As the name implies, this category is a catch-all for many sorts of magical items. Some are powerful, others weak; some are highly desirable, others are deadly to the finder. The number of miscellaneous items is great enough that duplication of items in a campaign can be kept to a minimum.
Reveal information about items with care. Initially, describe an item only in the most general of terms: wood, metal, cloth, leather, etc. Allow players to ask questions about the look, feel, and smell of an item. Likewise, do not simply blurt out the properties and powers of an item. Items must be held, or worn, or manipulated before revealing their secrets. Bards, sages, Identify spells, and so on may be the best (and easiest) determiners of magical qualities, but experimentation and experience are useful and make for good role-playing.
Items are listed alphabetically. Unless a description specifically restricts item use, or a letter representing a particular class follows a listing, items are usable by any class. Class letters are (C) clerics, (F) fighters, etc. and each listing includes appropriate sub-classes.
Most of the item descriptions below are complete in and of themselves. A few categories of magical items require some general comments, however:
Artifacts and Relics: These are not listed here. They are the DM’s province. Advice on the creation and use of artifacts and relics can be found beginning on page 89.
Books: All magical books, librams, manuals, tomes, etc. appear to be ‘”normal” works of arcane lore. Each is indistinguishable from all others by visual examination of the outer parts or by detection for magic aura.
A Wish spell can identify or classify a magical work. Other spells, notably alter reality, Commune, Contact Higher Planes, Limited Wish, and True Seeing are useless. A Wish reveals the general contents of a book, telling what classes or characteristics are most affected (not necessarily benefited) by the work. A second Wish is required to determine the book’s exact contents.
After being perused by a character, most magical works vanish forever, but one which is non-beneficial to the reader may be attached to the character, and he will be unable to rid himself of it. If the work benefits another character alignment, the possessor is Geased to conceal and guard it. As DM you should use your judgment and imagination as to exactly how these items will be treated, using the rules in this section as parameters.
Boots: All magical boots expand or shrink to fit the wearer, from halfling to giant size.
Eyes: Mixing eye types is certain to cause immediate insanity for 2d4 turns. Once this time has passed the character can (and should) remove one of the magical lenses!
Ropes: Any magical rope which is broken or severed immediately loses its special properties.
Note that though the miscellaneous magical items are broken into categories on the tables for the purpose of random selection, all items are alphabetized together in the following descriptions.
Alchemy Jug: This magical device can pour forth various liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only one kind of liquid on any given day, seven pourings maximum. The liquids pourable and quantity per pouring are:
Salt water Fresh water Beer Vinegar Wine Ammonia Oil Aqua regia Alcohol Chlorine Cyanide |
16 gallons 8 gallons 4 gallons 2 gallons 1 gallon 1 quart 1 pint 2 gills (8 oz.) 1 gill (4 oz.) 8 drams (1 oz.) 4 drams (½ oz.) |
The jug will pour forth two gallons per round, so it will require eight rounds to complete a pouring of salt water.
Amulet of Inescapable Location: This device is typically worn on a chain or as a brooch. It appears to be an amulet that prevents location, scrying (crystal ball viewing and the like), or detection or influence by ESP or telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes. Normal item identification attempts, including Detect Magic, will not reveal its true nature.
Amulet of Life Protection: This pendant or brooch device serves as protection for the psyche. The wearer is protected from the Magic Jar spell or any similar mental attack that would usurp control of the wearer’s body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated.
Amulet of the Planes: This device enables the individual possessing it to transport himself instantly to or from any one of the closest levels of the Outer Planes. This travel is absolutely safe, if not absolutely sure, but until the individual learns the device, transport will be random. Roll 1d6. On a 4-6, add 12 to the result of a 1d12 roll (for a result between 1 and 24). On a 1-3 = do not add 12 to a 1d12 roll. Figure the total and consult the following table to determine where the holder of the amulet ends up:
1-2 3 4 5 6-7 8 9 10 11-12 13 14 15 16-17 18 19 20 21-24 |
Seven Heavens Twin Paradises Elysium Happy Hunting Grounds Olympus Gladsheim Limbo Pandemonium Abyss Tarterus. Hades Gehenna Nine Hells Acheron Nirvana Arcadia Prime Material plane* |
* As an alternative, you can substitute the following for totals between 22 and 24: | |
22 23 24 |
Ethereal plane Astral plane Prime, but alternate Earth |
Amulet of Proof Against Detection and Location: This device protects the wearer against all divination and magical location and detection. The wearer cannot be detected through Clairaudience, Clairvoyance, ESP, telepathy, crystal balls, or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him unless a powerful being is consulted.
Amulet Versus Undead: This prized charm is a specially blessed symbol that enables the wearer to tum undead like a cleric. The amulet appears ordinary, but glows brightly when presented strongly (i.e., as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined by the power of the amulet – the strength of each amulet varies, and when one is discovered, its type is ascertained by rolling on the following table:
Dice Score | Effective Clerical Level of Amulet |
01-30 31-55 56-75 76-90 91-00 |
5th 6th 7th 8th 9th |
The amulet must be worn at all times to remain effective. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 XP value per effective cleric level.
Apparatus of Kwalish: When found, this item appears to be a large, sealed iron barrel, but it has a secret catch that opens a hatch in one end. Inside are 10 levers:
1 | Extend/retract legs and tail |
2 | Uncover/cover forward porthole |
3 | Uncover/cover side portholes |
4 | Extend/retract pincers and feelers |
5 | Snap pincers |
6 | Forward/left or right |
7 | Backward/left or right |
8 | Open “eyes” with continual light inside/close “eyes” |
9 | Raise (levitate)/sink |
10 | Open/close hatch |
The apparatus moves forward at a speed of three, backward at six. Two pincers extend forward four feet and snap for 2d6 points of damage each if they hit a creature – 25% chance, no reduction for armor, but Dexterity reduction applies. The device can operate in water up to 900 feet deep. It can hold two man-sized characters and enough air to operate for 1d4 +1 hours at maximum capacity. The apparatus is AC 0 and requires 100 points of damage to cause a leak, 200 to stave in a side. When the device is operating it looks something like a giant lobster.
Bag of Beans: This bag, constructed of heavy cloth, is about two feet wide and four feet long (the size of any other large bag or sack). A character who opens it will find several large, pebble-like objects inside. If dumped out of the bag, these objects explode for 5d4 points of damage each. All creatures within a 10 foot radius must successfully save vs. spell or suffer full damage. To be removed safely, the beans in the bag must be taken out by hand – telekinesis won’t prevent them from exploding, nor will working them out with tools. If placed in dirt and watered, each pebble-like bean will “sprout” a creature or object. Bags of beans generally hold 3d4 beans, only 1 or 2 of which will be beneficial, the others sprouting monsters or useless things. For example:
Bean #1 | Three shriekers spring up and begin wailing |
Bean #2 | An ice storm strikes the area |
Bean #3 | A poisonous raspberry bush with animated runners shoots up, but each of its 5d4 berries is a gem of 100 or 500 gp base value (or perhaps just worthless glass) |
Bean #4 | A hole opens in the ground; a purple worm or a djinni ring can be below |
Bean #5 | Smoke and gas cover an area of 50 foot radius for five turns; creatures in the smoke cloud can’t see and will be blinded for 1d6 rounds when they step out of the cloud. |
Bean #6 | A wyvem grows instantly and attacks; its sting is a javelin of piercing |
Bean #7 | Poison gas seeps out slowly, forming a cloud of 20 foot radius that persists for one turn; while it lasts it might turn some dirt at its center to magical dust (appearance, vanishing, sneezing and choking) |
Thought, imagination, and judgment on the part of the DM are required with this item.
Bag of Devouring: This bag appears to be an ordinary sack – possibly appearing to be empty, possibly holding beans. The sack is, however, the lure used by an extra-dimensional creature – this is one of its feeding orifices.
Any substance of animal or vegetable nature is subject to “swallowing” if it is thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusions, but any time it senses living human flesh within, it is 60% likely to close and attempt to draw the whole victim in – base 75% chance for success less Strength bonus for “damage,” each +1 = -5% on base chance. Thus, an 18 Strength character(with +2 damage) ls only 65% likely to be drawn into the bag, while a 5 Strength character (with -1 damage) is 80% likely to be drawn in.
The bag radiates magic. It can hold up to 30 cubic feet of matter. It will act as a bag of holding (normal capacity), but each tum it has a 5% cumulative chance of “swallowing” the contents and then “spitting the stuff out” in some non-space. Creatures drawn within are consumed in one round, eaten, and gone forever.
Bag of Holding: As with other magical bags, this one appears to be a common cloth sack of about 2′ x 4′ size. The bag of holding opens into a non-dimensional space, and its inside is larger than its outside dimensions. Regardless of what is put into this item, the bag always weighs a fixed amount. This weight, the bag’s weight limit in contents, and its volume limit are determined by making a percentile roll and consulting the table below:
D100 | Weight |
Weight Limit | Volume Limit |
01-30 | 15 lbs. | 250 lbs. | 30 cu. ft. |
31-70 | 15 lbs. | 500 lbs. | 70 cu. ft. |
71-90 | 35 lbs. | 1,000 lbs. | 150 cu. ft. |
91-00 | 60 lbs. | 1,500 lbs. | 250 cu. ft. |
If overloaded, or if sharp objects pierce it (from inside or outside), the bag will rupture and be ruined. The contents will be lost forever in the vortices of nilspace.
Bag of Transmuting: This magical sack appears to be a bag of holding of one of the four sizes described above. It will perform properly for 1d4 +1 uses (or more if the usages are made within a few day’s time). At some point, however, the magical field will waver, and metals and gems stored in the bag will be turned into common metals and stones of no worth.
When emptied, the bag pours forth these transmuted metals and minerals. Any magical items (other than artifacts and relics) placed in the bag will become ordinary lead, glass, or wood as appropriate (no saving throw) once the transmuting effects have begun.
BAG OF TRANSMUTING | ||||||
D100 Roll | CP | SP | EP | GP | PP | Gems* |
01-50 | – | 26 | 26 | 26 | – | – |
51-90 | 26 | – | 26 | – | 26 | – |
91-00 | 26 | – | 26 | – | – | 26 |
* Base 10 gp gems that can increase to a maximum of 100 gp only.
Bag of Tricks: A bag of tricks appears to be a typical sack, and visual or other examination will show it to be empty when first discovered. However, anyone who reaches inside will feel a small, fuzzy object. If this object is taken from the bag and tossed one foot to 20 feet away; it will turn into one of the animals on the following table. These animals will obey and fight for the individual who brought them into being. The kind of animal inside a bag of tricks varies each time an animal is drawn from the bag.
There are three types of bags of tricks, each capable of producing different kinds of animals. To determine which kind of bag has been discovered, roll 1d10. On a 1-5, a type A bag has been found; on a 6-8, a type B; and on a 9 or 10, a type C. Thereafter, the wielder rolls a 1d8 on the appropriate table to determine the specific animal found:
Only one creature can be drawn forth at a time. It alone exists until it is slain, until one turn has elapsed, or until it is ordered back into the bag of tricks. At that point, the creature vanishes. Only then can another animal be brought forth. Up to 10 creatures can be drawn from the bag each week.
BAG OF TRICKS ANIMALS (D10) | |||||
A (1-5) | |||||
D8 Roll | Animal | AC | Hit Dice | Hit Points | Damage per Attack |
1 | Weasel | 6 | ½ | 2 | 1 |
2 | Skunk | 9 | ½ | 2 | Musk |
3 | Badger | 4 | 1 + 2 | 7 | 1-2/1-2/1-3 |
4 | Wolf | 7 | 2 + 2 | 12 | 2-5 |
5 | Lynx, giant | 6 | 2 + 2 | 12 | 1-3/1-3/1-2/1-2/1-4 |
6 | Wolverine | 5 | 3 | 15 | 1-4/1-4/2-5 + musk |
7 | Boar | 7 | 3 + 3 | 18 | 3-12 |
8 | Stag, giant | 7 | 5 | 25 | 4-16 or 1-4/1-4 |
B (6-8) | |||||
D8 Roll | Animal | AC | Hit Dice | Hit Points | Damage per Attack |
1 | Rat | 7 | ½ | 2 | 1 |
2 | Owl | 7 | ½ | 3 | 1-3/1-3 |
3 | Dog | 7 | 1 + 1 | 6 | 1-4 |
4 | Goat | 7 | 1 + 1 | 8 | 1-6 |
5 | Ram | 6 | 2 | 10 | 2-5 |
6 | Bull | 7 | 4 | 20 | 1-6/1-6 |
7 | Bear | 6 | 5 + 5 | 30 | 1-6/1-6/1-8/2-12 |
8 | Lion | 5/6 | 5 + 2 | 28 | 1-4/1-4/1-10/2-7/2-7 |
C (9-0) | |||||
D8 Roll | Animal | AC | Hit Dice | Hit Points | Damage per Attack |
1 | Jackel | 7 | ½ | 2 | 1-2 |
2 | Eagle | 7 | 1 | 5 | 1-2/1-2/1 |
3 | Baboon | 7 | 1 + 1 | 6 | 1-4 |
4 | Ostrich | 7 | 3 | 15 | 1-4 or 2-8 |
5 | Leopard | 6 | 3 + 2 | 17 | 1-3/1-3/1-6/1-4/1-4 |
6 | Jaguar | 6 | 4 + 2 | 21 | 1-3/1-3/1-8/2-5/2-5 |
7 | Buffalo | 7 | 5 | 25 | 1-8/1-8 |
8 | Tiger | 6 | 5 + 5 | 30 | 2-5/2-5/1-10/2-8/2-8 |
Beads of Force: These small, black spheres might be mistaken for common beads, marbles, or unusually black but lusterless pearls. From 5-8 of these beads are usually found at one time. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce. One can be hurled up to 30 yards.
Upon impact, the bead sends forth a burst of force that inflicts 5d4 points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage.
The sphere will form around any and all such creatures in the 10-foot-radius area, even those of large size, and will persist for 3d4 rounds. Victims will be unable to escape except by the same means used to bring down a Wall of Force spell.
Beaker of Plentiful Potions: This container resembles a jug or flask. It is a magical beaker with alchemical properties allowing it to create 1d4 +1 doses of 1d4 +1 potions. (The kinds of potions are determined by random selection. See Table 89, page 136.) Different potion sorts are layered in the container, and each pouring takes one round and results in one dose of one potion type.
Roll 1d4 +1, to find the number of potions the beaker contains. Roll again to determine which potions the beaker contains – delusion and poison are possible. Record each potion in order of occurrence – the potions are layered and are poured in order. Duplication is possible.
If the container holds only two potions, it will dispense them one each per day, three times per week; if three are contained, it will dispense them one each per day, two times per week; and if four or five are contained it will produce each just one time per week. Once opened, the beaker gradually loses the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month, determined randomly.
Boat, Folding: A folding boat will always be discovered as a small wooden “box” – about one foot long, one-half foot wide, and one-half foot deep. It will, of course, radiate magic if subjected to magical detection. The “box” can be used to store items like any other box. If a command word is given, however, the box will unfold itself to form a boat of 10′ length, four feet width and two feet depth. A second (different) command word will cause it to unfold to a 24-foot long, 8-foot wide, and 6-foot deep ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and lateen sail. In its larger form, the boat is decked, has single rowing seats, five sets of oars, a steering oar, anchor, a deck cabin, a mast, and square sail. The first can hold three or four people comfortably, the second will carry fifteen with ease.
A third word of command causes the boat to fold itself into a box once again. The words of command may be inscribed visibly or invisibly on the box, or they may be written elsewhere – perhaps on an item within the box. The words might have been lost, making the boat useless (except as a small box) until the finder discovers the words himself (via Legend Lore, consulting a sage, physical search of a dungeon, etc.).
Boccob’s Blessed Book: This well-made tome is always of small size. One will typically be no more than 12 inches tall, 6 inches wide, and 1 inch thick – some are a mere 6 inches in height. All such books are durable, waterproof, iron- and silver-bound, and locked. Copies of Boccob’s blessed book gain a +3 bonus on their saving throws (as “leather or book”).
The pages of such a book accept magic spells scribed upon them, and any book can contain up to 45 spells of any level. The book is thus highly prized by wizards of all sorts as a traveling spell book. It is unlikely that such a libram will ever be discovered (randomly) with spells already inscribed – inscribed or partially inscribed works of this nature are kept carefully by their owners.
Book of Exalted Deeds: This holy book is sacred to clerics of good alignment. Study of the work will require one week, but upon completion the good cleric will gain one point of Wisdom and experience points sufficient to place him halfway into the next level of experience. Clerics neither good nor evil lose 20,000-80,000 experience points for perusing the work (a negative xp total is possible, requiring restoration but not lowering level below 1st). Evil clerics lose one full experience level, dropping to the lowest number of experience points possible to hold the level; furthermore, they have to atone by magical means or by offering up 50% of everything they gain for 1d4 +1 adventures.
Fighters who handle or read the book are unaffected, though a paladin will sense that it is good. Mages who read it lose one point of Intelligence unless they save versus spell. If they fail to save, they lose 2,000-20,000 experience points. A thief who handles or reads the work sustains 5d6 points of damage and must successfully save vs. spell or lose one point of Dexterity. A thief also has a 10%-60% chance of giving up his profession to become a good cleric if Wisdom is 15 or higher. Bards are treated as neutral priests.
