      
time:                                                                           
     1.  Command:  This ability duplicates the first level clerical spell,      
command.  Creatures with an intellegence of 13 or better (highly  intellegent   
and above monsters) or with more than 5 HD or levels are entitled to a saving   
throw vs. spells.  A command uses up one charge for every round the command is  
in effect.  For instance, an orc could be told to 'die' and would stay 'dead'   
(unconscious) for five rounds is five charges were spent.                       
     2.  Charm person:  This power is the same as the first-level magic-user    
spell charm.  Two charges must be spent to charm a character, and an additional 
sharge per day must be expended to continue the spell each day thereafter.  The 
victim is allowed a saving throw vs. sjpells to negate the charm.  A character  
using a ring of command can expend another two charges to try again, of course, 
in the event of spell failure.                                                  
     3.  Suggestion:  This ability is similiar to the third-level mage spell,   
called suggestion.  The target of a suggestion is allowed a saving throw vs.    
spells, as with the charm person above.  A suggestion costs two charges and     
lasts for one hour.  More charges can be spent for additional hours, at the     
rate of one per hour, as desired.                                               
     All of these powers only work on the humanoids listed in the Players       
Handbook under charm person, and their counterparts in the Fiend Folio and      
Monster Manual II.                                                              
XP value:    2,000                      gp value:   10,000                      
                                                                                
RING OF DAMAGE ABSORBTION:  This ring is usually found as a platinum ring set   
with a blue diamond, and is most often found near a mutilated body!  The ring   
detects as magic but does not reveal other details. While wearing the ring, the 
user takes no effect whatsoever from                                            
anything (weapons, spells, poisons, etc.).  any effect or damage is stored      
within the ring (no limits).  When the ring is removed (or falls off), all      
damage, spells, etc. are released on the former wearer.  The ring can be        
removed without releasing damage only by casting a dispel magic and a remove    
curse at the same time that the ring is removed (and even if this is done, all  
damage, etc. still will remain stored in the ring).  In stress situations, the  
ring has a tendency to slip off the finger of the wearer (will fall off on a 1  
on 1d12--how often to roll is DMO).  The ring cannot be fixed in place by any   
means!  If a glove is worn over the ring, the glove will fall off also, even if 
the glove is sewn or tied to a shirt sleeve, etc.  Also, the ring will be       
highly coveted by thieves for its obvious value. Because the ring holds every   
spell whether good or bad means that damage taken can have a cure light wounds, 
heal, etc., cast after them (or before) and will be released simultaneously     
with any and all damage which was stored.  This way damage that would put a     
character below -9 and cause death can be cured with the ring on, and when the  
ring is removed the healing is subtracted from the damage before the character  
takes it.                                                                       
XP value:    5,000                      gp value:   60,000                      
                                                                                
RING OF DISTRACTION:  This ring appears to be a normal ring of any other sort.  
In combat, this ring is capable of generating a sudden burst of light and sound 
that is perceived only by one opponent in melee with the ring-wearer (including 
those firing or hirling missile weapons within a 60' range).  The burst of      
light and sound is seen/heard by no one else, and the target victim is          
designated by the ring-wearer's mental commands.  This distraction causes the   
attacker to gain a -4 penalty on all attacks for the current round.  If the     
opponent saves vs. spells, the penalties reduced to a -2 'to hit' result.  This 
attack is made at the start of the melee round, regardless of all other         
circumstances, as it is a mental command.  The ring may be used in this fashion 
up to five times per day.  Once placed on a finger, the ring reveals its powers 
to the wearer.                                                                  
     One out of five (20%) of these rings do not operate on a conscious mental  
command, however.  These rings simply generate their flash and sound burst for  
the first five melee rounds in which the wearer is involved in combat in a day. 
 As a result, the wearer might not imediately be aware that the ring is having  
any effect at all, though the ring-wearer's opponents may appear to act         
strangely. Another 5% of these rings are cursed (and cannot be removed without  
a remove curse spell) to cause the flash and noise burst to affect the wearer   
himself and no one else.                                                        
XP value:    1,000; Nil for cursed      gp value:    5,000; 1,000 for cursed    
                                                                                
RING OF THE DROW:  This item is made of eight strands of different unique       
metals entwined to form a ring.  The drow found it troublesome when their       
magical items deteriorated upon leaving their underground homeland for long     
periods of time; to combat this, they created this ring.  The ring of the drow  
is only made in the drow homelands by clerics of Lolth.  Its purpose it to keep 
drow-made items the wearer possesses from deteriorating.  To do so, the ring    
radiates an aura of magical energy that duplicates the radiations deep in the   
drow homelands.  This aura only affects the wearer and the wearer's             
possessions.  As a side effect of the ring's magical aura, a detect magic spell 
reveals the wearer to radiate magic strongly.  In addition, a detect evil shows 
the wearer of one of these rings as evil, and a know alignment indicates that   
the wearer is chaotic evil, regardless of the wearer's true alignment.  If the  
wearer uses a                                                                   
psionic power of aura alteration to try to change the aura, the wearer must     
save vs. spells or else change alignment to chaotic evil.  If the wearer saves, 
or if the wearer fails to save but is already chaotic evil, the psionic power   
functions normally, and the ring's aura is temporarily changed.                 
     To posses one of these rings is considered an honor among the drow,        
because it signifies that the wearer has traveled far from the homeland, and    
that he or she was aided by a cleric favored by Lolth. Drow will kill any       
creature other thatn a drow who possesses one of these rings.                   
XP value:    1,000 to drow; Nil to others    gp value:    5,000 to drow; 1,000  
to others                                                                       
                                                                                
