TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Adventurer's Ordinance II 
   
  127 New Magical Items for any Setting 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Adventurer's Ordinance 
  Accessory 
   
   
  Credits 
   
  Compilation and Editing: Jesse Muir (dragonsfoot id: SBLaxman) 
  Submissions: Jesse Muir (SBLaxman), garhkal, Madalch 
   
  Introduction 
   
   
  The following document contains a variety of magical items which any DM may find useful for 
  their campaign.  Most are designed with AD&D/OSRIC in mind, though should be useful for any fantasy 
  setting or rule set. 
   
   
  The items contained within are the sole creation of the editor of this document (SBLaxman), 
  with the exception of those submitted by two other members of the Dragonsfoot.org community; 
  garhkal and Madalch, whose ideas are greatly appreciated, and whose items are identified by their 
  names in parenthesis. 
   
   
   
  Feel free to use any item contained in this document as you see fit.  If you plan on publishing an 
  adventure module or other document containing an item contained in the Adventurer's Ordinance II, 
  be cool and cite your sources.   
   
   
  In the Table of Contents below, items are arranged by the categories given in the Dungeon 
  Masters Guide.  Items that are usable by only certain classes are denoted by a letter in parenthesis 
  following the item name.  These are (F)ighter, (C)leric, (T)hief, and (M)agic User.  Unless otherwise 
  noted in the items description, the item can be used by any sub-class of a class that can use the item 
  (for example, a druid can use any item listed as usable by clerics).  If no listing is made, the item can be 
  used by any character.   
   
  2
   
  
  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
  Rings 
   
  Ring of Animal Friendship* 
   
   
   
   
  7 
   
  Ring of Blinking* 
   
   
   
   
   
  7 
   
  Ring of Chameleon Power*  
   
   
   
  7 
   
  Ring of the Dead 
   
   
   
   
   
  7 
   
  Ring of Djinni Summoning*  
   
   
   
  7 
   
  Ring of Escape, Lesser 
   
   
   
   
  7 
   
  Ring of Escape, Greater 
   
   
   
   
  7 
   
  Ring of Feather Falling* 
   
   
   
   
  8 
   
  Ring of Fortune 
   
   
   
   
   
  8 
   
  Ring of Free Action*  
   
   
   
   
  8 
   
  Ring of Regeneration* 
   
   
   
   
  8 
   
  Ring of Spell Storing (Alternate) 
   
   
   
  8 
   
  Ring of Storage 
   
   
   
   
   
  8 
   
  Ring of Swimming* 
   
   
   
   
   
  8 
   
  Ring of Telekinesis* 
   
   
   
   
   
  8 
  Rods 
   
  Rod of Elemental Shielding (any) 
   
   
   
  9 
   
  Rod of Portal Disruption (C,M) 
   
   
   
  9 
   
  Rod of Shattering (C, F) 
   
   
   
   
  10 
  Wands 
   
  Wand of the Berserker (M)  
   
   
   
  11 
   
  Wand of Coloration (any) 
   
   
   
   
  11 
   
  Wand of Displacement (M)  
   
   
   
  11 
   
  Wand of Time Distortion (M) 
   
   
   
  11 
  Misc: Books and Tomes 
   
  Grimore of Divine Fortune  
   
   
   
  12 
   
  Libram of Diet and Health 
   
   
   
   
  12 
   
  Manual of Dodging 
   
   
   
   
   
  12 
   
  Manual of Strikes and Blows  
   
   
   
  12 
   
  Rium's IOU 
   
   
   
   
   
   
  12 
   
  Tome of Summoning (C, M)  
   
   
   
  12 
  Misc: Jewels and Jewelry, Phylacteries 
   
  Necklace of Visions (I) 
   
   
   
   
  14 
  Misc: Cloaks and Robes 
   
  Robe of Alteration, Lesser (I)  
   
   
   
  15 
   
  Robe of Alteration, Greater (I) 
   
   
   
  15 
   
  Ghostly Robe  
   
   
   
   
   
  15 
   
  Halfling Cloak  
   
   
   
   
   
  15 
   
  Rium's No-Wash-Tabard 
   
   
   
   
  15 
  Misc: Boots, Bracers, and Gloves 
   
  Lightstep Boots 
   
   
   
   
   
  16 
  Misc: Girdles, Hats, and Helms 
   
  3
   
  
   
  Animal Jowls (garhkal) (D, B)  
   
   
   
  17 
   
  Eyepiece of Truth (I)  
   
   
   
   
  17 
  Misc: Bags, Bottles, Pouches, and Bottles 
   
   
  Backpack of Lightness 
   
   
   
   
  18 
   
  Bottle of Freshness  
   
   
   
   
  18 
   
  Travelers Scroll Tube  
   
   
   
   
  18 
  Misc: Candles, Dusts, Ointments, Incense, and Stones 
   
  Black Paint 
   
   
   
   
   
   
  19 
   
  Crystal Motes  
   
   
   
   
   
  19 
   
  Dust of Irritation 
   
   
   
   
   
  19 
   
  Dust of Obscurement 
   
   
   
   
  19 
   
  Dust of Revealing 
   
   
   
   
   
  19 
   
  Faerie Dust 
   
   
   
   
   
   
  19 
   
  Ice Seed 
   
   
   
   
   
   
  19 
   
  Mage's Candle  
   
   
   
   
   
  20 
   
  Paints of Animation  
   
   
   
   
  20 
   
  Paint of Entrapment  
   
   
   
   
  20 
   
  Red Face Paint (F) 
   
   
   
   
   
  20 
   
  Rium's Door Breaker  
   
   
   
   
  21 
   
  Rium's Shrinking Powder 
   
   
   
   
  21 
   
  Rust Monster Ichor (garhkal)  
   
   
   
  21 
   
  Sands of Hidden Passage 
   
   
   
   
  21 
   
  Sands of Time  
   
   
   
   
   
  21 
   
  Summoning Token 
   
   
   
   
   
  21 
   
   
  Truth Stone (M) 
   
   
   
   
   
  22 
   
  White Paint  
   
   
   
   
   
  22 
  Misc: Household Items and Tools 
   
  Adamantine Knife 
   
   
   
   
   
  23 
   
   
   
   
   
  Dawjoi's Torture Rope (garhkal) 
   
   
   
  23 
   
  Dwarf's Tools  
   
   
   
   
   
  23 
   
  Golden Timepiece 
   
   
   
   
   
  23 
   
  Mirror of Enthrallment 
   
   
   
   
  24 
   
  Preserving Paper 
   
   
   
   
   
  24 
   
  Rium's Choking Toothpick 
   
   
   
   
  24 
   
  Rium's Intestinal Render 
   
   
   
   
  24 
   
  Snidox Bowl of Scrying (garhkal) (C, M) 
   
   
  24 
   
  Stitching Needle 
   
   
   
   
   
  24 
   
  Sycophant's Mirror 
   
   
   
   
   
  24 
   
  Whetstone of Dullness 
   
   
   
   
  25 
   
  Whetstone of Durability 
   
   
   
   
  25 
   
  Whetstone of Sharpness 
   
   
   
   
  25 
  Misc: Musical Instruments 
   
  Ome's Guitar  
   
   
   
   
   
  26 
   
  Pied's Fief 
   
   
   
   
   
   
  26 
  Misc: The Weird Stuff 
   
  Animal Skull  
   
   
   
   
   
  27 
   
  4
   
  
   
  Elemental Spheres (M) 
   
   
   
   
  27 
   
  Finger of Death 
   
   
   
   
   
  27 
   
  Green Seeds  
   
   
   
   
   
  27 
   
  Invisible Wall  
   
   
   
   
   
  27 
   
  Marionette Strings 
   
   
   
   
   
  28 
   
  Poltergeist's Chain 
   
   
   
   
   
  28 
  Weapons 
   
  Arrow, Cutter  
   
   
   
   
   
  29 
   
  Arrow, Elfin 
   
   
   
   
   
   
  29 
   
  Arrow, Frog Crotch of Slashing (garhkal) 
   
   
  29 
   
  Arrow, of Whistling Distraction (garhkal) 
   
   
  29 
   
  Battle Axe +3, Ogre's Bane  
   
   
   
  29 
   
  Bolt, Dead 
   
   
   
   
   
   
  29 
   
  Bolt, Elemental 
   
   
   
   
   
  29 
   
  Bolt of Punching (garhkal) 
   
   
   
   
  30 
   
  Bolt of Shock (garhkal) 
   
   
   
   
  30 
   
  Bolt, Smasher  
   
   
   