Except as indicated above, the writing in a book of exalted deeds can’t be distinguished from any other magical book, libram, tome, etc. It must be perused. (This applies also to all other works of magical writing detailed below.) Once perused, the book vanishes, never to be seen again, nor can the same character ever benefit from perusing a similar tome a second time.
Book of Infinite Spells: This magical work bestows upon any character of any class the ability to use the spells within its pages. However, upon first reading the work, any character not already able to use spells suffers 5d4 points of damage and is stunned for 5d4 turns. Thereafter, he can examine the writing without further harm. The book of Infinite spells contains 1d8 +22 pages. The nature of each page is determined by random die roll. Make a percentile roll and consult the following table:
D100 Roll |
Page Contents |
01-30 31-60 61-00 |
Blank page Priest spell Wizard spell |
If a spell is written on a page, determine the spell level by rolling 1d10 for a priest spell and 1d12 for a wizard spell. If the result is 8-10 (for priest) or 10-12 (for wizard) make a second die roll – 1d6 for priests, 1d8 for wizard spells. Once the spell level is known, the DM can select particular spells or determine them randomly. Record page contents secretly, and do not reveal this information to the holder of the book.
Once a page is turned it can never be flipped back – paging through a book of infinite spells is a one-way trip. When the last page is turned, the book vanishes. The owner of the book can cast the spell to which the book is opened, once per day only. (If the spell is one that the character would normally be able to cast by reason of class and level, however, the spell can be cast up to four times per day due to the book’s magical powers.)
The owner of the book need not have the book on his person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.
Each time a spell is cast there is a chance that the energy connected with its use will cause the page to magically turn (despite all precautions). The owner will know this and possibly even benefit from the turning by gaining access to a new spell. The chance of a page turning is as follows:
Spellcaster employing spells usable by own class and/or level | 10% |
Spellcaster using spell foreign to own class and/or level | 20% |
Non-spellcaster using priest spell | 25% |
Non-spellcaster using wizard spell | 30% |
Treat each spell use as if a scroll were being employed, including time of casting, spell failure, etc.
Book of Vile Darkness: This is a work of ineffable evil – meat and drink to priests of that alignment. To fully consume the contents requires one week of study, but once this has been accomplished, the evil priest gains one point of Wisdom and enough experience points to place him halfway into the next level of experience.
Priests neither good nor evil who read the book either lose 30,000-120,000 experience points or become evil without benefit from the book; there is a 50% chance for either. Good priests perusing the pages of the unspeakable book of vile darkness will have to successfully save vs. poison or die; and if they do not die they must successfully save vs. spell or become permanently insane. In the latter event, even if the save is successful, the priest loses 250,000 experience points, less 10,000 for each point of Wisdom he has.
Other characters of good alignment suffer 5d6 points of damage from handling the tome, and if they look inside, there is an 80% chance a night hag will attack the character that night. Non-evil neutral characters suffer 5d4 points of damage from handling the book, and reading its pages causes them to succeed on a save vs. poison or become evil, immediately seeking out an evil priest to confirm their new alignment (see Book of Exalted Deeds for other details).
Boots of Dancing: These magical boots expand or contract to fit any foot size, from halfling to giant (just as other magical boots do). They radiate a dim magic if detection is used. They are indistinguishable from other magical boots, and until actual melee combat is engaged in they function like one of the other types of useful boots below – DM’s choice.
When the wearer is in (or fleeing from) melee combat, the boots of dancing impede movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave as if Otto’s Irresistible Dance spell had been cast upon him ( -4 penalty to Armor Class rating, saving throws with a -6, and no attacks possible). Only a Remove Curse spell will enable the boots to be removed once their true nature is revealed.
Boots of Elvenkind: These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise – 95% chance of silence in the worst of conditions, 100% in the best.
Boots of Levitation: As with other magical boots, these soft boots expand or contract to fit giant to halfling-sized feet. Boots of levitation enable the wearer to ascend or descend vertically, at will. The speed of ascent/descent is 20 feet per round, with no limitation on duration.
The amount of weight the boots can levitate is randomly determined in 14-pound increments by rolling 1d20 and adding the result to a base of 280 pounds (i.e., a given pair of boots can levitate from 294 to 560 pounds of weight). Thus, an ogre could wear such boots, but its weight would be too great to levitate. (See the 2nd-level wizard spell, Levitate.)
Boots of the North: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at normal rate of movement, leaving no tracks. The boots also enable the wearer to travel at half normal movement rate across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Boots of the north warm the wearer, so that even in a temperature as low as -50 degrees F., he is comfortable with only scant clothing – a loin cloth and cloak, for instance. If the wearer of the boots is fully dressed in cold-weather clothing, he can withstand temperatures as low as -100 degrees F.
Boots of Speed: These boots enable the wearer to run at the speed of a fast horse – 24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.
For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.
Boots of Striding and Springing: The wearer of these magical boots has a base movement rate of 12, regardless of size or weight. This speed can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours – they need that long to “recharge.”
In addition to the striding ability, these boots allow the wearer to make great leaps. While “normal” paces for the individual wearing this type of footgear are three feet long, the boots also enable forward jumps of up to 30 feet, backward leaps of 9 feet, and vertical springs of 15 feet.
If circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he has the initiative during a melee round. However, such activity involves a degree of danger – there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round. Adjust the 20% chance downward by 3% for each point of Dexterity the wearer has above 12 (i.e., 17% at 13 Dexterity; 14% at 14, 11% at 15, 8% at 16, 5% at 17, and only 2% at 18 Dexterity). In any event, the boots better Armor Class by 1 due to the quickness of movement they allow, so Armor Class 2 becomes 1, Armor Class 1 becomes 0, etc.
Boots of Varied Tracks: The wearer of these ordinary-looking boots is able, on command, to alter the tracks he leaves. The footprints of the wearer can be made as small as those of a halfling or as large as those of an ogre, bare or shod as desired. In addition, each pair of these boots has four additional track-making capabilities. Roll 1d6 four times to determine the subtable used, followed by 1d8 four times:
TRACK TYPES (D6) | |
Subtable A (1-3) | |
D8 Roll | Track Print Left |
1 | Basilisk |
2 | Bear |
3 | Boar |
4 | Bull |
5 | Camel |
6 | Dog |
7 | Giant, hill |
8 | Goat |
Subtable B (4-6) | |
D8 Roll | Track Print Left |
1 | Horse |
2 | Lion (or giant lynx) |
3 | Mule |
4 | Rabbit |
5 | Stag |
6 | Tiger (or leopard) |
7 | Wolf |
8 | Wyvern |
Boots, Winged: These boots appear to be ordinary footgear. If magic is detected for, they radiate a faint aura of both enchantment and alteration. When they are on the possessor’s feet and he or she concentrates on the desire to fly, the boots sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration.
The wearer can use the boots for up to two hours per day, all at once or in several shorter flights. If the wearer tries to use them for a longer duration, the power of the boots fades rapidly, but it doesn’t abruptly disappear – the wearer slowly descends to the ground.
For every twelve hours of uninterrupted non-use, the boots regain one hour of flying power. No amount of non-use allows the boots to be used for more than two hours at a time, however.
Some winged boots are better than others. To determine the quality of a given pair, roll 1d4 and consult the table below:
D4 Roll | Flying Speed |
Maneuverability Class |
1 | 15 | A |
2 | 18 | B |
3 | 21 | C |
4 | 24 | D |
Bowl Commanding Water Elementals: This large container is usually fashioned from blue or green semi-precious stone (malachite or lapis lazuli, for example, or sometimes jade). It is about one foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh or salt water, and certain words are spoken, a water elemental of 12 Hit Dice will appear. The summoning words require one round to speak.
Note that if salt water is used, the elemental will be stronger (+2 per Hit Die, maximum 8 hp per die, however). Information about water elementals can be found in the Monstrous Compendium. (See also bowl of watery death below.)
Bowl of Watery Death: This device looks exactly like a bowl commanding water elementals, right down to the color, design, magical radiation, etc. However, when it is filled with water, the wizard must successfully save vs. spell or be shrunk to the size of a small ant and plunged into the center of the bowl. If salt water is poured into the bowl, the saving throw suffers a -2 penalty.
The victim will drown in 1d6 +2 rounds, unless magic is used to save him, for he cannot be physically removed from the bowl of watery death except by magical means: animal growth, enlarge, or wish are the only spells that will free the victim and restore normal size; a potion of growth poured into the water will have the same effect; a sweet water potion will grant the victim another saving throw (i.e., a chance that the curse magic of the bowl works only briefly). If the victim drowns, death is permanent, no resurrection is possible, and even a wish will not work.
Bracers of Archery: These magical wrist bands are indistinguishable from normal, non-magical protective wear. When worn by a character type or creature able to employ a bow, they enable the wearer to excel at archery.
The bracers empower such a wearer to use any bow (not including crossbows) as if he were proficient in its usage, if such is not already the case. If the wearer of the bracers has proficiency with any type of bow, he gains a +2 bonus to attack rolls and a +1 bonus to damage inflicted whenever that type of bow is used. These bonuses are cumulative with any others, including those already bestowed by a magical bow or magical arrows, except for a bonus due to weapon specialization.
Bracers of Brachiation: These wrist bands appear to be of the ordinary sort, but they enable the wearer to move by swinging from one tree limb, vine, etc., to another to get from place to place. The power can be employed only in locales where these sorts of hand-holds can be found. Movement is at a rate of 3, 6, or 9 – the more jungle-like the conditions, the greater the movement rate.
The wearer is also able to climb trees, vines, poles, ropes, etc., at a rate of 6, and can swing on a rope, vine, or other dangling, flexible object as if he were an ape.
The wearer can also jump as if wearing boots of striding and springing, but the jump must culminate in the grasping of a rope or vine, movement through the upper portion of trees, the climbing of a tree or pole, or some other activity associated with brachiation.
Bracers of Defense: These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection. The Armor Class the bracers of defense bestow is determined by making a percentile roll and consulting the table below:
D100 Roll | Armor Class |
01-05 | 8 |
06-15 | 7 |
16-35 | 6 |
36-50 | 5 |
51-70 | 4 |
71-85 | 3 |
86-00 | 2 |
Bracers of Defenselessness: These appear to be bracers of defense, and will actually serve as such until the wearer is attacked in anger by a dangerous enemy. At that moment, the bracers worsen Armor Class to 10 and negate any and all other magical protections and Dexterity bonuses. Bracers of defenselessness can be removed only by means of a Remove Curse spell.
Brazier Commanding Fire Elementals: This device appears to be a normal container for holding burning coals unless magic is detected for. It enables a mage to summon an elemental of 12-Hit-Dice strength from the elemental plane of Fire. A fire must be lit in the brazier – one round is required to do so. If sulphur is added, the elemental will gain +1 on each Hit Die (i.e., 2-9 hit points per Hit Die). The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monstrous Compendium for other details.)
Brazier of Sleep Smoke: This device is exactly like the brazier commanding fire elementals. However, when a fire is started within it, the burning causes great clouds of magical smoke to pour forth in a cloud of one-foot radius from the brazier. All creatures within the cloud must successfully save vs. spell or fall into a deep sleep.
At the same moment, a fire elemental of 12 Hit Dice appears and attacks the nearest creature. Sleeping creatures can be awakened only by means of a Dispel Magic or Remove Curse spell.
Brooch of Shielding: This appears to be a piece of silver or gold jewelry (10% chance that there are jewels set in it). It is used to fasten a cloak or cape. In addition to this mundane task, it can be used to absorb Magic Missiles of the sort generated by spell, wand, or other magical device. A brooch can absorb up to 101 hit points of magic missile damage before it melts and becomes useless. Its use can be determined only by means of a Detect Magic spell and then experimentation.
Broom of Animated Attack: This is indistinguishable from a normal broom, except by means of detection of its magic. It is identical to a broom of flying by all tests short of attempted use. Using it reveals that a broom of animated attack is a very nasty item:
If a command word (“fly,” “soar,” etc.) is spoken, the broom will do a loop-the-loop with its hopeful rider, dumping him off on his head from 1d4 +5 feet off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the handle end.
The broom gets two attacks per round with each end (two swats with the straw, two with the handle). It attacks as if it were a 4-Hit-Die monster. The straw end causes blindness for one round if it hits. The other end causes 1d3 points of damage when it hits. The broom is Armor Class 7 and takes 18 hit points to destroy.
Broom of Flying: This magical broom is able to fly through the air at up to 30 base movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1. The device can climb or dive at an angle of 30 degrees. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It will come up to within 300 yards to its owner when he speaks the command word.
Bucknard’s Everfull Purse: This item appears to be a leather pouch or small bag, but this magical poke is most useful to its owner: Each morning it duplicates certain coins – and possibly gems as well. When found, the purse will be full of coins. If totally emptied, and left so for more than a few minutes, the magic of the purse is lost, but if one of any coin is placed within the bag, the next morning many coins will be found inside. The types of coins found is determined by consulting the table below. Once the type of bag is determined by roll, its abilities will not change. Roll percentile dice to determine which type of bag has been found:
Type I: Type II: Type III: |
26 sp, 26 ep, 26 gp 26 cp, 26 ep, 26 pp 26 cp, 26 ep, 26 gems* |
*Base 10 gp gems which may increase to a maximum of 100gp only.
Candle of Invocation: These specially blessed tapers are dedicated to the pantheon of gods of one of the nine alignments. The typical candle is not remarkable, but if a detection is cast, it will radiate magic. It also radiates good or evil, if appropriate.
Simply burning the candle generates a favorable aura for the individual so doing – if the candle’s alignment matches that of the character’s. If burned by a priest of the same alignment, the candle temporarily increases the priest’s level of experience by 2, enabling him to cast additional spells. He can even cast spells normally unavailable to him, as if he were of the higher level, but only so long as the candle continues to burn. Any burning allows the casting of a Gate spell, the respondent being of the alignment of the candle, but the taper is immediately consumed in the process.
Otherwise, each candle burns for four hours. It is possible to extinguish the candle as one would any other. However, it can be placed in a lantern or otherwise sheltered to protect it from drafts and other things which could put it out. This doesn’t affect its magical properties.
Carpet of Flying: The size, carrying capacity, and speed of a carpet are determined by rolling percentile dice and consulting the table below. Each carpet has its own command word (if you use the optional command word rules) to activate it – if the device is within voice range, the command word will activate it. The carpet is then controlled by spoken directions.
These rugs are of oriental make and design. Each is beautiful and durable. Note, however, that tears or other rents cannot be repaired without special weaving techniques generally known only in distant, exotic lands.
D100 Roll | Size | Capacity | Speed |
01-20 21-55 56-80 81-00 |
3′ x 5′ 4′ x 6′ 5′ x 7′ 6′ x 9′ |
1 person 2 people 3 people 4 people |
42 36 30 24 |
Censer, Controlling Air Elementals: This 6″ wide, 1′ high perforated golden vessel resembles thuribles found in places of worship. If filled with incense and lit, a command word need only be spoken to summon forth a 12 Hit Dice air elemental on the following round. If incense of meditation is burned within the censer, the air elemental will have a +3 bonus to each of its Hit Dice, and it will obey the commands of its summoner. If the censer is extinguished, the elemental will remain and tum on the summoner (see Elemental in the Monstrous Compendium).
Censer of Summoning Hostile Air Elementals: This thurible is indistinguishable from other magical and ordinary censers. It is cursed, so that any incense burned within it causes 1d4 enraged air elementals to appear, one per round. These attack any and all creatures within sight. The censer cannot be extinguished, and will bum until either the summoner or the elementals have been killed.
Chime of Interruption: This magical instrument can be struck once per turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw vs. breath weapon. After its effects fade, the chime must be rested for at least seven rounds. If it is struck again before this tune elapses, no sound issues forth, and a full turn must elapse from that point in time before it can again be sounded.
Chime of Opening: A chime of opening is a hollow mithral tube about 1′ long. When it is struck, It sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, etc. The chime of opening also destroys the magic of a Hold Portal spell or even a wizard lock cast by a wizard of less than 15th level.
The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in one round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If a chest is chained, padlocked, locked, and wizard locked, it will take four soundings of the chime of opening to get it open. A Silence spell negates the power of the device. The chime has 1d6 x 10 +20 charges before it cracks and becomes useless.
Chime of Hunger: This device looks exactly like a chime of opening. In fact, it will operate as a chime of opening for several uses before its curse is put into operation.
When the curse takes effect, at the DM’s discretion, striking the chime causes all creatures within 60′ to be immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the chime of hunger sounded and attack any creatures there in order to kill and eat them.
All creatures must eat for at least one round. After that, they are entitled to a saving throw vs. spell on each successive round until they succeed. At that point, hunger is satisfied.
Cloak of Arachnida: This black garment gives the wearer the ability to climb as if a Spider Climb spell had been placed upon him. When magic is detected for, the cloak radiates a strong aura of alteration magic.
In addition to the wall-climbing ability, the cloak grants the wearer immunity to entrapment by webs of any sort – the wearer can actually move in webs at a rate equal to that of the spider that created the web, or at a base movement rate of 6 in other cases.
Once per day the wearer of this cloak can cast a double-sized Web. This operates like the 2nd-level wizard spell.
Finally, the wearer is less subject to the poison of arachnids. He gains a +2 bonus to all saving throws vs. such poison.