RING OF THE EAGLE:  This ring allows the wearer to shapechange at will into a   
giant eagle for an unlimited period of time.  All of the wearer's worn or       
carried possessions (except live beings) are merged with the giant eagle form   
and will be unusable while the ring wearer is in that shape.  The user may fly  
for up to 12 hours non-stop, but will suffer exhaustion effects thereafter,     
losing 1 hit point per turn until he stops and rests for 3-6 hours.             
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF ENERGY:  This magical ring always has a gem of some sort in its         
setting.  Upon command, a pencil-thin beam of energy can be made to shoot out   
from the gem toward a desired target.  The beam will automatically hit any      
desired target located along an unobstructed line of sight fromt he ring wearer 
and within 60 feet of the wearer. A save vs. spell is allowable to avoid the    
beam and its damage, and it the intended target makes its saving throw, the     
beam will continue along its straight-line path and may hit an unintended       
target that lies within range.  The power beam of the ring of energy loses      
potency as it travels outward.  Against a target within 20 feet of the ring     
wearer, the beam does 4-24 (4d6) points of damage; at 21 to 30 feet it does     
3-18 (3d6) points of damage; at 31 to 40, 2-12 (2d6) points; at at 41 to 60     
feet, 1-6 points.  The beam only affects living things; golems, undead, and     
creatures of similar sort are not hurt by it, but it will hit such a creature   
and in doing so expend its energy.  The ring of energy cannot be used more than 
four times in one day.  The energy fo the power beam is drawn from the Ethereal 
Plane; as such, each usage has a 3% chance (non-cumulative) of opening a        
passageway to that plane and causing a terithran (Fiend Folio) to arrive on the 
Prome Material Plane.  Any such creature 'summoned' in this fashon will appear  
30 feet waay from te ring wearer and will immediately move in to attack in an   
attempt to destroy the ring (and its possessor).                                
XP value:      500                      gp value:    6,000                      
                                                                                
RING OF FASHION:  The ring of fashion, when commanded with the proper word,     
immediately dresses the user in any sort of clothing the character can dream    
of, short of true armor of any sort (all costumes are AC 10).  One out of 10    
all such rings allow the wearer to create heavy clothing that can be counted as 
padded armor (AC 8). Unfortunately, there is also a 1% chance that the ring     
will create a completely random set of clothing that lasts for 1-6 turns before 
fading.  Such clothing appears in place of any other sort of clothing worn when 
the ring is activated.  No metallic or metal studded armor can be worn by the   
user when the ring is activated, or else the ring will not function.  Magical   
metallic items of small size, such as rings, bracers, or jewelry, so not affect 
the function of this device. However, magical and normal suites of leather or   
cloth armor will vanish once this ring is activated, returning only when the    
ring's                                                                          
effects are dispelled or negated.  all magical girdles, boots, cloaks, and the  
like will likewise vanish and return later.                                     
XP value:    1,000                      gp value:    3,000                      
                                                                                
RING OF FLYING TYPE I:  This magical item uses charges.  It may have a maximum  
of 50 charges.  This ring will allow the user, or anyone else touched, to fly   
as the magic-user spell for 12+1d6 spans per charge. The movement rate is 12"   
horizontally, 24" downward, and 6" upwards. the user of the ring controls the   
movement, so an opponent touched (who fails a saving throw) will be able to be  
lifted into the air at the users commands, and be dropped at any time.          
XP value:    2,500                      gp value:   30,500                      
                                                                                
RING OF FLYING TYPE II:  [DUNGEON 14] This magical ring looks exaclty like any  
other magical ring.  When worn, however, it allows the wearer and up to 600     
lbs. of weight to fly at will, as per the third-level magic-user spell. The     
ring may be used for up to two cumulative hours of flight per day.  If worn in  
flight past that limit, the ring ceases to function and the user immediately    
falls.  One feather fall spell (cast at 12th level of experience) may be used   
from this ring per day, in addition to the powers of flight; however, the       
wearer should note that the feather fall spell has a duration of 12 segments,   
slowing the wearer so that he falls only 144' during that time.  Thus, this     
spell should only be called upon when the wearer is about to strike the ground, 
or else he will fall again when the spell's duration expires.                   
XP value:    1,000                      gp value:    7,500                      
                                                                                
RING OF FIGHTER POWER:  The ring of fighter power appears as a small silver     
ring, that is very battered.  Any round when the magic-user chooses to acitvate 
this ring, he can fight as well as a fighter of the same level, using any       
weapon.  The limit is ten rounds per day, but they need not all be used at      
once.  Even if the user is under haste, etc., he cannot cast spells or use any  
object not usable by fighters during any round the ring is activated.           
XP value:    3,000                      gp value:   70,000                      
                                                                                