   
   
  31 
   
  Bow, Hardshot 
   
   
   
   
   
  31 
   
  Bow of High Flight 
   
   
   
   
   
  31 
   
  Broadsword +2, Griffin's Wing 
   
   
   
  31 
   
  Club, Hurling  
   
   
   
   
   
  31 
   
  Club, Leg Bone 
   
   
   
   
   
  31 
   
  Club, Louisville Stunner 
   
   
   
   
  31 
   
  Club, Short 
   
   
   
   
   
   
  31 
   
  Club, Walking Stick 
   
   
   
   
   
  31 
   
  Crossbow, Foot Pinner 
   
   
   
   
  31 
   
  Crossbow, Hard 
   
   
   
   
   
  32 
   
  Crossbow of Penetration 
   
   
   
   
  32 
   
  Dagger, Biting Cold 
   
   
   
   
   
  32 
   
  Dagger, Cold Iron 
   
   
   
   
   
  32 
   
  Dagger, Dawjoi's Sacrificial (garhkal)  
   
   
  32 
   
  Dagger, Drake's Tooth  
   
   
   
   
  32 
   
  Dagger, Heart Seeker  
   
   
   
   
  32 
   
  Dagger, Hidden 
   
   
   
   
   
  32 
   
  Dagger, Parrying 
   
   
   
   
   
  32 
   
  Dagger, Vampire's Fang 
   
   
   
   
  32 
   
  Drake Hunter's Bow  
   
   
   
   
  33 
   
  Firestring 
   
   
   
   
   
   
  33 
   
  Flail, Impact 
   
   
   
   
   
   
  33 
   
  Flail, Long Arm 
   
   
   
   
   
  33 
   
  Flail, Multi-Headed 
   
   
   
   
   
  33 
   
  Flail, Spiked 
   
   
   
   
   
   
  33 
   
  Lance, Fast Rider's 
   
   
   
   
   
  33 
   
  Lance, Jousting 
   
   
   
   
   
  34 
   
  Lance, Paladin's 
   
   
   
   
   
  34 
   
  Mace of Driving (Madalch) 
   
   
   
   
  34 
   
  5
   
  
   
  6
   
   
  Mace, Limb Breaker  
   
   
   
   
  34 
   
  Military Pick, Armor Piercer  
   
   
   
  34 
   
  Military Pick, Mining (+1, +3 vs. Earth Based) 
   
  34 
   
  Military Pick, Penetrating 
   
   
   
   
  34 
   
  Shortsword +3, Gnomesticker 
   
   
   
  34 
   
  Spear, Piercing (garhkal) 
   
   
   
   
  35 
   
  Waterbow 
   
   
   
   
   
   
  35 
   
   
  
  Rings 
   
  (Rings marked with a * are alternate versions of 
  rings found in the Dungeon Master's Guide.  These 
  items have all of the normal powers as per their 
  DMG write up, with the amendments in the below 
  text.) 
   
  Ring of Animal Friendship*: Only functions 
  if the character is of a neutral alignment (NE, 
  NG, LN, CN, TN). If worn by an extreme 
  aligned individual (LG, CG, LE, CE), animals will 
  behave as normal until a charge is used to 
  attempt to have the animals defend the bearer, 
  at which points the animals will turn on and 
  attack the ring wearer. 
   
  Ring of Blinking*: When activated, the ring 
  "blinks” away in a random direction, teleporting 
  1d10*20 feet (20-200 feet) away and turning 
  invisible for 6 turns. 
   
  Ring of Chameleon Power*: When worn 
  but not in use, the characters skin and hair 
  color slowly shifts, changing into a random 
  color every hour. 
   
  Ring of the Dead: These magical rings are 
  enchanted after being stolen from the graves of 
  those that had great power or influence during 
  their lives. The enchantment gives the wearer a 
  form of resistance against death, granting them 
  a +2 bonus on all saving throws made against 
  any attack form by an undead (Ghoul's 
  paralyzation, Banshee Wail, spell cast by a Lich, 
  etc). However, the ghost of the person whom 
  the ring was stolen from will unerringly hunt 
  down the possessor of the ring, stopping at 
  nothing until slain or the ring is returned to its 
  grave.  
   
  Ring of Djinni Summoning*: There is a 20% 
  chance that an angry efreet will be summoned 
  in place of a subservient djinni, attacking the 
  user. 
   
  Ring of Escape, Lesser: This magical ring 
  allows for the user to teleport instantly up to 2 
  miles, to any location he has previously visited 
  and is familiar with, through use of a command 
  word (typically written inside the band). As long 
  as the user is personally familiar with the 
  location, he will teleport exactly where he 
  desires. If he has only scried the location 
  (through a crystal ball for example), he has a 
  15% chance to accidentally appear 1d100 feet 
  in a random direction from the intended 
  location (possibly underground). When the 
  user vanishes, an illusion of their exact likeness 
  will remain where they previously stood, in the 
  exact pose the user held before vanishing. The 
  illusion will remain until the ring is used again. 
  The ring can be used only once per week. 
   
  Ring of Escape, Greater: As per the Lesser 
  Ring of Escape, this ring will allow the user to 
  teleport away at the use of a command word. 
  In place of an illusion, the greater ring will leave 
  a physical simulacrum of the user, which will 
  appear indistinguishable from their actual self. 
  The simulacrum will act and behave as per an 
  intelligent being, and is even able to fight as per 
  a 3rd level fighter (15 HP). It will be wearing 
  the exact same equipment as the original user, 
  except all magical items will be replaced with 
  mundane 
  counterparts. 
  It 
  cannot 
  speak 
  however, and possesses no real knowledge; 
  however it can understand language follow 
  commands. 
  If 
  the 
  simulacrum 
  is 
  asked 
  questions, such as the location of a treasure, it 
  may attempt to answer, but will actually lead 
  the questioner in a random direction. If left on 
  its own, it will simply stand or sit in place until 
  disturbed. The simulacrum will remain present 
  until the ring is used again, at which point it and 
  all of its possessions vanish (If slain, the body 
  will remain as well, vanishing when the ring is 
  used). A second use of the ring will create a 
  "new" simulacrum; any damage done to a prior 
  version is ignored. As above, the ring can be 
  used only once per week. 
   
  7 
  
   
  Ring of Feather Falling*: Subject's weight is 
  dropped to 10% of normal as long as the ring is 
  worn. A strong wind is enough to restrict 
  movement, and a strong blow (by a creature of 
  15 or greater strength) will send the wearer 
  flying 2d6 feet. 
   
  Ring of Fortune: Once per day, the wearer of 
  this ring can re-roll a failed saving throw.  The 
  first time that a saving throw roll is failed, it is 
  automatically re-rolled.  
   
  Ring of Free Action*: Actually covers the 
  wearer in a thin film of pork grease. The scent 
  is strong enough to increase the chance of 
  wandering monsters by 2 on a 1d10. 
   
  Ring of Regeneration*: Wounds heal, but 
  remain as horrid scars. Scars can only be 
  removed by a Wish.  
   
  Ring of Spell Storing (Alternate): This 
  magical ring has the ability to store a single 
  spell of any class or level. To store a spell, the 
  inset gem must be depressed, then the spell 
  cast while the ring is being worn. The spell will 
  have no immediate effect, but will be "stored" 
  by the ring. At any point in the future, if the 
  gem is pressed for 5 segments, the spell will 
  take effect, targeting the wearer of the ring. The 
  user does not need to be able to cast the spell. 
  The same spell does not need to be used to 
  recharge the ring (a different spell may be used 
  each time).   
   
  Ring of Storage: This enchanted ring has a 
  large false "stone" on it, which can be rotated 
  away to reveal a small chamber (such as used 
  to conceal snuff). This small chamber is similar 
  however to a Bag of Holding, and actually 
  contain up to 5 cubic inches of space (large 
  enough to store magical scroll or two). The 
  opening is only 1/2 inch in diameter, so only 
  nothing wider than a small finger can be placed 
  inside.  
   
  Ring of Swimming*: Each round the wearer 
  is in water, there is a 5% chance that some 
  predatory aquatic creature will notice and 
  come to investigate. 
   