Cloak of the Bat: Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual. It radiates both enchantment and alteration in equal proportions. The cloak bestows a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is also able to hang upside down from the ceiling, like a bat, and to maintain this same chance of invisibility.
By holding the edges of the garment, the wearer is able to fly at a speed of 15 (Maneuver Class: B). If he desires, the wearer can actually transform himself into an ordinary bat – all possessions worn or carried will be part of the transformation – and fly accordingly. Flying, either with the cloak or as an ordinary bat, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight of any duration, the cloak will not bestow any flying power for a like period of time.
The cloak also provides a +2 bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.
Cloak of Displacement: This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light waves causes the wearer to appear to be 1′ to 2′ from his actual position. Any missile or melee attack aimed at the wearer automatically misses the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.
After the first attack, the cloak affords a +2 bonus to protection (i.e., two classes better on Armor Class), as well as a +2 bonus to saving throws versus attacks directed at the wearer (such as spells, gaze weapon attacks, spitting and breath attacks, etc., which are aimed at the wearer of the cloak of displacement).
Note that 75% of all cloaks of displacement are sized for humans or elves (persons 5′ to 6′ tall), and 25% are sized for persons of about 4′ height (dwarves, gnomes, halflings).
Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible – the cloak has chameleon-like powers.
Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is:
Outdoors, natural surroundings | |
heavy growth light growth open fields rocky terrain |
100% 99% 95% 98% |
Outdoors, other | |
buildings brightly lit room |
90% 50% |
Underground | |
torch/lantern light infravision light/continual light |
95% 90% 50% |
Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4′ or so in height).
Cloak of the Manta Ray: This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray – there is only a 10% chance that someone seeing the wearer will know he isn’t a manta ray.
The wearer can breathe underwater and has a movement rate of 18, like a manta ray (see the Monstrous Compendium). The wearer also has an Armor Class of at least six, that of a manta ray. Other magical protections or magical armor can improve that armor value.
Although the cloak does not enable the wearer to bite opponents as a manta ray does, the garment has a tail spine which can be used to strike at opponents behind him. The spine inflicts 1d6 points of damage, and there is no chance of stunning. This attack can be used in addition to other sorts, for the wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Cloak of Poisonousness: This particular cloak is usually made of a wool-like material, although it can be made of leather. It radiates magic. The cloak can be handled without harm, but as soon as it is actually donned, the wearer is stricken stone dead.
A cloak of poisonousness can be removed only with a Remove Curse spell – this destroys the magical properties of the cloak. If a neutralize poison spell is then used, it may be possible to revive the victim with a Raise Dead or Resurrection spell, but there is a -10% chance of success because of the poison.
Cloak of Protection: The various forms of this marvelous device all appear to be normal garments made of cloth or leather. However, each plus of a cloak of protection betters Armor Class by one and adds one to saving throw die rolls. Thus, a cloak +1 would lower Armor Class 10 (no armor) to Armor Class 9, and give a +1 bonus to saving throw rolls. To determine how powerful a given cloak is, roll percentile dice and consult the table below:
D100 Roll | Power |
01-35 | cloak +1 |
36-65 | cloak +2 |
66-85 | cloak +3 |
86-95 | cloak +4 |
96-00 | cloak +5 |
This device can be combined with other items or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor not made of leather, or with a shield of any sort.
Crystal Ball: This is the most common form of scrying device: a crystal sphere about 6″ in diameter. A wizard can use the device to see over virtually any distance or into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. Knowledge, rather than distance, is the key to how successful location will be:
Subject is | Chance of Locating* |
Personally well known | 100% |
Personally known slightly | 85% |
Pictured | 50% |
Part of in possession | 50% |
Garment in possession | 25% |
Well informed of | 25% |
Slightly informed of | 20% |
On another plane | -25% |
* Unless masked by magic.
The chance of locating also dictates how long and how frequently a wizard will be able to view the subject:
Chances of Locating* |
Viewing Period |
Frequency |
100% or more | 1 hour | 3 times/day |
99% to 90% | 30 minutes | 3 times/day |
89% to 75% | 30 minutes | 2 times/day |
74% to 50% | 30 minutes | 1 time/day |
49% to 25% | 15 minutes | 1 time/day |
24% or less | 10 minutes | 1 time/day |
* Unless masked by magic.
Viewing beyond the periods or frequencies noted will force the wizard to roll a saving throw vs. spell each round. A failed saving throw permanently lowers the character’s Intelligence by one point and drives him insane until healed.
Certain spells cast upon the user of the crystal ball can improve his chances of using the device successfully. These are Comprehend Languages, Read Magic, Infravision, and Tongues. Two spells – Detect Magic and Detect Evil/Good – can be cast through a crystal ball. The chance of success is 5% per level of experience of the wizard.
Certain crystal balls have additional powers. These spell functions operate at 10th-level. To determine whether a crystal ball has extra powers, roll percentile dice and consult the table below:
D100 Roll | Additional Power |
01-50 51-75 76-90 91-00 |
crystal ball crystal ball with clairaudience crystal ball with ESP crystal ball with telepathy* |
* Communication only.
Only creatures with Intelligence of 12 or better have a chance of noticing that they are the subjects of scrying. The base chance is determined by class.
Fighter Paladin Ranger Bard Thief Spell-User |
2% 6% 4% 3% 6% 8% |
For each point of Intelligence above 12 the creature has an additional arithmetically ascending cumulative chance beginning at 1% (i.e., 1% at Intelligence 13, 3% at 14, 6% at 15, 10% at 16, 15% at 17, 21% at 18 lntelligence, and so on). These creatures also have a cumulative chance of 1% per level of experience or Hit Dice of detecting scrying. Treat monsters as the group as which they make saving throws. Check each round of scrying, and if the percentage or less is rolled, the subject becomes aware of being watched.
A Dispel Magic will cause a crystal ball to cease functioning for one day. The various protections against crystal ball viewing will simply leave the device hazy and nonfunctioning.
You may allow other scrying devices for clerics and druids – water basins and mirrors are suggested. Have them function as normal crystal balls.
Crystal Hypnosis Ball: This cursed item is indistinguishable from a normal crystal ball, and it radiates magic, but not evil, if detected for. Any wizard attempting to use it will become hypnotized, and a telepathic suggestion will be implanted in his mind.
The user of the device will believe that the desired object was viewed, but actually he came partially under the influence of a powerful wizard, lich, or even some power/being from another plane. Each further use brings the crystal ball gazer more under the influence of the creature, either as a servant or tool. The DM decides whether to make this a gradual or sudden affair according to the surroundings and circumstances peculiar to the finding of the crystal hypnosis ball and the character(s) locating it.
Cube of Force: This device can be made of ivory, bone, or any hard mineral. It is about the size of a large die – perhaps ¾” across and enables its possessor to put up a Wall of Force 10′ per side around his person. This cubic screen is impervious to the attack forms shown on the table below. The cube has 36 charges, and this energy is restored each day. The holder presses one face of the cube to activate or deactivate the field:
Cube Face | Charge Cost Per Turn/Movement Rate |
Effect |
1 | 1/1 | keeps out gases, wind, etc. |
2 | 2/8 | keeps out non-living matter |
3 | 3/6 | keeps out living matter |
4 | 4/4 | keeps out magic |
5 | 6/3 | keeps out all things |
6 | 0/normal | deactivates |
When the force screen is up, the following attacks cost extra charges from the cube in order to maintain the integrity of the screen. Note that these spells cannot be cast either into or out of the cube:
Attack Form | Extra Charges |
Catapult-like missiles | 1 |
Very hot normal fires | 2 |
Horn of blasting | 6 |
Delayed Blast Fireball | 3 |
Disintegrate | 6 |
Fireball | 3 |
Fire Storm | 3 |
Flame Strike | 3 |
Lightning Bolt | 4 |
Meteor Swarm | 8 |
Passwall | 3 |
Phase Door | 5 |
Prismatic Spray | 7 |
Wall of Fire | 2 |
Cube of Frost Resistance: When the cube is activated it encloses an area 10′ per side, resembling a cube of force. The temperature within this area is always 65 degrees F. The field will absorb all cold-based attacks (i.e., Cone of Cold, Ice Storm, and even white dragon’s breath). However, if the field is subjected to more than 50 points of cold damage in any turn (10 rounds), it collapses and cannot be renewed for one hour. If it receives over 100 points of damage in one turn, the cube is destroyed.
Cold below 0 degrees F. effectively inflicts 2 points of cold damage on the cube for every -10 degrees, so that the cube is at -2 when the temperature of the attack is at -1 to -10 degrees F., -4 at -11 to -20, etc. Thus, at -40 degrees F. the device can withstand only 42 points of damage.
Cubic Gate: Another small cubic device, this item is fashioned from carnelian. The six sides of the cube are each keyed to a plane, one of which will always be the Prime Material. The other five sides/planes can be determined by the DM in any manner he chooses.
If a side of the cubic gate is pressed once, it opens a nexus to the appropriate plane. There is a 10% chance per turn that something will come through it looking for food, fun, or trouble.
If a side is pressed twice, the creature so doing, along with all creatures in a 5′ radius will be drawn through the nexus to the other plane. It is impossible to open more than one nexus at a time.
Daern’s Instant Fortress: This metal cube is small, but when activated it grows to form a tower 20′ square and 30′ high, with arrow slits on all sides and a machicolated battlement atop it. The metal walls extend 10′ into the ground. The fortress has a small door which will open only at the command of the owner of the fortress – even knock spells can’t open the door.
The adamantite walls of Daem’s instant fortress are unaffected by normal weapons other than catapults. The tower can absorb 200 points of damage before collapsing. Damage sustained is cumulative, and the fortress cannot be repaired (although a wish will restore 10 points of damage sustained).
The fortress springs up in just one round, wlth the door facing the device’s owner. The door will open and close instantly at his command. People and creatures (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught sustains 10d10 points of damage.
Decanter of Endless Water: This stoppered flask looks ordinary but radiates the aura of magic. If the stopper is removed, and the proper words spoken, a stream of fresh or salt water pours out, as ordered. There are separate command words for the amount as well as the type of water. Water can be made to come forth as follows:
Stream: pours out 1 gallon per round
Fountain: 5′ long stream at 5 gallons per round
Geyser: 20′ long stream at 30 gallons per round
The geyser causes considerable back pressure, and the holder must be well braced or be knocked over. The force of the geyser will kill small animals and insects (mice, moles, small bats, etc.). The command word must be given to cease.
Deck of Illusions: This set of parchment cards is usually found in an ivory, leather, or wood box. A full deck consists of 34 cards of 4 suits. When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature will not go more than 30 feet away from where the card landed, but will otherwise move and act as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are as follows:
DECK OF ILLUSIONS Cards | |||||||
A♥: | Red dragon | A♠: | Beholder | A♦: | Lich | A♣: | Iron golem |
K♥: | Fighter & 4 guards | K♠: | Wizard & apprentice | K♦: | Cleric & 2 acolytes | K♣: | Thief & 3 cohorts |
Q♥: | Female Wizard | Q♠: | Night hag | Q♦: | Medusa | Q♣: | Pixies |
J♥: | Druid | J♠: | Harpy | J♦: | Paladin | J♣: | Bard |
10♥: | Cloud giant | 10♠: | Fire giant | 10♦: | Frost giant | 10♣: | Hill giant |
9♥: | Ettin | 9♠: | Ogre mage | 9♦: | Troll | 9♣: | Ogre |
8♥: | Bugbear | 8♠: | Gnoll | 8♦: | Hobgoblin | 8♣: | Orc |
2♥: | Goblin | 2♠: | Kobold | 2♦: | Goblin | 2♣: | Kobold |
Jokers (2): Illusion of the deck’s owner |
The cards in a particular deck may differ from these, and a deck may be discovered with some of its cards missing. The illusions perform normal routines and respond to attacks – they should be played as if they were real creatures.
Deck of Many Things: A deck of many things (beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards, or plaques, made of ivory or vellum. Each is engraved with glyphs, characters, and magical sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things can announce that he is drawing only one card, or he can draw two, three, four, or more. However, the number must be announced prior to drawing the first card. If a jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck it is replaced (making it possible to draw the same card twice) unless the draw is a jester or fool, in which case the card is discarded from the pack. A deck of many things contains either 13 cards (75% chance) or 22 cards (25%). Additional cards in a 22-card deck are indicated below by an asterisk (*) before their names. To simulate the magical cards you may want to use the normal playing card in the suits indicated in the second column. (The notation is face value, then suit.)
DECK OF MANY THINGS Cards | ||
Plaque | Playing Card | Effect |
Sun | K♦ | Gain beneficial miscellaneous magical item and 50,000 XP |
Moon | Q♦ | You are granted 1d4 wishes |
Star | J♦ | Immediately gain 2 points to prime requisite ability |
* Comet | 2♦ | Defeat the next monster you meet to gain one level |
Throne | K♥ | Gain Charisma of 18 plus a small keep |
Key | Q♥ | Gain a treasure map plus one magic weapon |
Knight | J♥ | Gain the service of a 4th-level fighter |
* Gem | 2♥ | Gain your choice of 20 pieces of jewelry or 50 gems |
The Void | K♣ | Body functions, but soul is trapped elsewhere |
Flames | Q♣ | Enmity between you and an outer planar creature |
Skull | J♣ | Defeat Death or be forever destroyed |
* Talons | 2♣ | All magical items you possess disappear permanently |
Ruin | K♠ | Immediately lose all wealth and real property |
Euryale | Q♠ | -3 penalty to all saving throws vs. petrification |
Rogue | J♠ | One of your henchmen turns against you |
* Balance | 2♠ | Change alignment instantly |
Jester | Joker | Gain 10,000 XP or two more draws from the deck |
* Fool | Joker with ™ | Lose 10,000 experience points and draw again |
* Vizier | A♦ | Know the answer to your next dilemma |
* Idiot | A♣ | Lose 1d4 points of Intelligence; you may draw again |
* Fates | A♥ | Avoid any situation you choose …once |
* Donjon | A♠ | You are imprisoned (see below) |
Upon drawing the last card possible, or immediately upon drawing the cards in bold face (The Void and Donjon), the deck disappears. The cards are explained in greater detail below:
Sun: Roll for a miscellaneous magical item (Table 88) until a useful item is indicated.
Moon: This is best represented by a moonstone gem with the appropriate number of wishes shown as gleams therein. These wishes are the same as the 9th-level wizard spell and must be used in a number of turns equal to the number received.
Star: If the two points would place the character’s score at 19, use one or both in any of the other abilities in this order: Constitution, Charisma, Wisdom, Dexterity, Intelligence, Strength.
Comet: The player must single-handedly defeat the next hostile monster(s) encountered or the benefit is lost. If successful, the character moves to the mid-point of the next experience level.
Throne: If Charisma is 18 already, the individual still gains five on encounter and loyalty reactions. He becomes a real leader in people’s eyes. The castle gained will be near a stronghold already possessed (if any).
Key: DM must prepare a treasure map. The weapon must be one usable by the character, so use the Magical Weapons Table until a useful item is awarded.
Knight: The fighter will join as the character’s henchman and loyally serve until death. He has +1 per die (18 maximum) on each ability roll.
Gem: This indicates wealth. The jewelry will all be gold set with gems, the gems all of 1,000 gp base value. With this wealth should come experience points equal in value, but never more than needed to increase one level of experience.
The Void: This black card spells instant disaster. The character’s body continues to function, though he or she speaks like an automaton, but the psyche is trapped in a prison somewhere – in an object on a far planet or plane, possibly in the possession of an outer planar creature. A Wish will not bring the character back, but the plane of entrapment might be revealed. Draw no more cards.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outer planar creature can’t be ended until one of the parties has been slain.
Skull: A minor Death appears (AC -4; 33 hit points; strikes with a scythe for 2d8 points, never missing, always striking first in a round). The character must fight it alone – if others help, they get minor Deaths to fight as well. If the character is slain, he is slain forever. Treat the Death as undead with respect to spells. Cold, fire, and electrical energy do not harm it.
Talons: When this card is drawn, every magical item owned or possessed by the character is instantly and irrevocably gone.
Ruin: As implied, when this card is drawn every bit of money (including all gems, jewelry, treasure, and art objects) is lost. All land and buildings currently owned are lost forever as well.
Euryale: The medusa-like visage of this card brings a curse only the Fates card or god-like beings can remove. The -3 penalty to all saving throws is otherwise permanent.
Rogue: When this card is drawn, one of the character’s henchmen will be totally alienated and forever-after hostile. If the character has no henchmen, the enmity of some powerful personage – community or religious – can be substituted. The hatred will be secret until the time is ripe for devastating effect.
Balance: As in “weighed in the balance and found wanting,” the character must change to a radically different alignment. Failure to act according to the new alignment may bring penalties (as described in the section on Character Alignment, page 24). Discard the cards.
Jester: This card actually makes a pack more beneficial if the experience point award is taken. It is always discarded when drawn, unlike all others except the Fool.
Fool: The payment and draw are mandatory!
Vizier: This card empowers the character drawing it with the ability to call upon supernatural wisdom to solve any single problem or answer fully any question whenever he so requests. Whether the information gained can be successfully acted upon is another question entirely.