RING OF FIRE STARTING:  The beauty of this ring is obvious under even the most  
casual inspection.  Its band is forged from a bright, silvery metal and has an  
intricate bas-relief of an ancient fire-tending ceremony carved into its        
surface.  The stone is a 5000 gp diamond and glows  with a faint inner light.   
When it is worn, a slight sensation of warmth can be felt emanating from it.    
If the wearer touches the stone to any combustable substance and speaks the     
command word, the material must save vs. magical fire or burst into flame.  The 
material need not be entirely dry or pure, and the conditions do not have to be 
temperate in order for the ring to function.                                    
     This ring has an unlimited number of uses.  It is in itself immune to all  
fire- and heat-based effects, magical or otherwise.                             
XP value:    1,000                      gp value:    3,500                      
                                                                                
RING OF THE GRASSHOPPER:  While wearing this ring, a character weighing up to   
300 lbs can jump (as per the magic-user spell) once per turn for a number of    
times equal to his/her strength score.  (A strength of 18, with or without an   
exceptional rating will allow for 18 jumps per day.)  If the wearer of the ring 
of the grasshopperattempts to jump more often than allowed by his strength, he  
must save vs. paralyzation each time he lands.  Failure to save indicates that  
(s)he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled  
and character has 35 hp then 10 (10.5 rounded down) points of damage are        
taken)) and reducing the victim's movement                                      
rate to 3".  A character injured in this manner will find running leaping, and  
other strenuous activity involving the legs to be impossible for 6-36 hours     
afterward, unless a heal spell is applied to neutralize the ill effects.        
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF HEALTH:  Wearing the ring of health brings many benefits.  The wearer   
is allotted the ring's set constitution, in as far as it pertains to health,    
recovery of hit points, ability to consume amounts of liquor, and system shock  
and resurrection percentages; this does not, however, pertain to hit points     
conferred by a high constitution whenever a level is attained.  For example,    
wearing the ring of health (constitution 16) would allot 96% chance of          
sucessful revival if the wearer is killed, while a ring of health (constitution 
19) would give a +1 on saving throws vs. poison.  Neither ring gives the wearer 
any additional hit points.  The ring must be worn for at least a week before    
the wearer gains its benefits.  No benefits are realized by placing such a ring 
on a dead person in a attampt to revive him.                                    
The type of ring is determined by rolling percentile dice and consulting the    
talbe below:                                                                    
d100      CON       XP value       gp value                                     
01-45     15        1,000          5,000                                        
46-90     16        2,000          6,000                                        
91-95     17        3,000          7,000                                        
96-99     18        4,000          8,000                                        
 00       19        5,000          9,000                                        
                                                                                
RING OF INFRAVISION:  This magical ring can appear as any other type of ring    
magical or otherwise.  The ring of infravision gives infravision to anyone      
wearing the ring.  The rang e for this infravision is 60 feet, and can be       
dispelled by any spell which nullifies infravision, or any light source within  
sight of the wearer of the ring, because the ring will only work in total (or   
very close to total) darkness.                                                  
XP value:      250                      gp value:    1,750                      
                                                                                
RING OF LANGUAGES:  This ring is basically a limited version of the ring of     
tongues.  Instead of gaining the abilities of the ring of tongues, the wearer   
gains a number of languages conferred by the ring while the ring is worn.  The  
wearer not only understands these languages--he is also able to speak, read,    
and write the languages as if they were his native tongue.  Note that once the  
ring is removed from the finger, the wearer loses the ability to understand the 
languages the ring possesses.                                                   
     It is possible, however, for a character whose intelligence has increased  
(thereby allowing the learning of one or more additional language), or for a    
character with the ability to learn another language, to learn a language       
possessed by the ring merely by wearing it.  This process requires the wearer   
to wear the ring consecutively for one month, after which time (due to the      
magically accelerated ability to learn) the character understands the language  
entirely, without the ring's further assistance.  Only one language may be so   
learned at a time.                                                              
     The number of languages possessed by a ring is determined by rolling 2d4;  
the languages are picked from the table listed on page 102 of the Dungeon       
Masters Guide or from a language table of the DM's own devising.  A roll of     
86-00 on this table indicates either a common tongue, an alignment language,    
the thieve's cant, or the druidic tongue, as determined by the following table. 
 Duplications on this table are merely rerolled.                                
01-60           Human (common, foreign, or other)                               
61-70           Lawful*                                                         
71-80           Neutral*                                                        
81-90           Chaotic*                                                        
91-95           Thieves' cant                                                   
96-00           Druidic tongue                                                  
   *Ones digit: 1-3, Good; 4-7, Neutral; 8-0, Evil.                             
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF LIGHTNING RESISTANCE:  [SM] This ring functions exactly like a ring of  
fire resistance except that is protects the wearer from electricity.            
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF LIMITED TELEPATHY: These rare magic rings appear only in pairs.  This   
ring combination allows the wearer to communicate telepathically with the       
wearer of the other ring only, though these are restrictions on this.  These    
rings have a telepathic range of 2,000 miles, but function only when both rings 
and their wearers are on the same plane of existence.                           
     These rings are normally made and enchanted for a specific pair of         
users--for example, for a husband and wife, a pair of allied adventurers, or a  
brother and sister.  Notice that in each case, one partner must be male and the 
other female.  This function on the enchanting, which enhances sympathetic      
feelings between such pairs, capitalizing on gender attraction as well.  Also,  
because the rings are enchanted for a specific pair of wearers, the chance of   
two persons randomly finding such rings and being able to use them is almost    
nil. A remote chance exists that two persons of the same gender who are very    
closely allied of related (e.g., twins, friends or lovers who have been         
together for at least 10 years, a parent and a child, etc.) can make use of     
these rings, but the effective range is reduced to 500 miles, and there is a    
20% chance per day that the rings do not function for that day.                 
     Successful use of these rings allows each wearer a +4 saving throw agains  
any type of psionic attack, psionic discipline, or magical effect which affects 
the mind and will of the wearer.  This includes all charms, dominations,        
possessions, suggestions, and holds as well as fear, quest, confusion, etc. The 
use of ESP or telepathy by another person against the wearer of such a ring     
will immediately reveal the use of such rings to the skrying character.         
However, if the saving throw against the attacks mentioned above is failed, the 
ring wearer's partner (who might not be present during the attack) must save    
vs. spells at +2 or else suffer the same spell or psionic effects.  Thus, if a  
ring-wearer was subjected to a scare spell, the other ring-wearer must save vs. 
spells at +2 or else be scared as well.  Use the Wisdom Spell Immunities table  
in Legends and Lore to determine which spells are applicable in those cases. In 
the event of dire need, such as when one ring-wearer is unconscious, dying, or  
in great pain, a strong feeling of distress is felt by the partner.  By         
complete concentration, the partner can determine the distressed ring-wearer's  
location.  This takes a full turn to complete.  If one ring-wearer is slain,    
the partner must save vs. spells (with will-force bonuses) or else pass into a  
coma for 2-20 hours.                                                            
XP value:    2,000                      gp value:   10,000                      
                                                                                