  Ring of Telekinesis*: Any object moved will 
  cause the user to move a distance in the 
  opposite direction relative to the ratio of the 
  masses. (Example: A 120 pound user moving a 
  120 pound stone would be pushed backwards 
  the same distance the stone is moved forward.  
  If the stone is ½ their weight, they will move ½ 
  the distance the stone is pushed)  
    
   
   
  8
   
  
  Rods 
   
  Rod of Elemental Shielding:  This 1' iron 
  rod has a ring of gemstones inset around one 
  end. By pressing on one of the gemstones, a 
  protective barrier can be activated. The barrier 
  lasts for 1 turn, and after use the rod becomes 
  inactive for 10 turns. Each time a gem is 
  pressed there is a 1 in 6 chance the gem will 
  shatter. Gems cannot be replaced, and once all 
  have been broken the rod is useless. There are 
  no charges for the rod. The gems have the 
  following powers 
   
  Gem 
  Effect 
  Ruby 
  Casts Fire Shield, red as per the 
  MU spell 
   
   
  Aquamarine 
  A 
  2" 
  layer 
  of 
  Airy Water 
  surrounds the user. The water 
  dampens blows, providing 50% 
  damage 
  reduction 
  to 
  blunt 
  weapons. The user can breathe 
  through the water, and as such 
  can travel under water. It offers 
  no protection to gas attacks or 
  magical spells, save for cold-
  based spells, which will chill the 
  water, acting as a Slow spell in 
  addition to their normal effects. 
   
  Diamond 
  User is surrounded by a vortex 
  of fast moving air. The air acts as 
  a Wind Wall with respect to 
  incoming missile attacks or flying 
  animals. Saves against gas-based 
  attacks are made at +4 
   
  Jet 
  User is surrounded by a thin 
  layer of stone. They cannot move, 
  but can breathe and see normally. 
  As such they have a 90% chance 
  of being mistaken for a statue, 
  though creatures with excellent 
  senses of smell will detect their 
  presence.  
   
   
  Rod of Portal Disruption: This want can 
  target a 10' cube, at a range up to 60'. Any and 
  all magical portals, gates, or links to other 
  planes of existence are instantly closed. Any 
  open magical portal, such as a Gate, or portal 
  created by a Mirror of Mental Prowess, or links 
  by spells such as Leomund Secret Chest are 
  permanently dispelled. A magical item which 
  has a link to another plane (including pocket 
  planes), such as a Bag of Holding, Portable Hole, 
  or Decanter of Endless Water loose their link 
  with their plane, and become deactivated for 1 
  turn. When they re-activate, there is only a 10% 
  chance they will re-connect with the exact 
  pocket-plane they had been connecting with, 
  and a 20% chance the connection will be linked 
  to a devouring creature (turning the bag of 
  holding into a bag of devouring). If the bag 
  looses its link to its pocket plane, it will re-
  connect with a new, empty pocket plane, and all 
  the items in the detached pocket plane may be 
  lost forever. In the case of spells like Rope Trick, 
  Mordenkainen's Magnificent Mansion and the like, 
  the link between the created plane or item is 
  instantly cut. The link will be re-connected after 
  1-turn, but there is only a 5% chance it will 
  reconnect to the same place. Extraplaner 
  creatures (elementals, devils, etc) must save vs. 
  rods or be dismissed back to their native plane 
  (Magic Resistance does apply as normal). If the 
  roll fails, check the following table 
   
  1d10 
  Location of New Link 
  1-5 
  Same 
  Plane, 
  random 
  distance 
  (1d100 miles)* 
  6-7 
  Ethereal Plane 
  8 
  Astral Plane 
  9 
  Elemental Plane** 
  10 
  Outerplane*** 
   
   
  Notes:  
   
  *The portal will connect to an open area, 
   
  9
   
  
  at the same depth/height as the original portal: it 
  will not open into solid rock, or 10 miles above the 
  ground. If the original link was in a cave 40' below 
  ground, it will re-open to a cave 40' below ground, 
  1d100 miles away. 
   
  **Determine elemental plane randomly 
   
  ***If a cleric is in the party, the link will 
  connect to the plane of their patron deity on a 
  successful save vs. spell, else determine randomly 
   
  Rod of Shattering: This 3' metal rod can be 
  wielded as a mace. If any stone object is struck, 
  it must save vs. crushing blow (as stone, small) 
  or be destroyed. Up to 200 cubic feet can be 
  destroyed in a single blow. As such, 5 strikes 
  will dig a tunnel 10' wide by 10' high by 10' 
  deep. Each blow uses 1 charge. Creatures made 
  of earth or stone take 2d6 damage per blow, 
  and if a charge is used they must save vs. spell 
  or be destroyed. 
   
   
   
  10
   
  
  Wands 
   
  Wand of the Berserker: Any creature 
  targeted by this wand will be driven into a mad 
  rage if they fail a save vs. wands. They will 
  immediately attack the creature nearest to 
  them, be it friend or foe. Due to the mad-rage, 
  they gain +2 damage, but loose -2 AC. The 
  effect lasts for 1d4+1 rounds. The target will 
  continue to attack until everyone is dead, or 
  the effect ends.  
   
  Wand of Coloration: This wand has two 
  functions. The first causes a narrow beam of 
  light to fire from the tip of the wand, targeting 
  a creature or object at a distance of up to 80'. 
  If the creature fails its saving throw, any 
  exposed surface on its body will turn any single 
  color (chosen by the user of the wand). For 
  each charge used, a 5'x5' area or single man-
  sized creature can be colored. As only exposed 
  area is colored, a fighter in plate mail would 
  have his armor, weapons, and any exposed skin 
  on his face dyed. The second effect allows the 
  user to cause a beam 20' long and from 2 
  inches to 2 feet in diameter to issue from the 
  wand, permanently coloring anything it touches 
  any color chosen by the user unless a saving 
  throw is made. Unlike the first use, the wielder 
  can control what is painted, thus painting a 
  single spot, or even drawing a shape. Each 
  charge used allows the user to paint 4 square 
  feet with this use. The color can only be 
  removed with Remove Curse or Dispel Magic. 
   
   
  Notes:  Use #1 has the effect of coloring 
  all the surface of a man-sized creature, as if hit 
  with  
  spray paint. It will color everything: hair, 
  eyes, skin, armor, clothing, etc. It has no ill effects 
  (colored eyes will not affect vision). Use #2 is more 
  of a focused controlled beam, coloring what it 
  touches. As such, a user could paint just a single 
  red "dot" on a thief, or write a short  message on 
  a brick wall. Detailed writing would be impossible 
  on a moving target, but could be done with ease on 
  an inanimate object. 
   
  Wand of Displacement: A small beam 
  shoots forth from the wand when a command 
  word is spoken, causing whatever is struck is 
  teleported 1d10*10 (10-100) feet in a random 
  direction 
  (if 
  the 
  result 
  indicates 
  the 
  object/creature will appear in a solid object or 
  wall, they will appear just outside the object). 
  Only creatures or objects up to 500 lbs are 
  affected. If a creature is targeted, it and all of its 
  possessions will be teleported. If an object in 
  the creatures possession is targeted, it is 
  allowed a save (use the possessors saving 
  throw). As such, a fighter could be teleported 
  100 feet away (possibly into another room), or 
  just his armor could be teleported away.  There 
  is no save for individuals or untouched items, 
  only items held can get a chance to save to 
  avoid. 
   
  Wand of Time Distortion: Any creature or 
  object targeted by this wand will vanish if they 
  fail their saving throw vs. wands. The will 
  reappear in the exact same spot 1d4+1 days 
  later, having experienced no loss of time, and 
  suffering no ill effects. Only objects up to 500 
  lbs can be targeted, though creatures of any 
  size can be affected.  
   
   
   
  11
   
  
  Misc: Books and Tomes 
   
  Grimore of Divine Fortune: This enchanted 
  book appears as an arcane, but non-magical 
  book, but will radiate an aura of magic if 
  detected for. This magical book is tuned to a 
  specific 
  alignment 
  (selected 
  by 
  DM 
  or 
  determined randomly). Any character who 
  reads to book with an alignment matching that 
  of the text, and follows the contained rites and 
  prayers for one month (requiring two hours of 
  devoted time per day, missing no more than 
  once day of every four), will receiver a 
  permanent +1 bonus to their saving throws 
  due to divine favor. A character of alignment 1 
  step away will find no boon or bane placed 
  upon them. A character of two or more steps 
  of alignment away that reads the text and 
  performs the rituals will have a permanent -1 
  penalty to all saving throws.  Only one 
  character can use the book at a time, and after 
  completing the month of prayers, the book will 
  vanish. 
   