Idiot: This card causes the loss of 1d4 points of Intelligence immediately. The additional draw is optional.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen – it can only stop something from happening. The reversal is only for the character who drew the card, and other party members may have to endure the confrontation.
Donjon: This signifies imprisonment – either by spell or by some creature/being, at the DM’s option. All gear and spells are stripped from the victim in any case. Whether these items are recoverable is, likewise, up to the DM. Draw no more cards.
Drums of Deafening: This item is actually a pair of kettle drums about 1½’ in diameter. These radiate magic, if so detected, but are otherwise unremarkable. If either is struck nothing happens, but if both are sounded together all creatures within 70′ are permanently deafened and will remain so until a Heal spell or similar cure is used to restore shattered eardrums. Furthermore, those within 10′ of the drums will be stunned by the noise for 2d4 rounds.
Drums of Panic: These kettle drums, hemispheres about 1½’ in diameter, come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120′ (with the exception of those within a “safe zone” of 20′ radius from the drums) must roll a successful saving throw vs. spell or turn and move directly away from the sound for one full turn.
Each turn thereafter, panicked creatures may attempt to save vs. spell again. Each failure brings another turn of movement away from the drums of panic. Movement is at the fastest possible speed while fleeing in panic, and three rounds of rest are required for each turn of fast movement after the saving throw is made. Creatures with Intelligence of 2 roll saving throws -2 with penalties, those with 1 or less roll with -4 penalties.
Dust of Appearance: This fine powder appears like any other dust unless a careful examination is conducted. This will reveal it to be a very fine, very light, metallic dust. A single handful of this substance flung into the air will coat all objects, making them visible even if they are invisible, out of phase, astral, or ethereal. Note that the dust will also reveal mirror images and projected images for what they are, and it likewise negates the effects of cloaks of displacement or elvenkind and robes of blending. The dust’s effect lasts for 2d10 turns.
Dust of Appearance is typically stored in small silk packets or hollow bone blow tubes. A packet can be shaken out to cover an area with a radius of 10′ from the user. A tube can be blown in a cone shape, 1′ wide at the start, 15′ at the end, and 20′ long. As few as 5 or as many as 50 containers may be found in one place.
Dust of Disappearance: This dust looks just like dust of appearance, and it is typically stored in the same manner and quantity. All things touched by it reflect and bend light of all sorts (infrared and ultraviolet included), becoming invisible. Normal sight can’t see dusted creatures or objects, nor can they be detected by any normal detection or even magical means. Even Detect Invisibility spells don’t work. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance.
Invisibility bestowed by the dust lasts for 2d10 turns (1d10+10 if sprinkled carefully upon an object). Attack while thus invisible is possible, always by surprise if the opponent fails to note the invisible thing and always at an Armor Class 4 better than normal (while invisibility lasts). Unlike the Invisibility spell, dust of disappearance remains effective even after an attack is made.
Dust of Dryness: This special dust has many uses. If a pinch is cast into a cubic yard of water, the liquid is instantly transformed to nothingness, and the dust pinch becomes a marble-sized pellet floating, or resting, where it was cast. If this pellet is hurled down, it breaks and releases the same volume of water. When the dust is sprinkled over an area (such as with a wave of the arm), it negates a precipitation or cloudburst spell, or else dries up as much as 15 cubic feet of water. The dust affects only water (whether fresh, salt, brackish, or alkaline), not other liquids.
If the dust is employed against a water elemental or similar creature, the creature must save vs. spell or be destroyed. A successful save still inflicts 5d6 points of damage upon the water-creature.
A pouch of this dust contains 1d6 +4 pinches.
Dust of Illusion: This unremarkable powder resembles chalk dust or powdered graphite – unless it is stared at. Stare at it and the dust changes color and form. Put a pinch of dust of illusion on a creature and the creature appears to become any other creature of similar shape, with a size variance of 50% (plus or minus) from the actual size of the affected creature. An unwilling recipient is allowed a saving throw vs. spell to escape the effect. Thus, a halfling could appear as a human of small stature, a human as an ogre, a pegasus as a mule, etc.
The individual who sprinkles the magical dust must envision the illusion desired as the powder is shaken over the subject creature. The illusionary power lasts for 1d6 +6 hours unless otherwise dispelled.
A typical pouch of this dust contains 1d10 +10 pinches of the substance.
Dust of Sneezing and Choking: This fine dust appears to be either dust of appearance or dust of disappearance. If spread, however, it causes those within a 20′ radius to fall into fits of sneezing and coughing. Those failing a saving throw vs. poison die immediately; those who make their saving throw are disabled by the choking for 5d4 rounds.
Dust of Tracelessness: This normal-seeming dust is actually a highly magical powder that can be used to conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. No magical radiation occurs from the use of this dust.
The substance is typically found in a finely sewn pouch containing 1d12 +12 pinches.
Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. There is a 10% chance that the efreeti will be insane and attack immediately upon being released. There is also a 10% chance that the efreeti of the bottle will only grant three wishes. The other 80% of the time, however, the inhabitant of the bottle will serve normally (see Monstrous Compendium). When opened, the efreeti issues from the bottle instantly.
Eversmoking Bottle: This metal urn is identical to an efreeti bottle except that it does nothing but smoke. The amount of smoke is very great if the stopper is pulled out, pouring from the bottle and to tally obscuring vision in a 50,000-cubic-foot area in one round. Left unstoppered, the bottle will fill another 10,000 cubic feet of space with smoke each round until 120,000 cubic feet of space is fogged. This area remains smoked until the eversmoking bottle is stoppered. When the bottle is stoppered, smoke dissipates normally. The bottle can be resealed only if a command word is known.
Eyes of Charming: This item consists of a pair of crystal lenses that fit over the user’s eyes. When in place, the wearer is able to charm persons merely by meeting their gaze. Those falling a saving throw vs. spell are Charmed as per the spell. The user can look at and charm one person per round. Saving throws suffer a -2 penalty if the wearer has both lenses, or a +2 bonus if he wears only one of a pair of eyes of charming.
Eyes of the Eagle: These items are made of special crystal and fit over the eyes of the wearer. They give vision 100 times greater than normal at distances of 1′ or more (i.e., the wearer can see at 2,000′ what a person could normally see at 20′). Wearing only one of the pair causes a character to become dizzy and, in effect, stunned, for one round. Thereafter, one eye must always be covered to avoid this sensation of vertigo.
Eyes of Minute Seeing: In appearance, eyes of minute seeing are much like other magical lenses, but they enable the wearer to see 100 times better at distances of 1′ or less. Thus, tiny seams, minute marks, even the impression left from writing can be seen. Secret compartments and hidden joints can be noted and the information acted upon. The effect of wearing just one of these crystals is the same as that given for eyes of the eagle.
Eyes of Petrification: Totally indistinguishable from any other magical lenses, the effect of donning eyes of petrification is dramatic: the wearer is instantly turned to stone. Note that 25% of these devices work as the gaze of a basilisk does, including reflection of the eyes turning the gazer to stone.
Figurines of Wondrous Power: There are several kinds of figurines of wondrous power. Each appears to be a tiny statuette of an animal an inch or so high. When the figurine is tossed down and a command word spoken, it becomes a living animal of normal size (except when noted below). The animal obeys and serves its owner.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined, all magic is lost, and it has no power. If slain in animal form, the figurine simply reverts to a statuette and can be used again at a later time.
When a figurine is first found, roll percentile dice and consult the table below to determine the type of animal the figurine becomes:
D100 Roll | Figurine Type |
01-15 16-30 31-40 41-55 56-65 66-85 86-00 |
Ebony fly Golden lions (pair) Ivory goats (trio) Marble elephant Obsidian steed Onyx dog Serpentine owl |
Ebony Fly: At a word, this small, carved fly comes to life and grows to the size of a pony. The ebony fly is Armor Class 4, has 4 +4 Hit Dice, and maneuverability class C. It flies at a movement rate of 48 without a rider, 36 carrying up to 210 pounds weight, and 24 carrying from 211 to 350 pounds weight. The item can be used a maximum of three times per week, 12 hours per day. When 12 hours have passed or when the command word is spoken, the ebony fly once again becomes a tiny statuette.
Golden Lions: These come in pairs. They become normal adult male lions (Armor Class 5/6, 5 +2 Hit Dice, and normal attack modes). If slain in combat, the lions cannot be brought back from statuette form for one full week; otherwise, they can be used once every day. They enlarge and shrink upon speaking the command word.
Ivory Goats: These come in threes. Each goat of this trio looks slightly different from the others, and each has a different function. These are:
After three uses, each of the goats loses its magical abilities forever.
Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, mount, or combatant. The type of marble elephant obtained is determined by rolling percentile dice and consulting the table below:
D100 Roll | Elephant Type |
01-90 | Normal Elephant |
91-00 | Prehistoric Elephant |
Details of each type of creature are found in the Monstrous Compendium. The statuette can be used a maximum of 24 hours at a time, four times per month.
Obsidian Steed: An obsidian steed appears to be a small, nearly shapeless lump of black stone. Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the figurine will radiate magic. Upon speaking the command word, the near formless piece of obsidian becomes a fantastic mount. Treat it as a heavy war horse with the following additional powers: Fly (at normal movement speed), go ethereal, go astral. It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its “master” to the floor of Hades’ first layer and then return to its statuette form. The statuette can be used for a 24-hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal, its rider and gear follow suit. Thus, travel to other planes can be accomplished by means of this item.
Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a war dog, except that it is endowed with Intelligence of 8-10, can communicate in the Common tongue, and has exceptional olfactory and visual abilities. The olfactory power enables the onyx dog to scent the trail of a known creature 100% of the time if the trail is one hour old or less, -10% per hour thereafter. The dog is subject to being thrown off by false trans, breaks, water, and masking or blocking substances or scents. The visual power enables the onyx dog to use foot-range infravision, spotting hidden (such as in shadows) things 80% of the time, normally invisible things 65% of the time, and noting astral, ethereal, and out-of-phase things 50% of the time. For details, see “Dog, War” in the Monstrous Compendium. An onyx dog can be used for up to six continuous hours, once per week. It obeys only its owner.
Serpentine Owl: A serpentine owl becomes a normal-sized horned owl (AC 7; move 24; 2d2 hit points; 1d2/ld2 points of damage when attacking) if its possessor so commands, or it can become a giant owl if its owner so requires. The maximum duration of the transformation is eight hours in either case. (However, after three transformations into giant owl form, the statuette loses all of its magical properties.) The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90 feet, can see in normal, above-ground darkness as if it were full light, and twice as well as a human. Its hearing is so keen it can detect a mouse moving up to 60′ away. Anyone or anything trying to move silently has his (or its) chances reduced 50% against the serpentine owl in smaller form. Furthermore, the owl can and will communicate with its owner by telepathic means, informing him of all it sees and hears within the limitations of its intelligence. If commanded to giant-size, a serpentine owl is in all respects the same as a giant owl. For information see “Owl, Giant”, in the Monstrous Compendium. As with most other figurines of wondrous power, this one readily obeys all commands of its owner.
Flask of Curses: This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It has magical properties, but detection will not reveal the nature of the flask of curses. It may contain a liquid or it may emit smoke. When the flask is first unstoppered, a curse of some sort will be visited upon the person or persons nearby. After that, it is harmless. The type of curse is up to the DM. Suggestions include the reverse of the priest’s Bless spell. Typical curses found on scrolls are recommended for use here as well. Or perhaps a monster could appear and attack all creatures in sight.
Gauntlets of Dexterity: A pair of these gloves appears to be nothing more than lightweight leather handwear of the everyday sort. Naturally, they radiate magic if so detected. They size themselves magically to fit any hand, from that of a huge human to that of a small halfling. Gauntlets of Dexterity increase overall Dexterity by 4 points if the wearer’s Dexterity is 6 or less, by 2 points if at 7-13, and by 1 point if Dexterity is 14 or higher. Furthermore, wearing these gloves enables a non-thief character to pick pockets (95% chance) or open locks (37% chance) as if he were a 4th-level thief. If worn by a thief, they increase these two abilities by 10%.
Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective material suitable for use with armor (ring, scale, chain, etc.). In the former instance, these will appear to be gauntlets of dexterity; in the latter case, they will appear to be gauntlets of ogre power. They will perform according to every test as if they were gauntlets of dexterity or ogre power until the wearer finds himself under attack or in a life and death situation. At that time, the curse is activated, and the wearer will become very clumsy, with a 50% chance each round of dropping anything held in either hand – not from both singly. The gauntlets will also lower overall Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a Remove Curse spell or a Wish.
Gauntlets of Ogre Power: These appear the same as typical handwear for armor. The wearer of these gloves, however, is imbued with 18/00 Strength in his hands, arms, and shoulders. When striking with the hand or with a weapon hurled or held, the gauntlets add a +3 bonus to attack rolls and a +6 bonus to damage inflicted when a hit is made. These gauntlets are particularly desirable when combined with a girdle of giant strength and a hurled weapon. They grow or shrink to fit human to halfling-sized hands.
Gauntlets of Swimming and Climbing: A pair of these gloves appear to be normal lightweight handwear, but they radiate magic if a detection is attempted. The wearer can have hands of large (human) or small (halfling) size. The wearer can swim as fast as a triton (movement of 15) underwater, and as fast as a merman (movement 18) on the surface. These gauntlets do not empower the wearer to breathe in water.
These gloves give the wearer a very strong gripping ability with respect to climbing. He can climb vertical or nearly vertical surfaces, upward or downward, with a 95% chance of success. If the wearer is a thief, the gauntlets increase success probability to 99%.
Gem of Brightness: This crystal appears to be a long, rough prism. Upon utterance of the proper spell words, however, the crystal emits bright light of one of three sorts.
One command word causes the gem to shed a pale light in a cone-shape 10′ long, emanating from the gem to a radius of 2½’ at the end of the beam. This does not discharge any of the energy of the device.
Another command causes the gem of brightness to send out a very bright ray 1′ in diameter and 50′ long. Any creature struck in the eyes by this beam will be dazzled and unable to see for 1d4 rounds. The target creature is entitled to a saving throw versus magic to determine whether or not its eyes were shut or averted in time. This use of the gem expends one energy charge.
The third manner in which the item may be used is to cause it to flare in a blinding flash of light in a cone 30′ long with a 5′ radius at its end. Although this glare lasts but a moment, all creatures within its area must save versus magic or be blinded for 1-4 rounds and thereafter suffer a penalty of -1 to -4 to attack rolls due to permanent eye damage. This use expends five charges.
Dazzling or blindness effects can be reversed by a Cure Blindness spell; eye damage can be cured only by a Heal spell. The gem of brightness has 50 charges and cannot be recharged. A Darkness spell cast at the gem’s owner drains one charge from a gem of brightness, or makes it useless for one round, at the option of the gem owner. A Continual Darkness spell causes it to be useless for one day, or to expend five charges, at the option of the owner.
Gem of Insight: This jewel appears to be a well-cut stone of not less than 5,000 gp value. If magic is detected for, the gem radiates a faint aura of the enchantment sort. If any character possesses the item, he will begin to feel its power after keeping the gem on his person for one week. At the end of two weeks, the individual will discover that he is able to understand things more easily, have better insight, memory, recall, etc. In fact, possession of the gem on a continuing basis (three or more months) raises the Intelligence and Wisdom of the character by one point each. If for any reason the gem is not kept beyond the three-month period, the additional Intelligence remains, but the additional Wisdom is lost. A gem of insight functions once every 50 years. If a character acquires a second gem, the second item has no effect, even if Wisdom was not permanently affected by the first gem.
Gem of Seeing: These 6nely cut and polished stones are indistinguishable from ordinary jewels, although a detect magic will reveal its enchantment. When gazed through, the gem of seeing enables the user to detect all hidden, illusionary, invisible, astral, ethereal, or out-of-phase things within viewing range.
Peering through the crystal is time-consuming and tedious. The viewing range of the gem is 300′ for a cursory scan if only large, obvious objects are being sought, 100′ if small things are to be seen. It requires one round to scan a 200-square-foot area in a cursory manner, two rounds to view a 100-square-foot area in a careful way. There is a 5% chance each time the gem is used that the viewer will see an hallucination, something that is not there, or possibly through some real thing as if it were an illusion.
Girdle of Dwarvenkind: This belt lowers the wearer’s Charisma score by 1 with respect to non-dwarves and their ilk. The girdle causes the wearer to gain one point of Charisma with respect to halflings of the stout sort and with respect to all gnomes as well. Dwarves regard the wearer as if he has Charisma two points higher than before. The girdle enables the wearer to understand, speak, and read dwarvish language. The wearer also gains the racial benefits of dwarvenkind (i.e., +1 Constitution, saving throw bonuses based on total Constitution, 60′ infravision, and detection/determination of approximate depth underground as described in the Player’s Handbook). All bonuses and penalties apply only as long as the individual actually wears the girdle. Benefits such as additional languages and combat bonuses against giant-type opponents never apply.
Girdle of Femininity/Masculinity: This broad leather band appears to be a normal belt, but, if buckled on, it will immediately change the sex of its wearer to the opposite gender. It then loses all power. There is no sure way to restore the character’s original sex, although there is a 50% chance a Wish might do so, and a powerful being can alter the situation. In other words, it takes a god-like creature to set matters aright with certainty. Ten percent of these girdles actually remove all sex from the wearer.