RING OF MAGIC DETECTION:  This magical ring, which is always made of gold, has  
the ability to allow the user to identify magical items as having a magical     
property.  The dweomer detected will not be                                     
identified as of type, what the magical properties are, or how to use the item. 
XP value:    1,000                      gp value:   15,000                      
                                                                                
RING OF MAGIC RESISTANCE:  As their name describes, these rings impart magic    
resistance upon their wearers.  These rings do not increase the natural magic   
resistance a wearer may have-- they do not provide a cumulative figure for      
magic resistance.  For example, a being with a natural magic resistance of 50%  
wearing a ring of magic resistance, 45% does not gain a magic resistance of     
95%; rather the wearer gains the higher magic resistance of the two (in this    
case, the innate figure of 50%).  Consequently, the ring is ineffective in      
respect to this wearer as a result.  The effective magic resistance of the ring 
is obtained by rolling percentile dice and checking the table below:            
d100    Magic Resistance                                                        
01-15           5%                                                              
16-30           10%                                                             
31-45           15%                                                             
46-60           20%                                                             
61-75           25%                                                             
76-85           30%                                                             
86-92           35%                                                             
93-97           40%                                                             
98-99           45%                                                             
 00             50%                                                             
XP value:    500+500 per 5%             gp value:    2,000 per 5%               
                                                                                
RING OF NEUTRALIZATION:  This magical ring can be employed by any character     
class.  Its sole function is to protect the wearer from the effects of a        
predetermined magic-user spell.  Each ring has the ability to totally negate    
any damage or ill effects from a given specific spell, as noted in an           
inscription on the ring itself.  A ring of fireball neutralization, for         
example, allows a character to stand in the center of a fireball blast and be   
totally unharmed.  A ring of neutralization uses a charge every time a spell's  
effects are nullified.  A typical ring of this sort, when found, has 4-16       
charges. It can only be recharged by a 12th-level magic user or higher, to a    
maximum of 20 charges, but this requires a prolonged and costly ritual (1 day   
and 1,000 gold pieces per charge).  A charge is lost from the ring for each     
predesigned attack made on an individual wearing it.  A magic missile or Melf's 
Minute Meteor spell forces rings matched for those spells to use a charge for   
each missile stopped.  For example, if four magic missiles are negated by a     
ring of magic-missile neutralization, then four charges are used.  A ring of    
neutralization only nullifies one type of spell.  For example, if a character   
is wearing a ring of cone-of-cold neutralization and is the target of an ice    
storm spell, he takes normal damage from the attack.                            
     Spells with similar effects are nonetheless considered different for the   
purposes of using this spell-dedicated ring; a delayed blast fireball does      
normal damage if a character is wearing a ring of fireball neutralization.      
Similarly, a character wishing protection from lightning bolts, ball lightning, 
and a chain lightning spell would require three different rings.  Only the      
person wearing the ring of neutralization is immune to that spell's effects.    
Anyone else caught in the area of effect takes normal damage or suffers the     
effects of that particular spell.                                               
XP value:    1,500                      gp value:    7,500                      
                                                                                
RING OF PERMANENT X-RAY:  This trapped ring of silver with gold inlay, has      
1d10+1 charges.  On all but the last charge, it functions as a                  
normal ring of x-ray vision.  On the last charge, it makes all the soft tissues 
of the user's body invisible (i.e., everything except the bones and teeth).     
The user still functions normally, he just looks like a skeleton.  Effect is    
permanent.                                                                      
XP value:    2,500                      gp value:   30,000                      
                                                                                