  Libram of Diet and Health: This enchanted 
  book appears as an arcane, but non-magical 
  book, but will radiate an aura of magic if 
  detected for. Any character who reads this 
  book (24 hours over 3-5 days) will know how 
  to increase his total HP by 1d10. The character 
  must follow a strict regimen of exercises and 
  diet over a one month period. The book 
  disappears immediately upon completion of its 
  contents. The 1d10 hit points are gained only 
  after the prescribed regiment is followed, and 
  are permanently added to the characters total. 
  Only one character can benefit from the book; 
  its knowledge cannot be shared or written 
  down. 
   
  Manual of Dodging: As above, but will 
  improve the readers armor class by one point 
  (treat as a dex bonus, but cumulative with any 
  AC bonus due to high dexterity). Classes which 
  do not gain a bonus to AC from high dexterity 
  (example: monk) will still benefit from this 
  manual.  
   
  Manual of Strikes and Blows: This work is 
  similar to the Libram of Diet and Health, but its 
  reading and prescribed course of action will 
  result in the increase in Thac0 by one point (+1 
  to all attack rolls). 
   
  Rium's IOU: This small book radiates 
  alteration magic. When found, it will contain a 
  small platinum bookmark, and 50-100 blank 
  pages. The magical book functions by leaving 
  the platinum token in a sack, chest, or other 
  container. When a coinage value is written onto 
  a sheet of paper in the book, and the page torn 
  out and placed into another container, any coin, 
  gem, or piece of jewelry or precious metal 
  placed into the first container will vanish, 
  appearing in the second container with the slip, 
  until a point that the total value written on the 
  slip has been transferred. If any slip is left 
  unpaid for more than 1 month, the book, 
  platinum mark, and everything currently on the 
  person who wrote the slip will vanish. It is up 
  to the DM if an empty barrel will appear in 
  place of the subjects clothing, to hide their 
  modesty. 
   
  Tome of Summoning: This magical text is 
  inscribed with prayers and rituals used to 
  summon creatures from beyond the mortal 
  realm. The book with have a total of 5-10 
  (1d6+4) rituals contained within, but the exact 
  nature of each ritual cannot be determined, 
  outside of a Wish. Each ritual takes 1d4+2 turns 
  to perform. If attempted by a character who is 
  not a cleric or magic user, the character must 
  save vs. death magic or be driven insane 
  (removable only by a Limited Wish, Alter Reality, 
  Heal, or Wish), however regardless of the result 
  of the save, the summoning will be successful. 
  When used, roll below to determine which 
  plane a creature is summoned from: 
   
   
   
  12
   
  
  1d12 
  Plane 
  1 
  Elemental (Fire) 
  2 
  Elemental (Water) 
  3 
  Elemental (Earth) 
  4 
  Elemental (Air) 
  5 
  Ethereal 
  6 
  Astral 
  7 
  Abyss (Demons) 
  8 
  Nine Hells (Devils) 
  9 
  Nirvana (Modrons) 
  10 
  Olympus (Titans) 
  11 
  Seven Heavens (Archons) 
  12 
  Negative 
  Energy 
  (Non-Corporeal 
  Undead) 
   
  Determine 
  which 
  type 
  of 
  creature 
  is 
  summoned randomly. Any creature from a 
  lemure to a Pit Fiend may be summoned, save 
  for named or unique creatures (example: 
  Asmodeus) who are beyond the power of the 
  text. The summoned creature will in no way be 
  under control of the summoner, and will very 
  likely be angered for being disturbed. Like-
  aligned creatures may be willing to aid an 
  adventurer. The DM should determine which 
  ritual is aligned to which plane in secret, though 
  once determined they will always summon a 
  creature from the same plane (though the 
  creature will be determined at random during 
  each use). The book may be used once per day. 
  There is a 10% chance after each use that the 
  book will vanish.   
   
   
   
  13
   
  
  Misc: Jewels and Jewelry, 
  Phylacteries 
   
  Necklace of Visions: This magical necklace 
  increases the power of an illusionist spells. All 
  saving throws to disbelieve the casters illusions 
  are made at -2. Additionally, once per day it 
  grants the wearer the ability to summon into 
  existence a vision of horror upon a single 
  target. They must save vs. spells or flee for 
  1d6+4 rounds from the vision. 
   
   
   
  14
   
  
  Misc: Cloaks and Robes 
   
  Robe of Alteration (lesser): This robe allows 
  an illusionist to alter his appearance as per the 
  1st level spell Change Self. The effect can be 
  used 3 times per day, and each use lasts for 1 
  hour (or dismissed when desired by the 
  illusionist). 
   
  Robe of Alteration (greater): This robe 
  allows an illusionist to change his appearance as 
  per the 2nd level spell Alter Self. The effect can 
  be used 3 times per day, and each use lasts for 
  1 hour (or dismissed when desired by the 
  illusionist).  
   
  Ghostly Robe: This magical robe will turn the 
  wearer partially translucent. Anyone observing 
  the wearer will be able to see through them, as 
  if they were a ghost or phantom. A thief is 
  granted a 20% bonus to hide in shadows if 
  wearing such a robe.  
   
  Halfling Cloak: Learning from the elves, 
  halfling scouts have attempted to re-create 
  cloaks of elvenkind for their own uses. Not 
  being able to enchant the cloaks to the same 
  degree, they function in the same manner as a 
  cloak of elvenkind, with the following exceptions: 
  In bright light the chance of concealment is 
  reduced by half (functions normally in dim light 
  or darkness). It will function only in areas with 
  vegetational cover, such as grass, brush, or 
  trees, even in exotic environs such as a 
  mushroom forest or mossy waterfall. However 
  it has no ability to conceal the user if used in 
  areas that have no natural cover, and as such 
  offers no benefit in dungeons or caves (unless 
  the caves are filled with vegetation of some 
  sort) 
   
  Rium's No-Wash-Tabard: No mater was 
  manner of stain, be it feast-wine or dragon-
  blood, that touches this knightly tabard, it finds 
  no hold. Simply by shaking out the tabard, all 
  dust, dirt, and stains will fall away. 
   
   
   
  15
   
  
  Misc: Boots, Bracers, and 
  Gloves 
   
  Lightstep Boots: Anyone wearing this leather 
  boots will find foot travel passes easily. They are 
  able to travel 25% longer before tiring, and will 
  never get sores or blisters for over-walking. An 
  added benefit is they can travel over terrain as 
  if it was one step more stable (silt -> loose 
  sand -> packed sand -> soft soil -> normal soil) 
  in terms of movement rate and fatigue, if 
  applicable. 
   
   
   
  16
   
  
  Misc: Girdles, Hats, and 
  Helms 
   
  Animal Jowls (garhkal): These magical light 
  armored helmets are fashioned for the skulls of 
  animals.  When worn by a barbarian, shaman, or 
  druid, the following powers are granted, based 
  on the animal type 
   
  Animal 
  Power 
  Wolf 
  Allows the wearer to track as a 
  ranger of two levels higher, and the 
  ability to cast charm animal once per 
  day on a wolf (including worgs, 
  winter wolves, and the like, but not 
  wolfweres, 
  jackalweres, 
  or 
  werewolves) 
  Bear 
  Increases strength of the wearer 1 
  (or by /20% if the wearer has 
  exceptional strength).  The wearer 
  can also enter a hibernation like 
  state 
  at 
  will, 
  reducing 
  their 
  air/water/food 
  requirements 
  by 
  1/10th. 
  Owl 
  Grants the wearer the sight and ears 
  of an owl (120' infravision, quadruple 
  normal hearing) 
  Cheetah Doubles the wearers movement 
  rate for one turn (can be used twice 
  per day) 
   
   
  Eyepiece of Truth: This pair of glass eyepieces 
  allows an illusionist to see through all illusions. 
  Unlike true seeing, which allows for all things 
  to be see as they are, this item allows the 
  illusionist to see though the following spells: 
  Phantasmal Force, Imp. Phantasmal Force, Spectral 
  Force, Phantasmal Killer, Shadow Monster, Demi-
  Shadow Monster, Shadow Magic, Demi-Shadow 
  Magic, Programmed Illusion, and Weird  
   
   
   
  17
   
  
  Misc: Bags, Bottles, 
  Pouches, and Bottles 
   
  Backpack of Lightness: This backpack is 
  magicked to better distribute the load carried 
  within. The encumbrance of the pack and its 
  contents are counted as 1/4 their normal value. 
   
  Bottle of Freshness: Any fluid (wine, milk, 
  etc) stored in this glass bottle will never spoil, 
  as long as the cork remains in place. Sizes vary 
  from a single pint to several gallons. Rumors 
  exist of barrels and wine skins with similar 
  enchantments. 
   