Girdle of Giant Strength: This belt looks similar to ordinary belts, but it is imbued with very powerful magic. When worn it increases the physical prowess of its wearer, giving him the Strength of a giant. (It doesn’t cause the wearer to grow to giant size, however!) To determine how strong the wearer becomes and the bonuses he gets, roll percentile dice and consult the table below.
The Strength gained is not cumulative with normal or magical Strength bonuses except in combination with gauntlets of ogre power and magical warhammers.
GIRDLE OF GIANT STRENGTH | |||||
D100 Roll | Giant Equivalent | Strength Rating | Bonuses To Hit | Damage | Open Doors* |
01-30 | Hill | 19 | +3 | +7 | 16(8) |
31-50 | Stone | 20 | +3 | +8 | 17(10) |
51-70 | Frost | 21 | +4 | +9 | 17(12) |
71-85 | Fire | 22 | +4 | +10 | 18(14) |
86-95 | Cloud | 23 | +5 | +11 | 18(16) |
96-00 | Storm | 24 | +6 | +12 | 19(17) |
* The number in parentheses is the number of chances out of 6 (8 for storm giant Strength) for the character to be able to force open a locked, barred, magically held, or wizard locked door. Only one attempt can be made per door; if it fails, no further attempts can be made.
The wearer of the girdle is able to hurl rocks and bend bars as if he had imbibed a potion of giant strength. These abilities are:
Rock Hurling Type | Weight Allowance | Range | Base Damage | Rock Weight* | Bend Bars/Lift Gates |
Hill | 485 | 8 yds. | 1-6 | 140 | 50% |
Stone | 535 | 16 yds. | 1-12 | 198 | 60% |
Frost | 635 | 10 yds. | 1-8 | 156 | 70% |
Fire | 785 | 12 yds. | 1-8 | 170 | 80% |
Cloud | 935 | 14 yds. | 1-10 | 184 | 90% |
Storm | 1,235 | 16 yds. | 1-12 | 212 | 95% |
Girdle of Many Pouches: This broad waist belt seems to be nothing more than a well-made article of dress. However, if magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.
Examination will reveal that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, seven others “behind” each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.
Gloves of Missile Snaring: These gloves radiate slightly of enchantment and alteration if magic is detected for. Once snugly worn, they seem to meld with the hands, becoming almost invisible (undetectable unless within five feet of the wearer). Either or both hands so clad, if not already holding something, can be used to pick many sorts of missiles out of the air, thus preventing possible harm, and enabling the wearer to return a hand-thrown missile to its sender as an attack in a subsequent round.
All forms of small, hand-hurled or weapon-propelled missiles (arrows, bolts, darts, bullets, javelins, axes, hammers, spears, and the like) can be caught. If the weapon magically returns to the attacker, then catching it simply prevents damage, and returning the weapon does not result in an attack.
Harp of Charming: This instrument appears identical to all other magical harps. When played by a person proficient in the instrument, the player is able to cast one Suggestion spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the Suggestion. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear.
Harp of Discord: This harp appears normal in all respects. However when played, the harp emits painful and discordant tones 50% of the time. The remaining 50% of the time it acts as a harp of charming. When discordant, the music has the effect of automatically enraging all those within 30 feet. Those enraged will attack the musician 50% of the time or the nearest other target the remaining 50% of the time. The player is not affected by this frenzy unless he is being attacked. The frenzy lasts for 1d4 +1 rounds after the music stops.
Hat of Disguise: This normal-appearing hat contains a powerful enchantment that allows its wearer to alter his appearance as follows:
Height: +/-25% of actual height
Weight: +/-50% of actual weight
Sex: Male or female
Hair: Any color
Eyes: Any color
Complexion: Any color
Facial features: Highly mutable
Thus, the wearer could appear as a comely woman, a half-orc, or possibly even a gnome. If the hat is removed, the disguise is instantly dispelled. The headgear can be used over and over. Note that the hat can be changed (as part of a disguise) to appear as a comb, ribbon, headband, fillet, cap, coif, hood, helmet, etc.
Hat of Stupidity: This hat is indistinguishable from any other magical hat, even when most carefully detected by magical means. Only by placing it upon the head can its powers be determined. Of course, once on the head, the wearer will believe that the hat is a beneficial item, for he will be overcome by stupidity. Intelligence is lowered to 7, or by -1 if the wearer has a 7 or lower Intelligence normally. The wearer will always desire to have the hat on – especially when he is engaged in any activity which requires thinking, spellcasting, etc. Without the benefit of a Remove Curse spell or similar magic, the wearer will never be free from the magic of the hat. If released, the wearer’s Intelligence returns to its normal level.
Helm of Brilliance: When discovered, a helm of brilliance appears to be nothing more than an ordinary piece of armor for head protection – a helmet, basinet, sallet, etc. of iron or steel. When worn., it functions only upon the utterance of a special command word. When so empowered the true nature of the helm is visible to all. The helm is armor of +2 value. It is of brilliant silver and polished steel, and set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals – each of large size and magicked – which perform as explained below. When struck by bright light, the helm will scintillate and send forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels’ functions are:
Diamond Ruby Fire Opal Opal |
Prismatic Spray (as the 7th-level wizard spell) Wall of Fire (as the 5th-level priest spell) Fireball (as the 3rd-level wizard spell) Light (as the 1st-level priest spell) |
Each gem can perform its spell-like power just once. The helm may be used once per round. The level of the spell is doubled to obtain the level at which the spell was cast with respect to range, duration, and such considerations. Until all of its jewels are magically expended, a helm of brilliance also has the following magical properties when activated:
Once all of its jewels have lost their magic, the helm loses all of its powers. The gems turn to worthless powder when this occurs. Removing a jewel destroys the gem. They may not be recharged.
If a creature wearing the helm is attacked by magical fire and fails to save vs. magical fire, he must attempt another saving throw for the helmet without magical additions. If this is failed, the remaining gems on the helm overload and detonate, inflicting on the wearer whatever accumulated effects the gems would normally have.
Helm of Comprehending Languages and Reading Magic: Appearing as a normal helmet, a helm of comprehending languages and reading magic enables its wearer to understand 90% of strange tongues and writings and 80% of magical writings. (Note that these percentage figures apply to whether all or none of the speaking/writing or inscription is understandable. Understanding does not necessarily imply spell use.) This device is equal to a normal helmet of the type accompanying Armor Class 5.
Helm of Opposite Alignment: This metal hat looks like a typical helmet. If magic is detected for it radiates magic of an indeterminate sort. Once placed upon the head, however, its curse immediately takes effect, and the alignment of the wearer is radically altered – good to evil, neutral to some absolute commitment (LE, LG, CE, CG) as radically different from the former alignment as possible. Alteration in alignment is mental and once effected, is desired by the individual changed by the magic.
Only a Wish, or alter reality, can restore former alignment, and the affected individual will not make any attempt to return to the former alignment. If a paladin is concerned, he must undergo a special quest and atone if the curse is to be obliterated. Note that once a helm of opposite alignment has functioned, it loses all of its magical properties.
Helm of Telepathy: This sturdy metal helmet appears to be a normal piece of headgear, although it will radiate magic if this is detected for. The wearer of a helm of telepathy is able to determine the thoughts of creatures within a 60′ range. There are two limitations on this power: The wearer must know the language used by such creatures (the racial tongue will be used in thoughts in preference to the Common, the Common in preference to alignment languages); and there can’t be more than 3′ of solid stone, ¼’ of iron, or any solid sheeting of lead or gold between the wearer and the creatures.
The thought pick-up is directional. Conscious effort must be made to pick up thoughts. The wearer may communicate by language with any creature within range if there is a mutually known speech, or emotions may be transmitted (empathy) so that a creature will receive the emotional message of the wearer.
If the wearer of the helm wants to implant a Suggestion (see the 3rd-level wizard spell of that name in the Players Handbook), he can attempt to do so as follows: The creature receiving the suggestion gains a saving throw vs. spell with a -1 penalty for every two points of Intelligence lower than the telepathist, but a +1 bonus for every point of Intelligence higher than the wearer of the helm. If Intelligence is equal, no adjustment is made when the saving throw is rolled.
Helm of Teleportation: This is another helmet of normal appearance which will give off a magical aura if detected for. Any character wearing this device may teleport once per day, exactly as if he were a wizard – the destination must be known, and a risk is involved. If the wearer is a wizard, the helm’s full powers can be employed, for the wearer can then memorize a Teleport spell, and use the helm to refresh his memory so he can repeat the spell up to three times upon objects or characters and still be able to personally teleport by means of the helm. As long as the wizard retains the Teleport spell uncast, he can personally teleport up to six times before the memory of the spell is lost, and even then a usage of the helm remains as noted above for all characters.
Helm of Underwater Action: When this helm is viewed, it is indistinguishable from a normal helmet. However, detection reveals it to be magical, and the possessor is able to see and breathe underwater. Visual properties of the helm are activated when small lenses are drawn across the device from compartments on either side. These allow the wearer to see five times farther than water and light conditions allow for normal human vision. (Note that weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer’s head, and maintains it, until the command word is spoken. Thus, the wearer can breathe freely.
Heward’s Handy Haversack: A magical backpack of this sort appears quite ordinary – wellmade and well-used. It is of finely tanned leather and the straps have brass hardware and buckles. There are two side pouches, each of which appears large enough to hold about a quart of material, but each is similar to a bag of holding and will actually contain material equal to as much as two cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to eight cubic feet or 80 pounds of material. The pack has an even greater power: When the wearer reaches into it for a specific item, that item will always be on top. Thus, no digging around and fumbling is ever necessary to find what the haversack contains. Heward’s handy haversack and whatever it contains gain a +2 bonus to all saving throws.
Horn of Blasting: This magical horn appears to be a normal trumpet, but it radiates magic if a detect magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument is then played, it has the following effects, both of which happen at once:
If a horn of blasting is used magically more than once per day, there is a 10% cumulative chance that it will explode and inflict 5d10 points of damage upon the person sounding it. There are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument self destructing. In the latter case, no damage is inflicted on the character blowing it.
Horn of Bubbles: This cursed musical instrument will radiate magic if detected for. It appears as a normal horn, or possibly any of the many magical ones. It will sound a note and call forth a mass of bubbles that completely surround and blind the individual who blew the horn for 2d10 rounds, but these bubbles appear only in the presence of a creature actively seeking to slay the character who played the horn, so their appearance might be delayed for a very short or extremely lengthy period.
Horn of Collapsing: The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. If it is sounded improperly (e.g., without first speaking the proper command word) or 10% of the time in any event, the following will result:
Out-of-doors: A torrent of fist-sized rocks will strike the individual sounding the horn, 2d6 in number, each causing 1d6 hit points of damage.
Indoors: The ceiling overhead will collapse when the device is blown. The character suffers 3d12 points of damage.
Underground: The area immediately above the character sounding the horn will fall upon him. The damage is 5d4 points base, multiplied by one for each 10′ of height which the material above drops (i.e., twice damage if a 20′ ceiling, three times damage if a 30′ ceiling, etc.).
Proper use of a horn of collapsing enables the character to sound it while it is pointed at the roof overhead from 30′ to 60′ beyond the user. The effect is to collapse a section of roof up to 20′ wide and 20′ long (10′ radius from the central aiming point) which inflicts damage as noted above if indoors or underground only.
Horn of Fog: This small, bugle-like device allows its possessor to blow forth a thick cloud of heavy fog equal to that of a Fog Cloud spell. Each round spent blowing it creates a 10-cubic-foot fog cloud. The cloud lasts for 2d4 rounds after the last round of blowing the instrument. Note that should it stop being sounded for a round, a new fog cloud will have begun, as the initial one has a life expectancy of but 2d4 more minutes, and will have drifted away from the individual sounding it. The device makes a deep, horn-like noise, the note dropping abruptly to a lower register at the end.
Horn of Goodness/Evil: This magical instrument adapts itself to the alignment of its possessor, so it will produce either a good or an evil effect depending on the alignment of its owner. If the possessor is absolutely neutral, the horn will have no power whatsoever. If the owner is good, then blowing the horn has the effect of a Protection From Evil spell in a 10′ radius, and this protection will last for 10 rounds. Each friendly/allied creature within this area will be affected as if granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect. The hom can be blown once per day.
Horn of the Tritons: This device is a conch-shell horn which can be blown once per day (except by a triton who can sound it three times daily). A horn of the tritons can do any one of the following functions when blown:
Any sounding of a horn of the tritons can be heard by all tritons within a three mile radius.
Horn of Valhalla: There are four varieties of this magical device. Each appears to be a normal instrument until its command word is spoken. Then, each summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. Each variety of horn can be blown just once every seven days. The type of horn, its powers, and who is able to employ it are determined by making a percentile roll and consulting the table below.
HORN OF VALHALLA | |||
D20 Roll | Type of Horn | Berserk Fighters Summoned | Usable By |
1-8 | Silver | 2d4 +2 2nd-level | any group |
9-15 | Brass | 2d4 +1 3rd-level | Priest, Wizard, Rogue |
16-18 | Bronze | 2d4 4th-level | Priest, Warrior |
19-20 | Iron | 1d4 +1 5th-level | Warrior |
Any character whose group is unable to employ a particular horn of Valhalla will be attacked by the berserk fighters summoned when the character blows the horn. Summoned fighters are Armor Class 4, have 6 hit points per die, and are armed with sword and spear (50%), or battle-axe and spear (50%). They gladly attack anyone the possessor of the horn commands them to fight, until they or their opponents are slain, or six turns have elapsed, whichever occurs first.
Fully 50% of these horns are aligned and will summon only fighters of the horn’s alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.
Horseshoes of Speed: These iron shoes come in sets of four like ordinary horseshoes, but they are magical and will not wear out. When affixed to a horse’s hooves, they double the animal’s speed. There is a 1% chance per 20 miles traveled that a shoe will drop off, and if this passes unnoticed, the horse’s speed will drop to 150% normal rate. If two or more are lost, speed returns to normal.
Horseshoes of a Zephyr: These iron shoes can be affixed like normal horseshoes, but they allow a horse to travel without actually touching the ground. Among other things, this means water can be crossed – passed over without effort – and movement is possible without leaving tracks on any sort of ground. The horse is able to move at normal speeds, and it will not tire for as long as 12 hours’ continuous riding per day when wearing these magical horseshoes.
Incense of Meditation: The small rectangular blocks of sweet-smelling incense of meditation are indistinguishable from non-magical incense until one is lit. When burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by any priest of 5th or higher level.
When a priest lights a block of the incense of meditation and spends eight hours praying and meditating nearby, the incense will enable him to gain maximum spell effects. Thus, cure wounds spells are always maximum, spell effects are of the broadest area possible, and saving throws against their effects suffer -1 penalties, and when dead are brought back to life, their chance of not surviving is reduced by one-half (rounded down).
When this item of magic is discovered, there will be 2d4 pieces of incense. Each piece bums for eight hours; the effects remain for 24 hours.
Incense of Obsession: These strange blocks of incense exactly resemble incense of meditation. If meditation and prayer are conducted while the lit incense of obsession is nearby, its odor and smoke will cause the priest to become totally confident that his spell ability is superior due to the magical incense. The priest will be determined to use his spells at every opportunity, even when not needed or when useless. Nonetheless, the priest will remain obsessed with his abilities and spells until all are cast or 24 hours have elapsed.
There are 2d4 pieces of this incense normally, each burning for one hour.
Ioun Stones: These magical stones always float in the air and must be within 3′ of their owner to be of any use. When a character first acquires the stones, he must hold each and then release it, so it takes up a circling orbit, whirling and trailing, circling 1d3 feet from his head. Thereafter, the stones must be grasped or netted to separate them from their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but he loses the benefits of the stones during that time. 1d10 ioun stones will be found, though there are 14 different kinds, in all. Roll 1d20 to determine the property of each stone, a duplication indicating a stone which is burned out and useless but counts as one of the number found:
IOUN STONES | |||
D20 Roll | Color of Stone | Shape | Effect |
1 | pale blue | rhomboid | adds 1 point to Str. (18 max.) |
2 | scarlet & blue | sphere | adds 1 point to Int. (18 max.) |
3 | incandescent blue | sphere | adds 1 point to Wis. (18 max.) |
4 | deep red | sphere | adds 1 point to Dex. (18 max.) |
5 | pink | rhomboid | adds 1 point to Con. (18 max.) |
6 | pink & green | sphere | adds 1 point to Cha. (18 max.) |
7 | pale green | prism | adds 1 level ef experience |
8 | clear | spindle | sustains person without food/water |
9 | iridescent | spindle | sustains person without air |
10 | pearly white | spindle | regenerates 1 h.p. of damage/turn |
11 | pale lavender | ellipsoid | absorbs spells up to 4th level* |
12 | lavender & green | ellipsoid | absorbs spells up to 8th level** |
13 | vibrant purple | prism | stores 2d6 levels of spells |
14 | dusty rose | prism | gives +1 protection |
15-20 | dull gray | any | burned out, “dead” stone |
* After absorbing 10-40 spell levels, the stone burns out and turns to dull gray, forever useless.
** After absorbing 20-80 spell levels, the stone bums out and turns dull gray, forever useless.
Whenever ioun stones are exposed to attack, they are treated as Armor Class -4 and take 10 hit points of damage to destroy. They save as if they were of hard metal – +3 bonus.