RING OF PHANTOM FORM:  The user of this ring can disperse his body's molecules  
at will, so as to become totally intangible.  This ring does not allow the user 
to become invisible, as he will appear to be translucent in form.  (Rings of    
invisibility and phantom form cannot be used together at the same time.  The    
spell invisibility can be successfully cast upon the user of a ring of phantom  
form, however). An intangible character cannot be hit by normal weapons, but is 
affected normally by weapons with a +1 or better magical bonus.  An intangible  
character cannot physically attack, but may cast spells. Heat, cold,            
electrical, and energy attacks (ball lightning, fireball, blizzard blast, magic 
missile, etc.) affect an intangible character normally.  The user of a ring of  
phantom form can move through screens, pipes, and other narrow apertures at a   
12" movement rate.  If a character fails a saving throw against any magical     
attack form which can harm him, all carried items must likewise save vs. that   
attack form or else be destroyed.                                               
XP value:    1,500                      gp value:    7,500                      
                                                                                
RING OF PROTECTION VS. CHARMING:  This is a special limited charge ring based   
on the 8th level spell Serten's spell immunity (+9 vs. beguiling, charm,        
suggestion; +7 vs. command, domination, fear, hold, scare; +5 vs. geas, quest). 
 It operates automatically to ward its wearer, and the protection from each     
charge lasts a full 16 turns.  It protects only the wearer, and cannot be       
recharge.  It may have a maximum of 12 charges.                                 
XP value:    3,600                      gp value:   18,000                      
                                                                                
RING OF QUICK ACTION:  A ring of quick action enables a fighter, cavalier,      
barbarian, ranger, or paladin to gain the initiative at the start of a melee,   
regardless of any other factors, including the condition of the opposition.     
The ring can be used 2-20 times in this manner before it runs out of charges    
and becomes useless.  Expending a charge is an automatic action requiring a     
mental command at the start of a melee round.                                   
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF RAPID REGENERATION:  This ring acts just as does the ring of            
regeneration for the first two days worn.  After the two days have elapsed, the 
character wearing the ring will regenerate one hit point per round instead of   
per round as the normal ring.  If the ring is taken off for any period of time  
for any reason, the two day 'waiting' period must start over, thus a character  
may not discover the difference if (s)he continues to take off the ring to help 
heal a companion.  A side effect of this ring is that the character also ages   
twice as fast as normal while the ring is worn (including the two day waiting   
period).  This includes the unnatural aging effects of some creatures (such as  
ghosts, etc.).                                                                  
XP value:    5,000                      gp value:   50,000                      
                                                                                
RING OF RANGE EXTENSION:  This item allows any spellcaster (including rangers,  
paladins, and the like) to voluntarily extend the range of any spell cast, save 
those spells with ranges of 0" or touch.  Each such ring contains 2-40 charges  
and cannot be recharged.  Each charge used increases the range of any spell     
cast by the amount listed as the                                                
normal range.  Thus, if one charge is used, the range is doubled; two charges   
triple the range, three quadruple it, and so on.  A ring of range extension may 
be successfully used on a spell cast from scrolls or other magical devices, but 
cannot be used to cast a spell into a plane other than that which the user      
currently occupies.                                                             
XP value:    2,000                      gp value:   10,000                      
                                                                                
RING OF SERTEN'S SPELL IMMUNITY:  [SM] Once per day, this ring can generate one 
Serten's spell immunity spell, duration 18 turns.  The wearer can use the       
effect on himself, or share it with other characters as explained in the spell  
description (Player's Handbook 2, page 192).                                    
XP value:    8,000                      gp value:   50,000                      
                                                                                
RING OF SHAPE CHANGING:  This ring commonly possesses 3-30 charges when found.  
Each of the charges expended allows the wearer to shape change as per the       
ninth-level magic user spell shape-change.  The wearer of this ring may change  
back to his original form at will, without expending a ring charge.  However,   
there is a 2% chance per shape assumed that the wearer permanently assumes the  
form of the thing into which he changes.  In this event, the character stuck in 
an unfamiliar form can only regain his former shape by having dispel magic,     
alter reality, limited wish or wish cast upon him.                              
XP value:    2,500                      gp value:   15,000                      
                                                                                
RING OF TELEPATHIC COMMUNICATION:  These are two finely wrought rings carved    
from a single gemstone, rarely found near each other.  These rings are attuned  
to each other so that their wearers can hold telepathic conversations--from any 
plane, any distance, etc.  If the wearers share no common language, they may    
still communicate simple ideas and feelings.  If one ring is not being worn,    
the wearer of the other will receive a general idea of where the empty ring is: 
direction, distance, etc.                                                       
XP value:    3,000                      gp value:   35,000                      
                                                                                
RING OF TELEPORTATION:  This enchanted ring commonly has 3-30 charges when      
found.  The ring's gem is a deep blue spinel worth 500 gp if sold as an         
ordinary gem.  The gem is easily separated from the ring and placed anywhere to 
which the ring's user wishes to be transported at a later time.  By expending   
one charge, the wearer of the ring is teleported without error to a safe        
location within 5' of the spinel. The gem can be retrieved and reused as long   
as the ring retains at least one charge.  If no safe location exists near the   
location of the gem (say, if it is buried under 10' of earth or is inside a     
burning building), the ring expends four charges and nothing happens.  The gem  
must be obtained in order for the ring to work again.                           
XP value:    2,000                      gp value:   15,000                      
                                                                                