  Travelers Scroll Tube: These enchanted scroll 
  tubes are sought after by couriers, especially 
  those who use air animals to transport 
  messages. When capped, these normal sized 
  tubes shrink down to just 1" in length, 
  returning to full size when the cap is removed, 
  reducing in weight to just one ounce. Often 
  these are used by druids, who send messages 
  across long distances via pigeon or eagle, 
  allowing them to attach full sized scrolls to the 
  legs of their carrier animals.  
   
   
   
  18
   
  
  Misc: Candles, Dusts, 
  Ointments, Incense, and 
  Stones 
   
  Black Paint: This vial of coal-black paint 
  radiates magic if detected for. Anything painted 
  will take on a pure black color, reflecting no 
  light. As such, anyone such painted is all but 
  invisible in darkness, and is granted a 50% 
  bonus to attempts to hide in shadows. The 
  paint does not stop heat, and as such 
  infravision will spot the target normally. The vial 
  contains enough paint to cover one man sized 
  creature from head to toe, taking 1 turn to 
  apply. Once applied, the paint will last 
  indefinitely if not disturbed, but will wear off 
  after combat (-10% per round of combat), and 
  can be washed off easily if wet. 
   
  Crystal Motes: These magical items come in a 
  pouch, typically containing 20-50 (10+10d4) 
  small gemstones fragments of negligible value. 
  When a pinch of the sand-sided fragments are 
  tossed into the air, they will begin to float lazily 
  around the user, shedding light of various 
  colors at brightness equal to a candle. These 
  motes of light can be commanded to fly 
  outward from the user in a straight line up to a 
  distance of 20". On a successful attack roll, a 
  creature struck by a mote takes 1 point of 
  magical damage. Once a mote reaches its 
  maximal range or strikes a solid object, it dims 
  and falls to the ground, devoid of magic. Up to 
  4 motes can be commanded in a single round, 
  and commanding them does not occupy the 
  user’s attention (they are free to cast spells, 
  attack, or perform any other actions in the 
  same round as firing the motes). Once tossed 
  into the air, the motes will stay lit for 1d4 turns, 
  or until used to attack a target, after which 
  they loose all magic.  
   
  Dust of Irritation: When a pinch of this 
  powder is thrown at a target, they must make a 
  saving throw vs. petrification or become 
  irritated by intense itching. Each round they 
  must make a save or give up all action for the 
  round to scratch (loosing their dex bonus to 
  AC). Armor is no protection from the power 
  as it will work its way into the gaps, but 
  creatures with very thick skin may be immune 
  to the effects. The effect lasts for 1d6 rounds. 
  Anyone within 5' of the intended target is 
  affected as well, but for 1 round only. As the 
  powder can only be thrown 5', the user will 
  suffer the effects as well. If found with a blow 
  tube, it will effect all targets in a 10' cone (5' 
  width), without any collateral hits.  Found in 
  bags containing 5-10 pinches, or a like number 
  of pre-loaded blow-tubes. 
   
  Dust of Obscurement: When a pinch of this 
  dust is thrown into the air, it remains 
  suspended in the air for 5-8 (1d4+4) rounds, 
  reducing vision to 2'. A single pinch will fill a 10' 
  cube. A light breeze may move the cloud, while 
  a strong wind will cut the duration in half.  
  Found in bags containing 5-10 pinches. 
   
  Dust of Revealing: When spread over a patch 
  of ground, this magical dust will stick wherever 
  a recent step has been made. All footprints 
  made within the last 24 hours will be clearly 
  highlighted. The dust works on any solid surface 
  from cut rock to soft sand. Even prints that 
  have been washed away by wind or rain will 
  appear clearly, though the magic does not grant 
  the observer and special ability to identify the 
  source of the prints. A single pinch will cover a 
  5' square, and after 1 turn of application the 
  dust will blow away.  Found in pouches with 5-
  10 pinches. 
   
  Faerie Dust: When this brightly colored dust 
  is sprinkled over a creature, it grants the ability 
  to fly (c.f. fly spell) for 1d4+1 turns.  Found in 
  pouches with 5-10 pinches. 
   
  Ice Seed: This small blue-white crystal 
  radiates mild alteration magic if detected for. It 
   
  19
   
  
  appears to be a chip of water-ice upon 
  inspection, but remains at room temperature. If 
  it touches a body of water, it will instantly 
  cause up to 500 cubic feet of water (a 5' 
  diameter sphere, 8 foot cube) to solidify into 
  solid ice. Unlike normal ice, the magically 
  created ice will stay solid at temperatures up 
  to 90 degrees F (32 C). Any creature standing 
  in shallow water must save vs. breath weapons 
  or have their feet trapped (-2 AC, no dex 
  bonus), creatures making their save are able to 
  jump out and land on the solid ice. Creatures 
  submerged must save or become enveloped 
  and begin to suffocate, while a successful save 
  means they were able to get their head out of 
  the water before it froze, allowing them to 
  breath but still restricting their movement. The 
  magically created ice will last until melted due 
  to high temperatures, or dispelled. Once the 
  maximal volume of water has been solidified or 
  the body of water is entirely frozen, the magic 
  ceases and no more water can be frozen. 
  Water Elementals may make a saving throw to 
  avoid being frozen solid (treat as petrification, 
  cured by temperatures over 90 F). 
   
   
  DM note: a PC with this item should be 
  careful not to fall into a body of water, as they 
  make  find themselves encased in a block of ice. 
  Moderate dampness or wetness (due to rain, 
  splashed water, or the like) will not activate the 
  item however, only full immersion.  
   
  Mage's Candle: This simple wax candle is 
  enchanted with a continuous light spell, triggered 
  to be activated by certain commands. A spoken 
  command word causes the candle to light up, 
  while the light can be extinguished by the same 
  command word, or by any means that would 
  normally darken a candle (blown out, water, 
  etc). The candle flame appears real, but gives off 
  no heat, and does not consume the wax.  
   
  Paints of Animation: These paints are 
  enchanted to allow the user to draw any life 
  like image that they can imagine. Once drawn, 
  the painting will "come to life", moving and 
  reacting to the environment. This animation is 
  an illusion however, and can in no way affect 
  the viewer. As such, a user could paint a wall to 
  appear as a doorway to a cave containing an 
  angry ogre, which will appear to act and behave 
  as a normal ogre (however the illusion will 
  produce no odor or noise). A single set of 
  these paints will suffice to cover up to 400 
  square feet, and the painting will last until 
  destroyed or dispelled. 
   
  Paint of Entrapment: If a portrait of an 
  individual or creature is painted with this set of 
  paints on a proper canvas, the individual 
  painted must make a saving throw vs. spells or 
  become trapped in the painting. The painter 
  must be able to see the target to paint them 
  (either through direct observation or scrying) 
  and a portrait will take a full 8 hours to paint. 
  The work need not be done in a single sitting, 
  but a break of more than a week will cancel 
  the effect. Once trapped in the painting, the 
  individual can be freed by Dispel Magic, Limited 
  Wish, Wish, or Freedom. The trapped individual 
  will exist in the painting, sensing time passing, 
  and is able to see through the front of the 
  painting as if a window, and anyone observing 
  the painting will be able to see the individual 
  moving (though they can produce no sound). 
  Painting over the individual or covering the 
  painting will prevent them from seeing out, and 
  destroying the canvas will kill anyone trapped 
  within. When found, there are enough paints to 
  illustrate two full canvases. 
   
  Red Face Paint: This red dye is designed to 
  be used as a war paint. If a character paints 
  their face with the dye, they will go into a 
  berserker rage the next time they take damage. 
  In a rage, they deal +4 damage and gain a +2 
  bonus to their initiative, but suffer a -4 penalty 
  to AC. The rage lasts for 1 turn, during which 
  they will attack the nearest creature, whether 
  friend or foe, until slain.  
   
   
  20
   
  
  Rium's Door Breaker: This smelly paste was 
  invented by an alchemist on behest of a master 
  thief. Found in jars containing enough for a 
  single application, this dark foul smelling 
  substance has the properties to quickly 
  dissolve wood, while not harming anything else. 
  If applied to a wooden door or chest, it will 
  quickly begin to eat away. A poorly built 
  wooden door will dissolve entirely in 2 rounds, 
  a small chest in 3, a solid door in 4, a large 
  chest in 5, and a reinforced hardwood door in 
  7 rounds. For thicker wooden barriers (such as 
  a palisade or door of a giant's keep), it will 
  dissolve a 5' square hole at the rate of 2 inches 
  per turn. 
   