Iron Bands of Bilarro: When initially discovered, this very potent item will appear to be a rusty iron sphere. Close examination will reveal that there are bandings on the three-inch-diameter globe. Magic detection will reveal strong magic of an indeterminate nature.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and tightly constrict the target creature if a successful, unadjusted attack roll is made. A single creature of up to frost/fire giant-size can be captured thus and held immobile until the command word is spoken to bring the bands into globular form again. Any creature captured in the bands, however, gets the chance to break (and ruin) the bands by successfully bending bars. Only one attempt is possible before the bands are so set as to be inescapable.
Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal set round with sigils, glyphs, and special symbols. When the user speaks a command, he can force any creature from another plane into the container, provided the creature fails its saving throw vs. spell – after magic resistance, if any, ls checked. Range is 60′. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.
If the individual freeing the captured creature knows the command word, the creature can be forced to serve for one turn (or to perform a minor service which takes up to one hour). If freed without command knowledge, dice for the creature’s reaction. Any attempt to force the same creature into the flask a second time allows it +2 on its saving throw and makes it very angry and totally hostile. A discovered bottle might contain:
D100 Roll |
Contents |
01-50 | Empty |
51-54 | Air elemental |
55-65 | Djinni |
66-69 | Earth elemental’ |
70-72 | Efreeti |
73-76 | Fire elemental |
77-86 | Invisible stalker |
87-89 | Rakshasa |
90-93 | Salamander |
94-97 | Water elemental |
98-99 | Wind walker |
00 | Xorn |
Jewel of Attacks: This gleaming gem radiates magic and appears to be a valuable item. It is cursed, however, and doubles the likelihood of encountering wandering monsters and the likelihood of pursuit when monsters are encountered and the party seeks to evade them by flight. Once picked up, the jewel of attacks will always magically return to its finder (secreting itself in pouch, bag, pack, pocket, etc.) until a Remove Curse spell or an Atonement is cast upon him.
Jewel of Flawlessness: This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its magical aura will be noted. When a jewel of flawlessness is placed with other gems, it doubles the likelihood of their being more valuable (i.e., the chance for each stone going up in value increases from 10% to 20%). The jewel has from 10-100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), one of these facets disappears. When all are gone, the jewel is a spherical stone that has no value.
Keoghtom’s Ointment: This sovereign salve is useful for drawing poison, curing disease, or healing wounds. A jar of the unguent is small – perhaps three inches in diameter and one inch deep – but contains five applications. Placed upon a poisoned wound (or swallowed), it detoxifies any poison or disease. Rubbed on the body, the ointment heals 1d4 +8 points of damage. Generally, 1d3 jars will be found.
Lens of Detection: This circular prism enables its user to detect minute things at 50% of the ability of eyes of minute seeing, but it also enables the possessor to look through the lens and track as a 5th-level ranger does. The lens of detection is about six inches in diameter. It must be set in a frame with a handle in order to be properly used.
Libram of Gainful Conjuration: This mystic book contains much arcane knowledge for wizards of neutral, chaotic neutral, and lawful neutral alignment. If a character of this class and alignment spends a full week cloistered and undisturbed, pondering its contents, he gains experience points sufficient to place him exactly at the mid-point of the next higher level. When this occurs, the libram disappears – totally gone – and that character can never benefit again from reading such a work.
Any non-neutral wizard reading so much as a line of the libram suffers 5d4 points of damage, fails unconscious for a like number of turns, and must seek a priest in order to atone and regain the ability to progress in experience (until doing so, he gains no further experience).
Any non-wizard perusing the work must roll a savlng throw vs. spell in order to avoid insanity. Characters who go insane can be healed only by a Remove Curse and rest for 1 month or by having a priest heal them.
Libram of Ineffable Damnation: This work is exactly like the libram of gainful conjuration except that it benefits evil wizards. Non-evil characters of that class lose one level of experience merely by looking inside its brass-bound covers, in addition to the other ill effects of perusing as little as one line of its contents.
Libram of Silver Magic: This mystic text is the reverse of the libram of ineffable damnation. It is greatly beneficial to good wizards, most baneful to non-good ones. Like all magical works of this sort, it vanishes after one week of study, and the character having benefited from it can never be so aided again.
Lyre of Building: The enchantments placed upon this instrument make it indistinguishable from a normal one. Even if its magic is detected, it cannot be told from an ordinary instrument until it is played. If the proper chords are struck, a single use of the lyre will negate the effects of a horn of blasting, a Disintegrate spell, or the effects of up to three rounds of attack from a ram or similar siege item. The lyre can be used in this way once per day.
The lyre is also useful with respect to actual building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but three turns of playing is equal to the work of 100 men laboring for three days.
A check must be made whenever the lyre is played. Under normal circumstances, a false chord is sounded on a roll of 1-3 on 1d20. (Characters with the musical instrument proficiency play a false chord only on a roll of 1.) If the player of the lyre is under physical or mental attack, the chance of a false chord increases to 1-10. (Proficient characters resolve a proficincy check by the standard rules under these circumstances.) If a false chord is struck, all effects of the lyre are 20% likely to be negated.
Manual of Bodily Health: The metal-bound manual of bodily health appears to be an arcane, rare, but non-magical book. lf a detect magic spell is cast upon it, the manual will radiate an aura of magic. Any character who reads the work (24 hours of time over 3-5 days) will know how to increase his Constitution by one point – this involves a special dietary regimen and breathing exercises over a one-month period. The book disappears immediately upon completion of its contents.
The point of Constitution is gained only after the prescribed regimen is followed. In three months the knowledge of the secrets to bodily health will be forgotten. The knowledge cannot be articulated or recorded by the reader. The manual will not be useful to any character a second time, nor will more than one character be able to benefit from a single copy.
Manual of Gainful Exercise: This work is similar to the manual of bodily health, but its reading and prescribed course of action will result in the addition of one point to the reader’s Strength.
Manual of Golems: This compilation is a treatise on the construction and animation of golems. It contains all of the information and incantations necessary to make one of the four sorts of golems.
The construction and animation of a golem takes a considerable amount of time and costs quite a bit as well. During the construction/animation process, a single wizard or priest must have the manual at hand to study, and he must not be interrupted. The type of manual found is determined by rolling 1d20 and consulting the table below:
D20 Roll | Type of Golem |
Construction Time | GP Cost |
1-5 | Clay (P) | 1 month | 65,000 |
6-17 | Flesh (W) | 2 months | 50,000 |
18 | Iron (W) | 4 months | 100,000 |
19-20 | Stone (W) | 3 months | 80,000 |
Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem, the figure becomes fully animated.
It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th, there is a cumulative 10% chance that the golem will fall to pieces within one turn of completion due to the maker’s imperfect understanding.
If a priest reads a work for wizards, he will lose 10,000-60,000 experience points. A wizard reading a priestly work will lose one level of experience. The DM must decide in advance which it is meant for. Any other class of character will suffer 6d6 hit points of damage from opening the work.
Manual of Puissant Skill at Arms: This scholarly study contains expert advice and instruction regarding weapon use and various attack and defense modes. Any single bard or fighter (but not a paladin or ranger) who reads the manual and practices the skills described therein for one month goes up to the mid-point of the next higher level. The book disappears after it is read, and the knowledge therein will be forgotten within three months, so it must be acted upon reasonably quickly.
The fighter cannot articulate what he has read, nor can it be recorded in any fashion. Paladins and rangers will understand the work but cannot benefit from reading it. Priests and thieves cannot understand the manual of puissant skill at arms. If a wizard so much as scans a few of its letters, he will be stunned for 1d6 turns and lose 10,000-60,000 experience points. A character can benefit from reading a manual of puissant skill at arms only one time.
Manual of Quickness of Action: The heavy covers and metal bindings of this compilation will not distinguish it from other semi-valuable, non-magical texts. This work contains secret formulae and prescriptions for unguents and exercises that enable a single reader to assimilate the text (three days of uninterrupted study) and then practice the skills detailed therein.
If this practice is faithfully done for one month, the character will gain one point of Dexterity. The manual will disappear immediately after reading, but the contents will be remembered for three months. However, the reader will not be able to articulate or otherwise record the information he retains. Only after the month of training will the Dexterity bonus be gained. Further perusal of a similar text will not add to the same character’s Dexterity.
Manual of Stealthy Pilfering: This is a guide to expertise at thievery. It is so effective that any thief or bard who reads it and then spends one month practicing the skills therein will gain enough experience points to place him at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for three months. As with other magical texts of this sort, however, the knowledge cannot be recorded or repeated to others. Any additional reading of a similar manual is of no benefit to the character.
Fighters and wizards are unable to comprehend the work. Priests, rangers, and paladins who read even a word of the book suffer 5d4 points of damage, are stunned for a like number of rounds, and, if a saving throw vs. spell is failed, they lose 5,000-20,000 experience points as well. In addition, such characters must atone within one day or lose one point of Wisdom.
Mattock of the Titans: This huge digging tool is 10′ long and weighs over 100 pounds. Any giant-sized creature with a Strength of 20 or more can use it to loosen (or tumble) earth or earthen ramparts in a 100-cubic-foot area in one turn. It will smash rock in a 20-cubic-foot area in the same amount of time. If used as a weapon, it has a +3 bonus to attack rolls and inflicts 5d6 points of damage, exclusive of Strength bonuses (see girdle of giant strength).
Maul of the Titans: This huge mallet is 8′ long and weighs over 150 pounds. Any giant-sized creature with Strength of 21 or greater can employ it to drive piles of up to 2′ diameter into normal earth at 4′ per blow – two blows per round. The maul will smash to flinders an oaken door of up to 10′ height by 4′ width by 2″ thickness in one blow – two if the door is heavily bound with iron. If used as a weapon, it has a +2 bonus to attack rolls and inflicts 4d10 hit points of damage, exclusive of Strength bonuses.
Medallion of ESP: This appears to be a normal pendant disk hung from a neck chain. It is usually fashioned from bronze, copper, or nickel-silver. The device enables the wearer to concentrate and pick up thoughts in a path 1′ wide at the medallion and broadening 2′ every 10′ from the device the magic reaches, up to an 11′ maximum width at 50′. Note that the wearer cannot send thoughts through a medallion of ESP.
Use of the medallion requires a full round. It is prevented from functioning by stone of over 3′ thickness, metal of over 1/6″ thickness, or any continuous sheet of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a roll of 6 on 1d6, and the device must be checked each time it is used.
The character using the device can pick up only the surface thoughts of creatures in the ESP path. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If target creatures use no language, only the prevailing emotions can be felt. Note that undead and mindless golems have neither readable thoughts nor emotions. The type of medallion found is determined by consulting the table below:
D20 Roll |
Medallion |
1-15 16-18 19 20 |
30′ range 30′ range with empathy 60’range 90′ range |
Medallion of Thought Projection: This device is like an ESP Medallion in every respect, even as to the range at which it functions. However, in addition to picking up the thoughts of creatures, it will broadcast the thoughts of the user to the creatures in the path of the beam, thus alerting them. To prevent projecting thoughts, the user rolls 1d6. On a roll of 6, the thoughts remain a secret.
Mirror of Life Trapping: This crystal device is usually about 4 square feet in area, framed in metal, wood, etc. It is usable only by wizards, although it can be affixed to a surface to operate alone by giving a command word. A mirror has from 13 to 18 non-spatial/extra-dimensional compartments within it. Any creature coming within 30′ of the device and looking at its reflection must successfully save vs. spell or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device will always see its reflection, the probability dropping to 50% if the creature actively avoids doing so, and to 20% if the creature is aware that the mirror traps life.
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but automatons and non-living matter (including golems but excluding intelligent undead) are not trapped. The possessor of the mirror can call the reflection of any creature that is trapped within to the surface of the mirror, and the powerless creature can be engaged in conversation. If mirror capacity is exceeded, one victim (determined randomly) will be set free in order to accommodate the latest one.
If the mirror is broken, all victims are freed (usually to then attack the the possessor of the device). Note that the possessor of a mirror of life trapping can speak a command word to free a trapped creature, but the creature’s cell must be known. Example: “In the name of Zagig the Great, l command the occupant of the third cell to come forth!”
Mirror of Mental Prowess: This magical mirror resembles an ordinary one 5′ × 2′. The possessor who knows the proper commands can cause it to perform as follows:
Mirror of Opposition: This item exactly resembles a normal mirror. If a creature is reflected in its surface, an exact duplicate of the creature will come into being, and this opposite will immediately attack the creature reflected. Note that the duplicate will have all items and powers of the original (including magic), but upon the defeat or destruction of either, the duplicate and his items disappear completely.
Murlynd’s Spoon: This unremarkable eating utensil is typically fashioned from horn. It radiates a dim aura of conjuration if magic is detected for. If the spoon is placed in an empty container – a bowl, cup, dish, etc. – the vessel will fill with a thick, pasty gruel. Although this substance has a flavor similar to warm, wet cardboard, it is highly nourishing. It contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon will produce sufficient gruel each day to feed up to four humans.
Necklace of Adaptation: This chain resembles a medallion. The wearer can ignore all sorts of gases that affect creatures through respiration. He can also breathe underwater or even exist in airless space for up to seven days.
Necklace of Missiles: This device appears to be nothing but a cheap medallion or piece of valueless jewelry. If a character places it about his neck, however, he can see the necklace as it really is – it is actually a golden chain from which hang a number of golden missile globes. The spheres are detachable only by the wearer, who can easily hurl them up to 70′ distance. When they arrive at the end of their trajectory, they burst as a magical fireball. The number of missiles, and their respective Hit Dice of fireball damage, are determined by rolling 1d20 and consulting the table below:
Number of Missiles and Power in Dice | ||||||||||
D20 Roll | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
1-4 | – | – | – | – | – | – | 1 | – | 2 | – |
5-8 | – | – | – | – | – | 1 | – | 2 | – | 2 |
9-12 | – | – | – | – | 1 | – | 2 | – | 4 | – |
13-16 | – | – | – | 1 | – | 2 | – | 2 | – | 4 |
17-18 | – | – | 1 | – | 2 | – | 2 | – | 2 | – |
19 | – | 1 | – | 2 | – | 2 | – | 4 | – | – |
20 | 1 | – | 2 | – | 2 | – | 2 | – | 2 | – |
For example, on a roll of 9-12, the necklace will possess seven missiles – one 7-dice, two 5-dice, and four 3-dice fireballs.
The size will show that there is a difference in power between globes, but the number of dice and damage each causes cannot generally be known.
If the necklace is being worn or carried by a character who fails his saving throw versus a magical fire attack, the item must undergo a saving throw check as well. If it fails to save, all remaining missiles detonate simultaneously.
Necklace of Prayer Beads: A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character’s neck. Even then, the true nature of the item will be revealed only if the wearer is a priest (excluding druids and characters otherwise able to use spells of a priestly or druidical nature such as paladins and rangers). The necklace of prayer beads consists of 1d6 + 24 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his deity to grant desired spells. There will also be 1d4 +2 special beads (precious stones, gems of 1,000 gp base value) of the following sort (roll 1d20 for each bead):
D20 Roll | Results |
1-5 | Bead of Atonement – as the 5th-level spell of the same name |
6-10 | Bead of Blessing – as the 1st-level spell of the same name |
11-15 | Bead of curing – cures Blindness, Disease, or Serious Wounds (as the appropriate spells) |
16-17 | Bead of karma – allows the priest to cast his spells as if he were four levels higher (with respect to range, duration, etc.) |
18 | Bead of summons – calls the priest’s deity (90% probability) to come to him in material form (but it had better be for a good reason!) |
19-20 | Bead of Wind Walking – as the 7th-level spell of the same name |
Each special bead can be used once per day. If the priest summons his deity frivolously, the deity will, at the very least, take the necklace as punishment. The function of each bead is known only when the bead is grasped and a Commune spell used. All powers of the special beads are lost if they are removed from the necklace.
Necklace of Strangulation: A necklace of strangulation can be identified only when placed around a character’s neck. The necklace immediately constricts and cannot be removed by any means short of an alter reality, Limited Wish, or Wish spell. The wearer suffers 6 points of strangulation damage per round until he is dead. The necklace remains clasped around the character’s throat until he is a dry skeleton. It can be reused.
Nolzur’s Marvelous Pigments: These magical emulsions enable their possessor to create actual objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the wielder concentrates on the desired image. One pot of Nolzur’s marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10′ × 10′ rendition of a pit would result in an actual 10′ × 10′ × 10′ pit; a 10′ × 10′ depiction of a room would result in a 10′ × 10′ × 10′ room; and so on.
Only normal, inanimate things can be created – doors, pits, flowers, trees, cells, etc.; monsters, people, golems, and the like can’t be created. The pigments must be applied to a surface (i.e., a floor, wall, ceiling, door, etc.). From 1d4 containers of pigments will be found, usually with a single instrument about 1′ long with which to apply them. It takes one turn to depict an object with pigments. Objects of value depicted by pigments – precious metals, gems, jewelry, ivory, etc. – will appear to be valuable but will really be made of tin, lead, paste gems, brass, bone, etc. Normal armor or weapons can, of course, be created.
