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