   
  DM's note: this substance will not harm 
  flesh or paper, but any wooden objects in a chest 
  (such  as a wand) must make a saving throw vs. 
  crushing blow (13) or be destroyed. If applied to 
  metal weapons and used against a wooden or 
  plant-based monster (treant, etc) it will deal +2 
  damage per blow, lasting for 10 attacks. A jar 
  contains enough for 5 such applications.  
   
  Rium's Shrinking Powder: This magical 
  power will shrink any creature it is sprinkled 
  upon. If the creature fails a saving throw vs. 
  polymorph, it will shrink down to only 2" (5 
  cm), regardless of its original size. It retains any 
  magical or spell casting abilities, however 
  ranged magic like abilities are reduced 
  proportionally in range, while breath attacks 
  are reduced to 1 point of damage/HD and 
  shrink in range as well (EX: A shrunken medusa 
  (72” to 2" = 2.8% of original size) would retain 
  its ability to turn creatures to stone, but the 
  range would be reduced to 10" (30' * 0.028 = 
  0.83' = 10")). The shrunken creature will 
  remain in its reduced stature permanently, 
  unless a command word is spoken (usually 
  known only to the creator of the powder) or 
  the magic is dispelled. Found in pouches with 5-
  10 pinches. 
   
  Rust Monster Ichor (garhkal): This glass 
  vial contains a thick paste made from the blood 
  and flesh of a rust monster.  If applied to a 
  weapon, any ferrous item stuck must save vs. 
  acid or begin to rapidly corrode.  Once 
  corrosion sets in, it will take only four blows to 
  destroy the item, be it a suit of plate armor or 
  an iron golem.  If applied directly to a metal 
  object by hand, no save is allowed unless the 
  item is magical in nature.   
   
  Sands of Hidden Passage: When sprinkled 
  over ground, this light sand with obscure any 
  and all footprints. The sand itself will vanish in 1 
  round, making tracking prints all but impossible. 
  Note that other marks of passage (broken 
  branches, left debris, fabric stuck to thorns) are 
  not affected, but all prints are completely 
  erased. A single pinch of sand can be carefully 
  spread over 500 square feet, thus covering a 
  100' long path of a party traveling single file. 
  Movement rate when using the sand is reduced 
  to 6" to insure proper coverage. Found in 
  pouches with 5-10 pinches. 
   
  Sands of Time: If sprinkled over a creature or 
  object, this magical sand will actually reverse 
  time. Depending on how much sand is used, 
  time can be reversed 1 turn (1 pinch), 1 day (5 
  pinches) or 1 year (10 pinches). As such, a 
  pinch can return a broken sword to whole, 
  return a fallen comrade to life, or even return 
  charges to a spent magical item. Artifacts and 
  relics are beyond the power of the sands, and 
  an unwilling creature may make a saving throw 
  vs. spells to avoid the effects (including being 
  brought back to life). All effects of time are 
  reversed, and a character that looses 1 year 
  will not only be 1 year younger but loose all 
  experience points and memories gained over 
  the year. Found in pouches with 5-10 pinches. 
   
  Summoning Token: These 
  small 
  discs, 
  resembling gambling pieces, are painted with 
  the image of an animal or creature, with one 
  side colored red, the opposite black. If the 
  token is flipped, and allowed to fall to the 
   
  21
   
  
  ground, a creature of the type painted will be 
  summoned. If the "black" face is up, the 
  creature will serve the flipper of the token for 
  1d6 turns or until slain. If the "red" face is up, 
  the creature will attack the flipper of the coin, 
  until slain, the flipper dies, or 1d6 turns pass. 
  The creature painted is up the DM. 1d10 
  tokens are typically found. 
   
  Truth Stone: These magical crystals are used 
  by magical guilds to help identify their 
  members and reduce the risk of infiltration by 
  polymorphed or illusioned enemies. When 
  joining the guild, the stone is activated, and an 
  individual speaks a phrase of their choosing 
  (typically their full name). Once the phrase is 
  stored, the crystal will glow for several 
  seconds, and then become dull. Whenever the 
  individual who activated the stone speaks the 
  phrase again when within 10' of the stone, it 
  will glow briefly. Even a perfect imitation of the 
  voice will not cause the stone to glow, though 
  it can be tricked by a clone of the keyed person.  
   
  White Paint: This small vial of paint gives off a 
  faint glow. If applied to a surface, the paint will 
  glow after one round. For every square foot of 
  surface painted, light as bright as a torch of a 
  radius of 5' can be cast. As such, a flat shield 
  with 4 square feet of surface area painted fully 
  will cast light 20 feet. The light is directional, 
  and as such a shield with the surface painted 
  would only cast light ahead of the bearer. A 
  single vial has enough paint to cover 10 square 
  feet. The paint is permanent, but can be 
  temporarily deactivated by a Darkness spell, or 
  permanently dispelled by Dispel Magic 
   
   
   
  22
   
  
  Misc: Household Items 
  and Tools 
   
  Adamantine Knife: This small paring knife 
  appears as a standard, though extravagant, 
  piece of cutlery, with a blade 2 inches long. The 
  blade is enchanted in such a way that it can cut 
  through any non-magical material. Even the 
  hardest of metals and stones can be carved and 
  cut.  Magical or enchanted items are allowed a 
  saving throw vs. acid to see if they are able to 
  resist the blade, with a successful save 
  indicating the item cannot be cut. The blade is 
  enchanted in such a way that regardless of the 
  hardness of the material, it can only cut at a 
  rate of 1 inch per segment, making it of little 
  use as a weapon. 
   
  Dawjoi's Torture Rope (garhkal):  This 
  simple looking piece of rope was designed to 
  bind prisoners.  When a command word is 
  spoken, the rope will tighten around anyone 
  bound by it, causing excruciating pain. For every 
  3 turns of continual use, the suffering individual 
  must make a system shock roll or die from the 
  pain.  Every three turns this check must be 
  made, with a cumulative -10% penalty. 
   
  Dwarf's Tools: This non-magical set of tools, 
  including plum-lines, gem picks, and tuning 
  forks, are used by dwarven spelunkers as well 
  as master tunneling engineers. Whenever a 
  dwarf or gnome is attempting to use one of 
  their racial abilities (determine sloping passages, 
  new construction, etc), their chance of success 
  increases by the following 
   
   
   
   
   
   
   
   
  Dwarf 
  Old 
  Check 
  New Check 
  Detect 
  Slope/New 
  Construction 
  1-3/4 (75%) 
  1-5/6 (83.3%) 
  Detect Sliding 
  Walls 
  1-4/6 
  (66.6%) 
  1-3/4 (75%) 
  Detect 
  Traps/Depth 
  1-3/6 (50%) 
  1-4/6 (66.6%) 
  Find Secret 
  Doors 
  1/6 (16.6%) 
  1-2/6 (33.3%) 
  Find Hidden 
  Doors 
  1-2/6 
  (33.3%)  
  1-3/6 (50%) 
  Gnome 
   
   
  Detect Slope 
  1-8/10 
  (80%) 
  1-9/10 (90%) 
  Detect Unsafe 
  Walls 
  1-7/10 (70 
  %%) 
  1-8/10 (80%) 
  Detect Depth 
  1-6/10 
  (60%) 
  1-7/10 (70%) 
  Determine 
  Direction 
  1-5/10 
  (50%) 
  1-6/10 (60%) 
  Find Secret 
  Doors 
  1/6 (16.6%) 
  1-2/6 (33.3%) 
  Find Hidden 
  Doors 
  1-2/6 
  (33.3%) 
  1-3/6 (50%) 
   
  Golden Timepiece: A mysterious item of 
  unknown origin, the golden timepiece is a 2" 
  golden apparatus with a moving hand, moving in 
  a slow continuous circle. The time piece has 
  three powers, but can only be used once per 
  week. 
  • If the hand is turned back a full circle, 
  time will be reversed, resetting all 
  events to as they were 1d4 hours 
  previously. Only the user of the device 
  will 
  have 
  any 
  memory 
  of 
  what 
  transpired. 
  • If the hand is grasped and held, time will 
  stop, except for the user of the device, 
   
  23
   
  
  who can act freely (c.f. time stop) for 
  1d4 rounds. 
  • If the hand is turned forward one full 
  circle, the user will vanish, only to 
  appear in the same location 1d4 days 
  later 
   
  Each use of the device has a 10% chance to 
  break one of the intricate springs or gears 
  inside the timepiece, rendering it powerless.  
   