RING OF TONGUES:  The wearer of this magical ring can understand, read, write,  
and speak any language known by any creature within 30' of the ring, as long as 
the creature stays within the area of effect. Two rings of this sort within 30' 
of each other automatically cancel each other out.  Additionally, it is         
possible for a character wearing this ring to learn a language (where this      
learning is warranted, as by an increase in intelligence or similar             
circumstance) from another character as expressed in the rules regarding        
language learning; half the normal time for this is required.  (For further     
info, see page 34 of the Player's Handbook.)                                    
XP value:    1,000                      gp value:    5,000                      
                                                                                
RING OF TRUTH TYPE II:  Most often found in the form of an unadorned band of    
copper or silver this ring is a scourge to all forms of deception.  The ring    
allows its wearer to detect lie automatically and also acts as a true seeing    
spell up to three times per day upon the wearer's mental command.  The ring has 
certain side effects that may manifest themselves upon the wearer.  Any         
character wearing a ring of truth type II cannot knowingly lie or participate   
in a deception without immediately suffering 1d4 points of damage and having    
his vocal cords paralyzed for 1-10 rounds, rendering the character mute for     
that length of time.  Also, if the wearer is a spellcaster, any                 
illusion/phantasm spells cast while the ring is worn will automatically fail.   
XP value:    1,500                      gp value:    5,000                      
                                                                                
RING OF VAPORS:  The origin of these ten unique rings is greatly disputed, but  
most mages agree that a powerful figure among the air elementals had a hand in  
its creation.  The ring appears as a small circlet of misty vapors that         
continually shift and change; the ring, however, is solid.  Any character       
wearing the ring gains the following abilities:                                 
At will                 Fly (12")                                               
Once per day            Stinking cloud                                          
Once per day            Obscurement                                             
Thrice per week         Wind walk                                               
Thrice per week         Wind wall                                               
Twice per week          Aerial servant                                          
Once per week           Cloudkill                                               
Once per month          Summon aid from Elemental Plane of Air*                 
*Wearer's alignment good--djinni; wearer's alignment neutral--8HD air           
 elemental; and wearer's alignment evil--mihstu.                                
All spell effects are at 16th level of ability.  Summoned monsters will remain  
with the summoner for only 4-16 rounds, after which they will depart.  Summoned 
monsters will not attack the monster unless attacked first, and they act in a   
friendly and helpful manner during the time they are present.  The wearer also  
receives a penalty on saving throws verses fire, agains which he saves at -2,   
and takes +1 damage per die.  It is possible that the maker of these few rings  
is still hunting for them.                                                      
XP value:    4,000                      gp value:   35,000                      
                                                                                
                                                                                
This is the LOOONG magic Item list, section 3 of 9.                             
                                                                                
                                                                                
RODS, STAVES, WANDS                                                             
                                                                                
                                                                                
BATON DES FRERES MARQUES:  [S5] This wood staff (length varies), is usually     
found marked with signs of chopping and sawing.  The staff will always grow or  
shrink (in 1d3 rounds) to exactly twice the height of the person holding it.    
If the ends are cut off or if the staff is broken, the largest portion of the   
staff will regenerate fully.  One end of the staff detects traps by swinging to 
point at the trap (range 10').                                                  
XP value:    1,750                      gp value:    8,000                      
                                                                                
CATSTAFF:  [S2] This item is a black, 7-foot-long staff of stout wood topped    
with a sculpted knob resembling a cat's head.  When carried on or strapped to   
one's person, it imparts abilities related to silent movement and concealment.  
The holder/bearer of a catstaff is able to climb walls (if both hands are free) 
and move silently as a 9th level                                                
thief, hide in shadows with a 94% chance of success, see with ultravision to a  
60' range, and cast shadow six times per day.  This shadow is a 1" radius globe 
of semi-darkness centered on the staff; This gloom does not block infravision   
or ultravision, and is negated by a light source within its confines.  It can   
be dispelled by magical (but not normal) light which touches its periphery, and 
unless dispelled or canceled by the desire of the staff holder it remains in    
effect for 2-4 turns.  The shadow does not allow normal vision into or through  
its area of effect, and as such serves as a defense against visual attacks      
(gaze weapons, hypnotic and dazzling effects, and the like).                    
     The catstaff is a magical weapon and can be used in combat as a normal     
quarterstaff would be; however, it has no bonuses to hit or damage.  It can be  
employed as a weapon while any or all of its magical properties are being       
utilized.  The staff never makes any noise itself while tapping, scraping,      
striking, or otherwise contacting any solid object.  Many such staves contain   
secret compartments for the carrying of small items such as thieve's tools,     
spell components, magical tokens, and the like.  If it is broken in two, all of 
its magical properties are lost.                                                
XP value:    6,000                      gp value:   13,000                      
                                                                                
DEMON STAFF:  [SH] This is a black leather-like staff, very strong, and carved  
with disgusting scenes and vile runes.  It allows the wielder to cause fear in  
whomever it touches--no saving throw, inflict 4-24 hit points of damage which   
can only be healed by the passage on 1 full day of time per hit point upon any  
creatures it touches.  It may also be used to call forth a Type I demon and/or  
turn the holder into a Type III demon for five rounds.  Each of these functions 
operates but once per day.                                                      
XP value:    8,000                      gp value:   35,000                      
                                                                                