Pearl of Power: This seemingly normal pearl of average size and coloration is a potent aid to a wizard. Once a day, a pearl of power enables the possessor to recall any one spell as desired, even if the spell has already been cast. Of course, the wizard must have the spell to be remembered among those he most recently memorized. The power of the pearl is determined by rolling percentile dice and consulting the table below:
D100 Roll |
Level of Spell Recalled by Pearl |
01-25 | first |
26-45 | second |
46-60 | third |
61-75 | fourth |
76-85 | fifth |
86-92 | sixth |
93-96 | seventh |
97-98 | eighth |
99 | ninth |
00 | recalls two spells of 1st to 6th level (use 1d6) |
One in 20 of these pearls is of opposite effect, causing a spell to be forgotten. These pearls can be gotten rid of only by means of a Wish.
Pearl of the Sirines: This normal-seeming pearl radiates faintly of enchantment if magic is detected for. In any event, the stone will be very beautiful and worth at least 1,000 gp on this basis alone. If it is clasped firmly in hand (or to the breast) and the possessor attempts actions related to the pearl’s power areas, he will understand and be able to employ the item.
The pearl enables its possessor to breathe in water as if he were in clean, fresh air. Underwater movement rate is 24. The possessor is immune to ill effects from the poison touch of a sirine. The pearl must be within the general area of the possessor – less than 10′ distant – to convey its powers to him.
Pearl of Wisdom: Although it appears to be a normal pearl, a pearl of wisdom causes a priest to increase one point in Wisdom If he retains the pearl for one month. The increase happens at the end of 30 days, but thereafter the priest must keep the pearl with him or the one point gain will be lost.
Note that one in 20 of these magical pearls is cursed to work in reverse, but once the point of Wisdom is lost, the pearl turns to powder; the loss is permanent barring some magical restoration means such as a Wish or tome of understanding.
Periapt of Foul Rotting: This engraved gem appears to be a gem of small value. If any character claims it as his own, he will contract a terrible rotting disease which can be removed only by application of a Remove Curse spell followed by a Cure Disease and then a Heal, Limited Wish or Wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character. Otherwise, the afflicted loses one point each of Dexterity, Constitution, and Charisma per week beginning one week after claiming the item. When any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction.
Periapt of Health: This gem appears exactly the same as a periapt of foul rotting, but the possessor will be immune from all diseases save that of the latter periapt so long as he has it on his person.
Periapt of Proof Against Poison: The periapt of proof against poison is indistinguishable from other periapts. The character who has one of these magical gems is allowed a saving throw vs. poison that normally disallow any such opportunity. The Special Save column on the table below lists the saving throw for such poisons. The owner rolls against his normal score for poisons which are usually at a penalty, and gets a plus on all other poison saves. Roll 1d20 and consult the table below to determine the effectiveness of a particular periapt:
D20 Roll | Special Save | Plus of Periapt |
1-8 | 19 | +1 |
9-14 | 17 | +2 |
15-18 | 15 | +3 |
19-20 | 13 | +4 |
Periapt of Wound Closure: This magical stone looks exactly the same as the others of this ilk. The person possessing it need never fear open, bleeding wounds because the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds that would not do so normally.
Philosopher’s Stone: This is a rare and magical substance that appears to be an ordinary, sooty black piece of rock. It radiates faintly of unknown magic. If the stone is broken open, a cavity will be discovered. The interior of this cavity is lined with a quicksilver which enables the transmutation of the base metals (iron and lead) into silver and gold. A wizard will be required to bring about such transmutation, however.
From 50 to 500 pounds of iron can be made into silver; from 10 to 100 pounds of lead can be turned into gold from a single philosopher’s stone. Transmutation must be made fully upon the first attempt, all the quicksilver being employed at one time.
Two other substances may be found in a philosopher’s stone instead of the quicksilver described above, at the DM’s discretion. If he decides there’s something different in the stone, there is a 75 % chance that a greenish, crystalline salt will be found. This allows the manufacture of 1d4 potions of longevity. There is a 25% chance that a white powder will be found in a stone. When mixed with a potion of longevity, this can actually restore life to a dead human or demihuman. The mixture must be administered internally within one week of the creature’s demise (see the raise dead spell).
Phylactery of Faithfulness: There is no means to determine what function this device performs until it is worn. The wearer of a phylactery of faithfulness will be aware of any action or item that will adversely affect his alignment and standing with his deity. He acquires this information prior to performing the action or becoming associated with such an item, if a moment is taken to contemplate the action. The phylactery must be worn normally by the priest, of course.
Phylactery of Long Years: This device slows the aging process by one-quarter for as long as the priest wears it. The reduction applies even to magical aging. Thus, if a priest dons the phylactery at age 20, he will age nine months in every 12 that pass; in 12 chronological years, he will have aged just nine years, and will be 29 (physically) rather than 32. One in 20 of these devices is cursed to operate in reverse.
Phylactery of Monstrous Attention: While this arm wrapping appears to be a beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the priest wearing it. This results in the priest being plagued by powerful and hostile creatures whenever he is in an area where such creatures are or can appear. If the priest is of 10th or higher level, the attention of his deity’s most powerful enemy will be drawn, causing this being to interfere directly. Once donned, a phylactery of monstrous attention cannot be removed without a Wish spell and then a Quest must be performed to re-establish the priest in his alignment.
Pipes of Haunting: This magical item appears to be a small set of pan pipes. If checked, it faintly radiates magic. When played by a person skilled in music, the pipes create an eerie, spell-binding tune. A listener will think the source of the music is somewhere within 30 feet of the musician. Those hearing the tune and not aware of the piper must make a saving throw vs. spell. Those who fail become nervous and scared. All morale checks are made with a -2 penalty and the listeners suffer a -1 penalty to an surprise rolls.
Pipes of Pain: These appear to be like any other standard or magical set of pipes with nothing to reveal their true nature. When played by a character proficient in music, the pipes create a wondrous melody, surpassing any sound ever heard. All within 30 feet, including the piper, must save vs. spells or be enchanted by the sound. So long as the pipes are played, no one will attack or attempt any action if affected.
As soon as the piping stops, all those affected will be stricken by intense pain at even the slightest noise, causing 1d4 points of damage per round. This pain will last for 2d4 rounds. Thereafter, the least noise will cause the victim to wince, reducing the character’s attack and savlng throw rolls -2. The effect can be negated only by a Forget or Remove Curse spell.
Pipes of Sounding: When played by a character proficient in music, these pipes can be used to create a variety of sounds. To a listener the source of the sound will seem to be anywhere within 60 feet of the piper. The possible sounds that can be created are: wind blowing, laughter, whistling, bird calls, moaning, footsteps, crying, mumbled voices, screams, running water, or creaking. (Note: The DM can rule that other similar sounds are possible.)
Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract from 10-60 (1d6 × 10) giant rats (80%) or 30-180 (3d6 × 10) normal rats (20%) if either or both are within 400′. For each 50′ distance the rats have to travel, there will be a one-round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as he continues to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are called again, it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper.
If the rats are under control of a creature such as a vampire, the piper’s chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control.
Portable Hole: A portable hole is a circle of magical cloth spun from the webs of a phase spider interwoven with strands of ether and beams of Astral plane luminaries. When opened fully, a portable hole is 6′ in diameter, but it can be folded as small as a pocket handkerchief. When spread upon any surface, it causes an extra-dimensional hole 10′ deep to come into being. This hole can be “picked up” from inside or out by simply taking hold of the edges of the magical cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only oxygen in the hole is that allowed by creation of the space, so creatures requiring the gas cannot remain inside for more than a turn or so without opening the space again by means of the magical cloth. The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each portable hole opens on its own particular non-dimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral plane is torn in the space, and the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to another plane, and the hole, bag, and any creatures within a 10′ radius are drawn to the plane, the portable hole and bag of holding being destroyed in the process.
Pouch of Accessibility: This normal-seeming pouch is actually a strongly magicked item which can contain up to 300 lbs. in 30 specially constructed pockets within it. Each pocket, in turn, holds a maximum of 10 lbs., or one cubic foot of volume, whichever is reached first.
This device also enables the possessor to open it and call forth the item(s) desired. Merely speaking the name of a desired object causes it to appear at the top of the pouch, ready for instant grasp.
These items are similar to bags of holding and portable holes, and the strictures about placement within such magical spaces apply fully. The pouch weighs 1 lb. empty and 4 lbs. when filled.
Quaal’s Feather Token: Feather tokens are small magical devices of various forms to suit special needs. The types of tokens are listed below. Other token-types can be created as desired. Each token is usable once. To determine the type of feather token discovered, consult the following table:
D20 Roll |
Tokens |
1-4 | Anchor |
5-7 | Bird |
8-10 | Fan |
11-13 | Swan Boat |
14-18 | Tree |
19-20 | Whip |
Anchor: a token useful to moor a craft in water so as to render it immobile for up to one full day.
Bird: a token that can be used to drive off hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size (one-day duration).
Fan: a token that forms a huge flapping fan which can cause a strong breeze in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds – if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not affect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.
Swan boat: a token that forms a huge swan-like boat capable of swimming at a rate of 24, and carrying eight horses and gear or 32 men or any equivalent combination (one-day duration).
Tree: a token that causes a great oak to spring into being (6′ diameter trunk, 60′ height, 40′ top diameter).
Whip: a token that causes a huge leather whip to appear and be wielded against any opponent desired ( +1 weapon, 9th-level fighter’s attack roll, 1d6 +1 points damage plus a saving throw vs. spell or be bound fast for 1d6 +1 rounds) for up to six turns. (See Sword of dancing, p.185).
Quiver of Ehlonna: This appears to be a typical arrow container capable of holding about 20 arrows. It has an aura of alteration if magic is detected for, and examination shows that it has three distinct portions. The first and smallest one can contain up to 60 objects of the same general size and shape as long bow arrows. The second, slightly longer, compartment will hold up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case will contain as many as six objects of the same general size and shape as a bow – spears or staves, for example. Such a quiver is always found empty, but once the owner has filled it, he can command the quiver to produce any stored items he wishes each round.
Robe of the Archmagi: This normal-appearing garment can be white (45% – good alignment), gray (30% – neutral, but neither good nor evil, alignment), or black (25% – evil alignment). Its wearer gains the following powers:
The color of a robe of the archmagi is not determined until it is donned by a wizard. If a white robe is donned by an evil wizard, he suffers 11d4 +7 points of damage and loses 18,000-51,000 experience points at the DM’s discretion. The reverse is true with respect to a black robe donned by a good aligned wizard. An evil or good wizard putting on a gray robe, or a neutral wizard donning either a white or black robe, incurs 6d4 points damage, 6,000-24,000 experience points loss, and the wearer will be moved toward the alignment of the robe by its enchantments (i.e., he will feel himself urged to change alignment to that of the robe, and he will have to make an effort to
maintain his old alignment).
Robe of Blending: This ordinary appearing robe cannot be detected by magical means. When it is put on, however, the wearer will know that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall or a plant – whatever is appropriate. It can even make the wearer appear to be a creature of his choice.
The robe does have its limits: It will not make its wearer appear to be more than twice normal height or less than one-half normal. It does not impart vocal capabilities – either understanding or imitating the creature the wearer looks like. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him as.)
Creatures with exceptional (15+) or better Intelligence have a 1% per Intelligence point chance of detecting something amiss when they are within 30′ of someone disguising himself with a robe of blending. Creatures with low Intelligence or better and 10 or more levels of experience or Hit Dice have a 1% chance per level or Hit Die of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 Intelligence wizard of 12th-level has a 30% chance – 18% + 12% – of noting something amiss.) After an initial check per eligible creature, successive checks should be made each turn thereafter, if the same creatures are within the 30′ range. All creatures acquainted with and friendly to the wearer will see him normally.
Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to “see” in all directions at the same moment due to scores of magical “eyes” which adorn the robe. The wearer also gains infravision to 120′ range, and the power to see displaced or out of phase objects and creatures in their actual positions. The robe of eyes sees all forms of invisible things within a 240′ normal vision range (or 120′ if infravision is being used).
Invisibility, dust of disappearance, robes of blending, and Improved Invisibility are not proof against observation, but astral or ethereal things cannot be seen by means of this robe. Solid objects obstruct even the robe’s powers of observation. Illusions and secret doors also can’t be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a robe of eyes is impossible.
Finally, the robe enables its wearer to track as if he were a 12th-level ranger. A Light spell thrown directly on a robe of eyes will blind it for 1d3 rounds, a Continual Light for 2d4 rounds.
Robe of Powerlessness: A robe of powerlessness appears to be a robe of another sort, and detection will discover nothing more than the fact that it has a magical aura. As soon as a character dons this garment, he drops to 3 Strength and 3 Intelligence, forgetting all spells and magical knowledge. The robe can be removed easily, but in order to restore mind and body, the character must have a Remove Curse spell and then a Heal spell placed upon him.
Robe of Scintillating Colors: This garment appears quite normal, but a magical aura is detectable. Only a wearer with an Intelligence of 15 or higher and a Wisdom of 13 or more can cause a robe of scintillating colors to function. If Intelligence and Wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.
This effect sheds light in a 40′ diameter sphere, and it has the power to hypnotize opponents, making them unable to attack the wearer. A full round passes before the colors begin “flowing” on the robe. Each round after that, any opponent who fails a saving throw vs. spell (or magic resistance check, then save) will stand hypnotized and transfixed for 1d4 +1 rounds. Even when this effect wears off, additional saves must be made in order to attack.
Furthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% ( -5) is attained – five continuous rounds of the dazzling play of hues.
After the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity that do not require movement of more than 10′ from his starting position. In non-combat situations, the robe simply hypnotizes creatures failing their saving throws vs. spell for 1d4 +1 turns.
Robe of Stars: This rather ordinary-appearing garment seems typical of apparel worn by a wizard. However, it will radiate a strong aura of alteration and evocation if examined for magic. The robe enables its wearer to travel physically on the Astral plane, along with all that he is wearing or carrying. The garment also enables the wearer to survive comfortably in the void of outer space. In other situations, the robe gives its wearer a +1 bonus to all saving throws.
The robe is embroidered with stars, and the wearer can use up to six of these as missile weapons, provided he is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage. Maximum range is 60′ and base damage is 2d4 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day. If all six are used, all of the robe’s traveling and missile powers are gone forever.
Robe of Useful Items: This appears to be an unremarkable item of apparel, but a wizard who dons it will note that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see, recognize, and detach these patches. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A robe of useful items always begins with two each of the following patches:
In addition, the robe will have 4d4 items which must be diced for. Roll 4d4 to determine how many additional items a robe has and then percentile dice to determine specific items:
D100 Roll |
Result |
01-08 | Bag of 100 gold pieces |
09-15 | Coffer (½’ × ½’ × 1′), silver (500 gp value) |
16-22 | Door, iron (up to 10′ wide and 10′ high and barred on 1 side – must be placed upright, will attach and hinge itself) |
23-30 | Gems, 10 of 100 gp value each |
31-44 | Ladder, wooden (24′ long) |
45-51 | Mule (with saddle bags) |
52-59 | Pit (10 cubic feet), open |
60-68 | Potion of extra healing |
69-75 | Rowboat (12′ long) |
76-83 | Scroll of one randomly determined spell |
84-90 | War dogs, pair |
91-96 | Window (2′ x 4′-up to 2′ deep) |
97-00 | Roll twice more |
Multiple items of the same kind are permissible. Once removed, items are never replaced.
Robe of Vermin: This magical-seeming garment will radiate a dim aura of enchantment if magic is detected for. The wearer will notice nothing unusual when the robe is donned, and it will actually convey some magic power at that time – protection +1, for example. However, as soon as the wearer is in a situation requiring concentration and action against hostile opponents, the true nature of the garment will be revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of extreme discomfort from the movement and biting of these pests.
The wearer is unable to gain initiative, and has a 50% chance of being unable to complete a spell due to the vermin. All other actions and attack forms requiring manual/locomotive/somatic activity are at half normal probability. The garment can’t be removed except by means of a Remove Curse spell or similar magic.
Rope of Climbing: A 60′ long rope of climbing is no thicker than a slender wand and weighs no more than three pounds, but it is strong enough to support 3,000 pounds. Upon command, the rope will snake forward, upward, downward, or any other direction at 10′ per round and attach itself securely wherever desired. It will return or unfasten itself in a similar manner. A rope of climbing can also be commanded to knot itself. This causes large knots to appear at 1′ intervals along the rope. Knotting shortens the rope to 50′ length until the knots are untied. One end of the rope must be held by a character when its magic is invoked.
Rope of Constriction: This rope looks exactly like a rope of climbing or entanglement. As soon as it is commanded to perform some action, however, it lashes itself about the neck of the character holding it, and from 1d4 others wlthin 10′. Everyone caught by the rope is entitled to a saving throw.vs. spell. Anyone failing the saving throw is strangled and crushed (2d6 hit points of damage), and the rope continues to constrict until a Dispel Magic is cast upon it.
Creatures entwined by the rope cannot cast spells or free themselves. An unentangled character can cast a Dispel Magic or try to cut through the rope – it is AC -2 and takes 22 points of damage to cut through; all hit points must be inflicted by the same creature (not the one entangled).
Rope of Entanglement: A rope of entanglement looks just like any other magical rope. Upon command, the rope lashes forward 20′ or upward 10′ to entangle up to eight man-sized creatures. For purposes of entanglement, creatures of different sizes are assigned values, as follows:
Size | Value |
Tiny | .33* |
Small | .5* |
Medium | 1 |
Large | 3 |
Huge | 4 |
Gigantic | 8 |
* Round up
Add the values of all creatures entangled to determine how many are affected by the rope. For example, the rope could entangle up to 24 Tiny creatures or 2 Huge creatures. Any combination of sizes is possible as long as the total value doesn’t exceed eight.