  Mirror of Enthrallment: This mirror appears 
  as normal, until a command word is uttered. 
  The next creature that looks into the mirror 
  must save vs. spells or become completely 
  enthralled with their own image in the mirror. 
  They will stand still, staring at themselves, 
  ignoring the world around them, to the point 
  of starving to death. The only way to escape 
  the mirror is for the illusionist to deactivate 
  the magic, or if the entrapped individual suffers 
  physical damage, which will allow for another 
  saving 
  throw 
  attempt 
  to 
  break 
  the 
  entrancement (bonus to save is given equal to 
  damage taken). If they are physically restrained 
  or pulled from the mirror, they will do 
  everything in their power to return to it, 
  fighting to the death if need be. 
   
  Preserving Paper: Any foodstuffs wrapped in 
  this enchanted waxed paper will retain its 
  freshness indefinitely. A single sheet is large 
  enough to wrap one cubic foot of material. 
   
  Rium's Choking Toothpick: This small 
  wooden toothpick is enchanted such that when 
  placed in food or water, it becomes invisible. 
  The next person who eats or drinks of the 
  food must make a saving throw vs. spells, or 
  have the pick become stuck in their throat. For 
  the next 1d6+4 rounds, they can do nothing 
  but choke and gasp for air, before the pick 
  dislodges. Once the 5-10 rounds are over, the 
  pick loses all magic, and will be dissolved in the 
  consumer’s stomach. While not lethal, they are 
  useful to generate distractions or disarm an 
  opponent. 
   
  Rium's Intestinal Render: A more nefarious 
  version of the toothpick, when swallowed this 
  wooden pick will pass easily into the stomach. 
  After 1d4 hours, the pick will enter the 
  intestine, and if the subject fails a saving throw 
  vs. death magic, it will become stuck, puncturing 
  their intestine. The individual will fall dreadfully 
  ill within 24 hours, and if they fail a constitution 
  check (4d6 vs. Con score) they will go into 
  septic shock, dying in 4d12 hours (4-48 hours) 
  unless a Heal, Cure Disease, Regeneration, or 
  Limited Wish is cast. Creatures that regenerate 
  naturally or magically will suffer no ill effects 
  outside of mild discomfort.  
   
  Snidox Bowl of Scrying (garhkal): This 
  cursed bowl appears to be similar in power 
  and size any other bowl used for scrying. Each 
  time it is used their is a 3% cumulative chance 
  that the one being scried upon actually scries 
  back on those doing the scrying. Once this 
  curse kicks in, the one who was initially being 
  scried on determines the shut off of scrying.  
   
  Stitching Needle: While every knight prefers 
  his clothing to be in presentable condition, he 
  doesn't always have time to repair his shirt 
  between repairing his weapons and armor. This 
  enchanted ivory needle is a boon for such vain 
  knights, as once it is set into a piece of cloth, it 
  will automatically seek out and repair all rips 
  and tears as if done by a master seamstress. It 
  can by no means make new materials; it can 
  only repair damage. 
   
  Sycophant's Mirror: If anyone looks into this 
  small silvered hand mirror, they will feel ever 
  increasing self confidence as they preen 
  themselves in self absorbance. If interrupted in 
  the next 10 rounds, they will lash out at 
  whoever disturbed them, attacking them for 1 
  round for every portion of the turn left (if 
  disturbed after 4 rounds, they will attack for 6 
  rounds). If they are able to spend the full turn 
   
  24
   
  
  talking to themselves in the mirror, they will be 
  free to put the mirror down, feeling a boost of 
  self-confidence that will carry with them. For 
  the next 6 turns (1 hour), all rolls (attack, 
  saving throw, ability checks) are made at +1.  
   
  Whetstone of Dullness: Appearing as a 
  whetstone of sharpness, this cursed item 
  instead dulls the blade permanently, using the 
  below table, but applying the bonus as a penalty.  
   
  Whetstone of Durability: Similar to above, 
  this whetstone hardens the blade making it 
  more durable and able to pierce armors. Using 
  the below table, a bonus to hit is granted. The 
  bonus does not allow the weapon to hit 
  creatures with resistance to non-magical 
  weapons however. 
   
  Whetstone of Sharpness: Any bladed 
  weapon sharpened with this whetstone (1 turn 
  to sharpen) is granted a temporary magical 
  bonus to damage (see table below). The 
  whetstone can be used 5 times per week, and 
  the effect lasts for 10 attacks, regardless of the 
  success or failure of the attack rolls. This bonus 
  is not cumulative with an existing magical 
  bonus, only the greater bonus applies. 
   
  1d10 
  Bonus 
  1-6 
  +1 
  7-9 
  +2 
  10 
  +3 
   
   
   
   
  25
   
  
  Misc: Musical 
  Instruments 
   
  Ome's Guitar: When played by a skilled 
  musician, this magical guitar causes all within 
  30' to weep uncontrollably unless they save vs. 
  spells. 
   
  Pied's Fief: This enchanted pan-pipe will cause 
  all gnomes, brownies, and halflings within 30' to 
  following the player in rapt attention on a failed 
  save vs. spells.  
   
   
   
  26
   
  
  Misc: The Weird Stuff 
   
  Animal Skull: These enchanted skulls radiate 
  necromantic magic if detected for. Appearing as 
  the skulls of various animals ranging from dogs 
  to tigers to rats. The skulls are pearly white, 
  every inch covered in indigo runes and spell-
  words. When the proper command word is 
  spoken, a translucent ghostly form of the 
  animal materializes around the skull. The ghost-
  animal will obey the commands of the 
  summoner. The ghost-animal will fight until slain 
  or unsummoned, at which point the skull will 
  fall to the ground. If slain, or if the skull is 
  shattered, the creature cannot be summoned 
  again. The ghost animal cannot be healed. 
   
   
  Ghost Animal  
   
  HD: 5 
   
  Thac0: 16 
   
  Armor Class: 5 
   
  Attacks: 1 
   
  Damage: 1d4 
   
  Special Attacks: Draining 
   
  Special Defenses: +1 or better  
   
   
  weapons to hit 
   
  Draining: A successful hit by a ghost-
   
   
  animal drains 1d4 points of  
   
   
  constitution from the target.  
   
   
  The drained constitution can be 
   
   
  restored at the rate of 1 point 
   
   
  per day of rest  
   
  Elemental Spheres: Elemental Spheres are 3' 
  diameter globes of pure elemental fury. The 
  spheres are actually inter-dimensional links to 
  the elemental planes, appearing as a ball of 
  roaring flames (fire), a perfect sphere of clear 
  water (water), a invisible sphere of hurricane 
  force winds (air), and a flawless sphere of 
  impenetrable black iron (earth). The spheres 
  float in the air in place, and can only be moved 
  by mental effort (as a sphere of annihilation in 
  all respects). A magic user who has mental 
  control over the sphere may attempt to call 
  out a creature native to the elemental plane 
  once per day, with a success chance equal to 
  the MU's level on a d100. A summoned 
  creature is in no way under any control of the 
  MU. 
   
   
  DM Note: specific effects of contact with 
  each sphere are up to the DM, but could include 
  5d6 fire damage, drowning, crushing, etc). 
   
  Finger of Death: This desiccated mummies 
  finger is enchanted in such a fashion that if it is 
  placed on the stump of a missing index finger, it 
  will automatically graft itself to the stub, and 
  function as a normal finger. The finger will have 
  full sensation as if being a normal finger, but 
  clearly appear dried and long dead. Once per 
  day, if the possessor of the finger makes a 
  successful touch attack on a living foe, Finger of 
  Death can be cast. Only one attempt can be 
  made per day, regardless of success or failure of 
  the attempt. Every time the power is used, 
  there is a 5% chance the user looses one level 
  of experience.  
   
  Green Seeds: These magical seeds can be 
  planted in loose soil, instantly growing a small 
  bush which spontaneously sprouts 1d6+6 
  berries or small fruit. If eaten, the berries grant 
  1d4 temporary HP, which will last for 24 hours 
  or until lost due to damage. When eaten, there 
  is a 10% cumulative chance per berry that the 
  consumer will become addicted to the berries, 
  suffering -1 to all attack rolls and saving throws 
  per day without eating a berry (max -5). The 
  addiction can only be removed by Remove 
  Disease, Heal or Limited Wish. The seeds are 
  typically found in packets of 1d6+2 seeds. 
   