NIDUS' WAND OF ENDLESS REPETITION:  [SO] Named for the legendary mage who by    
its use gave us the oath "Nidus' Curse!", examples of this device typically     
have only 4d12 charges when found.  The art of its fabrication is lost and has  
not yer been rediscovered.  Upon command, this wand emits a grey cone of light, 
range 4", diameter at maximum range:  1.5".  This cone may be continually       
maintained at a cost of 1 charge per round.  Creatures caught in its light are  
allowed a saving throw.                                                         
     Anyone affected by the wand is forced to endlessly repeat actions taken    
during the preceding 2 rounds (or at least mimic them, as in the case of a      
spellcaster, who woould continuously try to cast a particular spell even after  
his components and magic are exhausted). This automaton-style cycle of 2 rounds 
of action, 2 rounds of the same actions in reverse to the starting position     
once again, and so on continues until a dispel magic, remove curse, or a        
limited (or full) wish is cast upon the victim.  Even if the victim should die  
from lack of food and water, or of damage inflicted by passing creatures, the   
corpse endlessly repeats the cycle of action until it falls apart.              
XP value:    3,500                      gp value:   25,000                      
                                                                                
ROD OF MANY THINGS:  [S1] This magical wand of silver may be commanded to turn  
into any 15 of the items listed on the chart below, and will stay that way      
until commanded to become a rod again.  To change into something the owner must 
give a mental command naming the object desired, or the mental command 'do      
something'.  If the rod is ordered into something which it cannot become, then  
the user must make a save vs. spell or suffer 2-12 points of electrical damage. 
 For the rod to go from one shape to another, the object must first be          
commanded into                                                                  
rod form and then into the other shape.  Since the rod is made of silver, any   
creature vulnerable to silver weapons may be damaged by the rod in weapon form. 
 Although the rod has no + to hit or damage it may also be used to attack       
creature hit only by +1 weapons or better.                                      
Possible objects:                                                               
Dice roll   Item formed         Dice roll   Item formed                         
  01-04     Axe, hand              51       Jo stick                            
  05-06     Broom                 52-53     Lance, light                        
   07       Bo stick              54-57     Mace, footman's                     
  08-09     Cable, 50'             58       Needle                              
   10       Candlestick           59-61     Oar                                 
   11       Club                   62       Pick, footman's                     
  12-13     Crowbar               63-65     Poker, fireplace                    
  14-16     Dagger                66-67     Pole, 10'                           
  17-19     Dart                  68-69     Scimitar                            
  20-21     Flail, footman's      70-71     Spade                               
  22-24     Fork, dinner          72-75     Spear                               
  25-27     Fork, hay             76-78     Staff, quarter                      
  28-30     Fork, military        79-80     Sword, bastard                      
  31-32     Guisarme              81-83     Sword, broad                        
  33-36     Halberd               84-89     Sword, long                         
  37-41     Hammer                90-93     Sword, short                        
  42-46     Hoe                   94-95     Sword, 2-handed                     
  47-48     Hoof pick             96-98     Trident                             
  49-50     Javelin               99-00     Toothpick                           
XP value:    7,500                      gp value:   25,000                      
                                                                                
ROD OF MELTING:  [S2] This item is usable by a member of any character class,   
is the bane of all magical swords, particularly those with innate intelligence. 
 It destroys magical swords through heat, which an intelligent sword will       
perceive as pain.  If used to destroy a sword when not in combat, the user      
simply touches the rod to the sword and gives the command words to activate it. 
 If the sword fails a saving throw vs. disintegration (as hard metal), the      
sword grows rapidly hotter until it melts into white hot slag within a single   
round.  Anyone touching the hot slag or holding the sword as it melts takes     
4-16 hp damage (save vs. wands for half damage).                                
     In combat, the wielder of the rod must concentrate on striking the         
opponents sword, which is considered to have a base AC 0 (with bonuses for      
magical protective devices applicable, such as from a ring of protection, but   
not from bracers of defense).  Any misses against the sword will not strike the 
sword's wielder.                                                                
     If a sword is struck while in combat, it gains a +2 bonus to its saving    
throw due to the circumstances of combat.  If the save fails, however, the      
sword quickly accumulated dangerous thermal energy, and the wielder will take   
damage noted above and drop the weapon.  The sword will often spray the 5' area 
around it with sparks and lights as it melts, though this display is not        
dangerous.  A sword with speech capability will emit a death shriek that will   
deafen all within 30' of it for 1-6 turns, if the affected creatures fail to    
save vs. wands.                                                                 
     There is a 5% chance per ego point a sword possesses that it will explode  
when it fails to save against the rod of melting.  Such a blast will cause 1 hp 
damage per ego point the sword possessed to all beings within 30' of it.  If    
this occurs, the rod must save vs. disintegration (as hard metal), or it, too,  
will be destroyed by backfiring thermal energy, forcing its wielder to take     
damage and drop it as well.                                                     
     A rod of melting has at most 50 charges, and cannot be recharged. Each     
time it forces a sword to save against its melting power, whether the sword is  
destroyed or not, a charge is used for every point of ego                       
that the sword possesses (or for the total to hit bonus the sword possesses at  
its greatest effect, if it is not intelligent).  The rod will not affect        
non-magical swords or any other magical or non-magical weapons or items.  If    
used against a living creature, it may be treated as a jo stick for damage.  It 
has no effect at all against iron golems.                                       
XP value:    3,000                      gp value:   12,000                      
                                                                                