The rope cannot be broken by sheer strength – it must be hit by an edged weapon. The rope is AC -2 and takes 22 points of damage to cut through; all damage must be inflicted by the same creature (not the one entangled). Damage under 22 points will repair itself in six turns. If a rope of entanglement is severed, it is destroyed.
Rug of Smothering: This finely woven carpet resembles a carpet of flying and will detect as magical. The character seating himself upon it and giving a command will be surprised, however, as the rug of smothering rolls itself tightly around him, suffocating him in 1d4 +2 rounds. The rug cannot be physically prevented from wrapping itself, and it can be prevented from smothering its victim only by the casting of any one of the following spells: Animate Object, Hold Plant, Wish.
Rug of Welcome: A rug of this type appears exactly the same as a carpet of flying, and it performs the functions of one (6′ × 9′ size), but a rug of welcome has other, additional powers. Upon command it will function as a rug of smothering, entrapping any creature up to ogre-size which steps upon it. A rug of welcome can also elongate itself and become as hard and strong as steel, the maximum length being 27′ × 2′. In this form, it can serve as a bridge, barricade, etc. In this latter form it is AC 0 and will take 100 points of damage to destroy. Finally, the possessor need only utter a word of command, and the rug will shrink to half size for easy storage and transportation.
Saw of Mighty Cutting: This notched adamantite blade is 12′ long and over 1′ wide. It requires 18/00 or greater Strength to operate alone, or two people of 17 or greater Strength working in tandem. The blade will slice through a 1′ diameter tree in three rounds, a 2′ thick hardwood tree in one turn, or a 4′ thick trunk in three turns. After six turns (cumulative) of cutting with the saw, the character or characters must rest for six turns before doing any further work.
Scarab of Death: This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than one round or placed within a soft container (bag, pack, etc.) within 1′ of a warm, living body for one turn, it changes into a horrible burrowing beetle-like creature. The thing will tear through any leather or cloth, burrow into flesh, and reach the victim’s heart in a single round, causing death. It then returns to its scarab form. (Placing the scarab in a container of hard wood, ceramic, bone, ivory, or metal will prevent the monster from coming to life.)
Scarab of Enraging Enemies: When one of these devices is displayed and a command uttered, all intelligent hostile creatures within a 40′ radius must successfully save vs. spell or become enraged. Those whose saving throws succeed may perform normally; enraged enemies fly into a berserk fury and attack the nearest creature, even their own comrades (+1 bonus to attack rolls, +2 bonus to damage, -3 to their own Armor Class).
The rage lasts for 1d6 +6 rounds, and during this period, the enraged creatures will attack continually, without reason or fear, moving on to attack other creatures nearest them if initial opponents are slain. A scarab of this type contains from 1d6 +18 charges.
Scarab of Insanity: This item is indistinguishable from any other amulet, brooch, or scarab. When displayed and a command word is spoken, all other creatures within a 20′ radius must save vs. spell with a -2 penalty (and -10% penalty to any magic resistance as well). Those failing the save are completely insane for 1d4 +8 rounds, unable to cast spells or use reasoning of any sort (treat as a Confusion spell with no chance for acting in a non-confused manner). The scarab has 1d8 +8 charges.
Scarab of Protection: This device appears to be any one of the various magical amulets, stones, etc. It gives off a faint magical aura, however, and if it is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.
The possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.
The scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder – totally destroyed.
One in 20 of these scarabs will be a cursed item, giving the possessor a -2 penalty to his dice. However, one in five of these cursed items will become a +2 scarab if the curse is removed by a cleric of 16th-level or higher. In this case, the scarab will have absorption capability of 24 rather than 12.
Scarab Versus Golems: This magical pin enables its wearer to detect any golem within 60′, although he must concentrate in order for the detection to take place. Furthermore, the scarab enables its possessor to combat a golem, with hand-held or missile weapons, as if it were a normal monster, with no special defenses. Each scarab has this effect with regard to a different sort of golem. Roll percentile dice and consult the table below:
D100 Roll | Type(s) of Golem Affected by Scarab | XP Value |
01-30 | Flesh | 400 |
31-55 | Clay | 500 |
56-75 | Stone | 600 |
76-85 | Iron | 800 |
86-95 | Flesh, Clay, Wood | 900 |
96-00 | Any golem | 1,250 |
Sheet of Smallness: A magical item of this sort appears to be nothing more than a well-made piece of material – possibly some sort of covering or sheet woven of very fine linen or silk. One side will have a larger pattern than the other, or perhaps one side will be white, the other black. In any event, there will be an aura of alteration detectable from this cloth if magic is checked for.
This item causes any magical item wrapped within it to shrink to 1/12 its normal size and weight. If the item is then wrapped in the sheet so as to be touching the reverse side of the material, it will grow back to its normal size and weight. Note that this item has no effect on artifacts, relics, or living material – it affects only non-living, ordinary magical items – and no item shrunk in this fashion is functional or usable while in reduced form. Change in size requires two rounds to accomplish, either in shrinking or restoring to normal size.
Slippers of Spider Climbing: These shoes appears unremarkable, although they will give off a faint aura of alteration magic if detected for. When worn, a pair of these slippers enable the individual to move at a 60′ rate on vertical surfaces or even upside down along ceilings, with hands free to do whatever the wearer desires. Extremely slippery surfaces – ice, oiled, or greased surfaces – make these slippers useless.
Smoke Powder: This magical substance is similar, though not identical, to gunpowder. It is extremely scarce and, due to its volatile nature, dangerous to fabricate. Smoke powder will be available in a campaign only if the DM allows it. If the DM doesn’t want it in the campaign, it simply doesn’t exist.
Smoke powder is commonly found divided into two separate components – one, a steely-blue granular substance, the other, a fine white powder. Alone, each component is inert and harmless. However, when equal portions of the two are mixed together, the smoke powder is complete and dangerous.
When touched by a flame, the mixed powder explodes with great force, noise, and smoke. The size and force of the explosion varies according to the amount of smoke powder used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage.
Such an amount is sufficient for a large firecracker or a single charge of an arquebus (if these optional weapons exist in the campaign). Increasing the amount increases the damage proportionally – doubling causes 2d2 points of damage, tripling causes 3d2, and so on.
An explosion capable of causing 30 points of damage (15 charges) has a 5′ radius. Blasts capable of causing 50 or more points of damage (25 or more charges) have a radius of 15 feet, and affect items and fortifications as would a giant’s blow.
When discovered, a pouch of smoke powder contains 3d6 charges. Charges from several pouches of smoke powder can be combined to create bigger, more damaging explosions.
Sovereign Glue: This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only within a flask coated with oil of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the oil of slipperiness must be put on the flask within one round to prevent the remaining glue from adhering to the side of the container.
One ounce of the adhesive will cover approximately one square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes one full round to set; if the objects are pulled apart before that time has elapsed, that application of the glue will lose its stickiness and be worthless. If the glue is allowed to set, then attempting to separate the two bonded objects will only result in the rending of one or the other except when oil of etherealness or universal solvent is applied to the bond – sovereign glue is dissolved only by those liquids. A typical container of the substance holds 1d10 ounces of glue.
Spade of Colossal Excavation: This digging tool is 8′ long with a spade-like blade 2′ wide and 3′ long. Any fighter with 18 Strength can use this magical shovel to dig great holes. One cubic yard of normal earth can be excavated in one round. After 10 rounds of digging, the user must rest for five rounds. Hard pan clay takes twice as long to dig, as does gravel. Loose soil takes only half as long.
Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2′ in diameter. A sphere is actually a hole in the continuity of the multiverse, a void. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed – even Wishes and similar magicks have no effect!
A sphere of annihilation is basically static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. Control range is 40′ initially, 10’/level once control is established. Basic movement rate is 10′ per round, modified as shown below.
Concentration control is based on Intelligence and level of experience – the higher the level the greater the mental power and discipline. For every point of Intelligence above 12, the wizard adds 1%; for every point over 15, he adds another 3%. In other words, add 1% for each point from 13 to 15, and an additional 3% for each point from 16-18-a maximum of 12% bonus at 18 Intelligence. The bonus applies to this table:
Level of Wizard | Movement/Round | Probability of Control/Round |
up to 5th | 8′ | 15% |
6th-7th | 9′ | 20% |
8th-9th | 10′ | 30% |
10th-11th | 11′ | 40% |
12th-13th | 12′ | 50% |
14th-15th | 13′ | 60% |
15th-17th | 14′ | 70% |
18th-20th | 15′ | 75% |
21st & above | 16′ | 80% |
Any attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide toward the wizard attempting to move it. The sphere will continue to move in this direction for 1d4 rounds and as long as the wizard is within 30′ thereafter.
If two or more wizards vie for control of a sphere of annihilation, the one with the highest percentage chance to control the sphere is checked first, then the next strongest, etc. Control chance is reduced 5% per person, cumulative, when two or more wizards concentrate on the sphere, even if they are cooperating. If none are successful, the sphere will slip toward the strongest. Control must be checked each round.
Should a Gate spell be cast upon a sphere, there is a 50% chance that the spell will destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in the spatial fabric, and everything in a 180′ radius will be catapulted into another plane or universe.
If a rod of cancellation touches a sphere, a tremendous explosion will occur as they negate each other. Everything within a 60′ radius will sustain 3d4 × 10 points of damage. See also talisman of the sphere, below.
Stone Horse: Each item of this nature appears to be full-sized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden, and even to attack as if it were a warhorse. There are two sorts of steeds:
Courser: This stone horse travels at the same movement rate as a light horse (movement rate 24) and attacks as if it were a medium warhorse (three attacks for 1d6/1d6/1d3). It is Armor Class 3 and has 18 hit points. It saves versus all applicable attack forms as if it were “Metal, hard.”
Destrier: This stone horse travels at the same movement rate as a medium horse (movement rate 18) and attacks as if it were a heavy warhorse (three attacks for 1d8/1d8/1d3). It is Armor Class 1 and has 26 hit points. It saves versus all applicable attack forms as if it were “Metal, hard.”
A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage inflicted upon it can be repaired by first using a Stone to Flesh spell, thus causing the stone horse to become a normal horse. If then allowed to graze and rest, the animal will heal its wounds at the rate of one point per day. When it is fully healed, it will automatically revert to its magical form.
Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly shaped bit of roughly polished rock. The possessor of such a stone need but utter a single command word, and an earth elemental of 12-Hit-Dice size will come to the summoner if earth is available, an 8-Hit-Dice elemental if rough, unhewn stone is the summoning medium. (An earth elemental cannot be summoned from worked stone, but one can be from mud, clay, or even sand, although one from sand is an eight-dice monster.) The area of summoning for an earth elemental must be at least 4′ square and have four cubic yards volume. The elemental will appear in 1d4 rounds. For detailed information about elementals and their control see the Monstrous Compendium. The stone can be used to summon one elemental per day.
Stone of Good Luck (Luckstone): This magical stone is typically a bit of rough polished agate or similar mineral. Its possessor gains a +1 (+5% where applicable) on all dice rolls involving factors such as saving, slipping, dodging, etc. – whenever dice are rolled to find whether the character suffers from some adverse happening. This luck does not affect attack and damage rolls or spell failure dice. Additionally, the luckstone gives the possessor a +/-1% to +/-10% (at owner’s option) on rolls for determination of magical items or division of treasure. The most favorable results will always be gained with a stone of good luck.
Stone of Weight (Loadstone): This magical stone appears to be any one of the other sorts, and testing will not reveal its nature. However, as soon as the possessor of a stone of weight is in a situation where he is required to move quickly in order to avoid an enemy – combat or pursuit – the item causes a 50% reduction in movement, and even attacks are reduced to 50% normal rate. Furthermore, the stone cannot be gotten rid of by any non-magical means – if it is thrown away or smashed, it will reappear somewhere on the character’s person. If a Dispel Evil is cast upon a loadstone, the item will disappear and no longer haunt the individual.
Talisman of Pure Good: A high priest who possesses this item can cause an flaming crack to open at the feet of an evil priest. The intended victim will be swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil priest will gain a saving throw vs. death.
A talisman of pure good has seven charges. It cannot be recharged. If a neutral priest touches one of these magic stones, he will suffer 7d4 points of damage. If an evil priest touches one, he will suffer 12d4 points of damage. Non-priests will not be affected by the device.
Talisman of the Sphere: This is a small adamantite loop and handle which will be useless to non-wizards. Characters of any other class touching a talisman of this sort will suffer 5d6 points of damage. When held by a wizard concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the Intelligence bonus percentage for control (i.e., 2% per point of Intelligence from 13-15, 6% per point of Intelligence from 16-18).
If control is established by the wielder of a talisman, he need check for continual control only every other round thereafter. If control is not established, the sphere will move toward the wizard at maximum speed (16’/round). Note that a wand of negation will have no effect upon a sphere of annihilation, but if the wand is directed at the talisman it will negate its power of control as long as the wand is directed at it.
Talisman of Ultimate Evil: This device exactly resembles a talisman of pure good and is exactly its opposite in all respects. It has six charges.
Talisman of Zagy: A talisman of this sort appears exactly the same as a stone controlling earth elementals. Its powers are quite different, however, and are dependent upon the Charisma of the individual holding the talisman. Whenever a character touches a talisman of Zagy, a reaction check is made as if the individual were meeting another creature.
If a hostile reaction result is obtained, the device will act as a stone of weight, although discarding it or destroying it results only in 5d6 points of damage and the disappearance of the talisman.
If a neutral reaction results, the talisman will remain with the character for 5d6 hours, or until a Wish is made upon it, whichever first occurs, and it will then disappear.
If a friendly reaction result is obtained, the character will find it impossible to be rid of the talisman for as many months as he has points of Charisma.
The device will grant one Wish for every six points of the character’s Charisma. It will also grow warm and throb whenever its possessor comes within 20′ of a mechanical or magical trap. (If the talisman is not held, its warning heat and pulses will be of no avail.)
Regardless of which reaction result is obtained, when its time period expires, the talisman will disappear. A base 10,000 gp diamond will remain in its stead.
Tome of Clear Thought: A work of this nature is indistinguishable from any normal book. Any single character who reads a tome of clear thought will be able to practice mental exercises that will increase his Intelligence by one point. Reading a work of this nature takes 48 hours time over six days, and immediately thereafter the book disappears.
The reader must begin a program of concentration and mental disciplines within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. Any further perusal of a tome of clear thought will be of no benefit to the character.
Tome of Leadership and Influence: This leather-and-brass-bound book is similar to a tome of clear thought, but upon completion of reading and practice of what was revealed therein, Charisma is increased by one point.
Tome of Understanding: Identical to a tome of clear thought, this work increases Wisdom by one point.
Universal Solvent: This strange and magical liquid appears to be some sort of minor oil or potion. Upon first examination, it seems to have the properties of both oil of slipperiness and a potion of delusion. However, if it is applied to any form of adhesive or sticky material, the solution will immediately dissolve it. Thus, for instance, the effect of sovereign glue will immediately be negated by this liquid, as will any other form of cement, glue, or adhesive. The area of effect of this liquid is one cubic foot per ounce, and a typical container holds 27 ounces.
If the liquid is carefully distilled to bring it down to one-third of its original volume, each ounce will dissolve one cubic foot of organic or inorganic material, just as if a Disintegrate spell had been employed. To find if a target is affected by this concentrated solution, a normal attack roll is required, and the subject is entitled to a saving throw vs. spell. Inanimate objects are automatically affected by the solution, although if they are magical, a saving throw vs. disintegrate applies.
Vacuous Grimoire: A book of this sort is identical to a normal one, although if a Detect Magic spell is cast, a magical aura will be noted. Any character who opens the work and reads so much as a single glyph therein must make two saving throws vs. spell. The first is to determine if one point of Intelligence is lost or not; the second is to find if two points of Wisdom are lost. Once opened and read, the vacuous grimoire remains; to be destroyed, the book must be burned and a Remove Curse spell cast. If the tome is placed with other books, its appearance will instantly alter to conform to the look of these other works.
Well of Many Worlds: This strange inter-dimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world – a parallel earth, another planet, or a different plane at the DM’s option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, etc., just like a portable hole. Things from the world the well touches can come through the opening, just as easily as from the initiating place.
Wind Fan: A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. The possessor can, however, by uttering the correct word, cause the fan to generate air movement duplicating a Gust of Wind spell as if cast by a 5th-level wizard. The fan can be used once per day with no risk. If it is used more frequently, there is a cumulative 20% chance per usage that the device will tear into useless, non-magical tatters.
Wings of Flying: A pair of these magical wings appears to be nothing more than a plain cloak of old, black cloth. If the wearer speaks a command word, the cloak will tum into a pair of gigantic bat wings (20′ span) and empower the wearer to fly as follows:
After the maximum number of possible turns flying, the wearer must rest for one hour – sitting, lying down, or sleeping. Shorter periods of flight do not require full rest, but only relative quiet such as slow walking for one hour. Any flight of less than one turn’s duration does not require any rest. Wings of flying can be used just once per day regardless of the length of time spent flying. They will support up to 500 pounds weight.