SPECTRE WAND:  [SN] This wand only operates in the hands of a necromancer (or   
death master).  It fires a jet black ray to a range of 180 feet.  A hit by the  
ray is determined as if the intended victim had been attacked by a 6 HD monster 
vs. the target's frontal armor class (assuming the target is facing the weilder 
of the wand).  If theis roll to hit is not made, there is no effect.  If the    
ray does hit, the target takes 1-8 points of damage (no saving throw), and that 
many points are drained permanently from the figure's hit-point total. The wand 
takes 1 segment to fire, and can have from 1 to 50 charged when found, and      
cannot be recharged.  The victim can only regain lost hit points in only one of 
three ways:  limited wish (2-8 points), restoration (2-12 points), wish (3-18   
points).  Once the victim gains a new level of experience, lost hit points that 
have not yet been regained are forever lost.                                    
XP value:    2,500                      gp value:   10,500                      
                                                                                
STAFF OF ADJUSTMENT:  [S5] This staff is of dark polished wood.  It will always 
be just the right size for the cleric holding it.  In the hands of a good       
cleric it heals 1d6 per round or touch which ever is latest to anyone (but the  
cleric) who touches it.  In the hands of an evil cleric it does 1d6 points of   
damage.  In the hands of a neutral (lawful, true, or chaotic) is glows bright   
green--and so does the cleric, for 1d6 hours.  It uses charges, and can be      
recharged.                                                                      
XP value:    1,500                      gp value:    8,000                      
                                                                                
STAFF OF THE COUATL:  [S9] The Staff of the Couatl is a device much appreciated 
and used by good clerics, particularly those who worship the few good aligned   
deities of the Central American mythos.  The lawful neutral clerics of          
Quetzalcouatl, however, may use staves of this sort normally.                   
     A Staff of the Couatl is about 7' long, with the top 3' of the staff       
fashioned in the shape of a winged couatl.  Such staves are usually made from   
precious materials such as ivory over a silver core, and are magically          
strengthend so they can be used in combat (as quarterstaves).  This powerful    
staff has the following abilities:                                              
     1.  It can be used to summon one couatl per month to serve the needs of    
the cleric possessing the staff.  The couatl will have randomly determined hit  
points and psionic abilities.  It will fight on behalf of the summoning cleric  
until the opponent is vanquished or escapes, or until the user of the staff     
commands the attack to cease. If the couatl is summoned to fight against        
insurmountable odds, or if the combat does not seem to be favoring the side of  
the couatl and the cleric, the couatl will wrap its tail around the cleric and  
transport both of them to a place of safety elsewhere on the Prime Material     
Plane (by traveling through the Ethereal Plane).  This destination is not under 
the control of the cleric.  In any event, the couatl will vanish back to the    
Ethereal Plane 5-8 turns after being summoned, or sooner if the cleric commands 
it.  This power may only be used by lawful good clerics or clerics who worship  
Quetzalcoatl.                                                                   
     2.  So long as the staff is carried, the cleric gains a +2 bonus to his    
saving throw vs. magical effects in general, and a +4 bonus to                  
his save vs. all poisons.  These bonuses are cumulative with those offered by   
other devices, as per a ring of protection.                                     
     3.  The staff may be used to effect the casting of certain spells:  detect 
evil and snake charm each three times per day; neutralize poison and sticks to  
snakes each once per day; and wind walk once per week.  All spell effects are   
at the 8th level of ability.                                                    
     4.  The staff is +1 to hit and damage when used in combat.                 
     A non-good, neutral-aligned cleric (lawful neutral, chaotic neutral, or    
neutral evil) who grasps the staff will not be harmed, but cannot use any of    
its powers (except for clerics of Quetzalcoatl, as noted for power #1).  An     
evil cleric who picks it up will take 2-5 points of damage each round the staff 
is held.  If a cleric of Tezcatlipoca, Quetzalcoatl's chief rival, is struck by 
or picks up this staff, all damage received is doubled, and that cleric must    
save vs. poison each round the staff is grasped or be slain.                    
XP value:    7,500                      gp value:   20,000                      
                                                                                
STAFF OF ETHEREAL ACTION:  [SO] Also known as the blink staff, this item        
appears to be a nromal wooden staff, but when a command word is spoken, it      
allows the holder to blink, as in the spell, for a cumulative period of up to 2 
turns per day.  In battle the blinking stops (and begins again) in one segment  
upon the holder's command.                                                      
     The staff is a +1 weapon, and is able to strike cretures on the ethereal   
plane (such as couatl, ghosts, phase spiders, and characters using armor or oil 
of etherealness), as well as those on the Prime Material.                       
      This staff neither has nor uses charges.                                  
XP value:    7,000                      gp value:   15,000                      
                                                                                
STAFF OF SKULLS:  [SO] This staff, usable by all c