  Invisible Wall: This item consists of a 5'x5'x2" 
  solid piece of invisible hardwood, complete 
  with a built in stand (also invisible). How the 
  wall is seen depends on which side it is viewed 
  from. From one side, the wall as well as any 
  creature or object in the 5' area behind the 
  wall are completely invisible, while from the 
   
  27
   
  
  opposite side, the wall is transparent, but 
  anything behind it is fully visible. A creature 
  could hide behind the wall, observing through 
  it, while being completely hidden from view. 
  The Invisible Wall can be moved, and weighs 50 
  lbs. Small projectiles will not damage the wall 
  (arrows, javelins), but it can easily be destroyed 
  by axes or fire.  
   
  Marionette 
  Strings: 
  This 
  enchanted 
  marionette is made of soft featureless clay, 
  radiated strong enchantment magic. If the user 
  shapes the clay into a rough likeness of an 
  individual, the targeted creature must save vs. 
  spells or become a puppet of the user. As long 
  as the creature is in sight, any action that the 
  marionette makes, the enchanted creature will 
  make. As such, a controlled man can be made 
  to dance, fight, or even be held entirely still. 
  They will maintain full control of their speech 
  (they cannot be muted nor forced to cast 
  spells) and mind, just not their arms and legs. 
  Any attacks made are done using the Thac0 of 
  the controller, and any dexterity bonus to AC is 
  lost. The controller can perform no other 
  actions while using the marionette strings (save 
  talking or movement up to a walking pace); if 
  control is stopped for but a single round the 
  enchantment is broken. The item can be used 
  once per day, and only humanoid creatures up 
  to 9 feet tall can be controlled (including any 
  reptilian, avian, or piscine humanoids such as 
  kuo toa and lizardmen).  
   
  Poltergeist's Chain: This magical chain is 
  activated by a command word. Once activated, 
  the chain turns translucent, and floats about 
  rattling, until grasped or struck by a weapon.  
   
   
   
  28
   
  
  Weapons & Armor 
   
  Arrow, Cutter: This enchanted arrow has a 
  broad head with a wide, thin blade. If used to 
  attack a creature, the arrow deals only 1d4-1 
  points of damage, as the tip is very fragile and 
  breaks easily. If fired at a string or rope 
  however, the arrows enchantment causes it to 
  unerringly strike its target, severing the rope. 
  Any rope up to 3" thick will be severed in a 
  single shot. No attack roll need be made, 
  however if the rope or string is in possession 
  of a creature, they may attempt a save vs. spells 
  (adding any range penalty as a bonus) to avoid 
  the arrow. For example, an archer could target 
  the bow-string of an opposing archer (allowing 
  a save), a noose around an ally's neck, or a 
  support rope holding up a tent, but not a metal 
  chain or steel wire. 
   
  Arrow, Elfin: These arrows are designed for 
  combat in the thick forests that elves make 
  their home in. If a target is hiding in vegetation 
  for cover, the cover is treated as one rank 
  lower in terms of AC bonus. As such, a target 
  firing from behind a tree (75% hard cover) 
  would be treated has having 50% hard cover). 
   
  Arrow, Frog Crotch of Slashing. (garhkal): 
  This specially made frog crotch arrow (cf. 
  Oriental Adventures) swerves around a target 
  if the to hit is a 19 or 20 (on the dice) severing 
  ALL armor straps, making the target's armor 
  drop off at the end of the round. It does not 
  cause any damage. 
   
  Arrow, of Whistling Distraction (garhkal): 
  When this arrow is fired over enemies, they 
  must make a save against Petrification or be so 
  distracted by its noise they spend 1d3 rounds 
  looking up, causing them to not attack. They 
  will still defend themselves, but as they are not 
  moving any AC bonuses gained from quickness 
  or dexterity is lost. 
   
  Battle Axe +3, Ogre's Bane: This LG 
  dwarven axe (Intelligence 10, Ego 12) can speak 
  Common, Dwarvish, Ogrish, and Hill Giant. If 
  the wielder is a non-dwarf, it will vibrate if an 
  ogre is within 100 feet. In the hands of a dwarf, 
  it will deal double damage to ogres, and once 
  per day emanate and aura of fear, causing all 
  ogres and hill giants within 20 feet to make a 
  save vs. spells or flee (as per the spell Fear) for 
  1d4+1 rounds.  
   
  Bolt, Dead: This +2 light crossbow bolt is 
  fitted with a tip made from the cursed bones of 
  a ghast or mummy. Any creature struck by the 
  bolt must save vs. spells or fall under a dark 
  hex. The wound will rapidly begin to fester, and 
  until the curse is removed, the subject can be 
  healed by no means magical or natural (save 
  wish). 
   
  Bolt, Elemental: These crossbow bolts are 
  tipped with small crystals, which are magically 
  connected to the elemental planes. When the 
  bolt hits a hard object, the crystal shatters, 
  releasing a small burst of elemental matter. The 
  bolts come in two forms for primary planes 
  (minor and major), and in single forms for the 
  quasi and para-elemental planes, with the 
  following effects: 
  • Fire 
  • Minor: Target catches fire if 
  flammable (no save unless target 
  is magical) 
  • Major: 
  5' 
  diameter 
  fireball, 
  dealing 4d4 damage (save for 
  1/2) 
  • Water  
  • Minor: Small splash of water (will 
  extinguish torches or small fires) 
  • Major: 3' sphere of water 
  appears, can extinguish bonfires 
  or knock over a man sized 
  creature on a failed save), 3d4 
  damage to fire-based creatures 
  • Air 
  • Minor: Small air burst, blow out 
   
  29
   
  
  torches or smaller light sources 
  • Major: Gust of air, blows for 1d4 
  rounds (treat as windwall, 10' 
  cube) 
  • Earth 
  • Minor: Will pass through earth 
  and 
  unworked 
  stone 
  as 
  if 
  ethereal 
  • Major: Will bore through earth 
  or unworked stone, leaving a 5' 
  diameter tunnel (range 100 feet), 
  deal triple damage to stone or 
  earth based creatures. 
  • Steam: 5' ball of steam, dealing 1d4 
  damage (no save), and blinding all within 
  (save to avoid) for 1d4 rounds 
  • Mineral: Explodes in a burst of small 
  quartz shards, dealing 2d4 piercing 
  damage to all within 10' (save for 1/2).  
  • Magma: The target struck begins to 
  rapidly heat up. If a creature is in 
  metallic armor, treat as Heat Metal, 
  resulting in the armor melting on a 
  failed save vs. magical fire. If the target is 
  in non-metal armor they are enveloped 
  in flames, taking 1d4 damage/round for 
  5 
  rounds 
  (no 
  save), 
  and 
  their 
  armor/clothing must save vs. magical fire 
  or be destroyed 
  • Radiance: Light, centered on target 
  • Lightning: A burst of static energy will 
  strike all creatures within 5' of the 
  target, dealing damage equal to 5 points 
  of damage to unarmored opponents, 
  and 15 damage, less one point for every 
  point of armor-class provided by their 
  armor type. Leather (AC 8), would 
  results in 7 damage, while plate (ac 3) 
  would suffer 12 damage. 
  • Smoke: Obscurement, with 50' diameter, 
  centered on target. 
  • Ice: Any standing water will freeze (up 
  to 1000 cubic feet), and any creature 
  struck is enveloped in a sheet of ice on 
  a failed save, which will melt in 6 rounds 
  or on a successful Bend-Bars check. Any 
  physical or fire damage will destroy the 
  ice shell. Water elementals take 4d4 
  damage. 
  • Vacuum: A 3' area of air is displaced, 
  causing any target struck to loose their 
  breath for 1 round (can do nothing but 
  gasp for air), or put out any fire struck.  
  • Salt: Encrusts the target in crystals of 
  salt, reducing movement for 1d4 rounds 
  (treat as Slow). Any metal objects must 
  save vs. acid or be destroyed by rust 
  • Ash: A 10' radius cloud of choking 
  smoke causes all within to save vs. spells 
  or gag and cough (treat as Stinking 
  Cloud) 
  • Dust: The target is rapidly dehydrated. 
  Any organic creature suffers 3d8 
  damage as the fluids are drained from 
  their body (save for half), water 
  elementals get no save. Creatures that 
  do not depend on water suffer no effect 
  (golems, undead, etc). 
  • Ooze: Target is splashed with a 
  corrosive acid, dealing 2d4 damage, and 
  destroying objects on a failed save vs. 
  acid 
   
  All effects are in addition to normal damage on 
  a successful hit. If the target is missed, the DM 
  should determine where the bolt strikes to 
  determine the results. 
   
  Bolt of Punching (garhkal): When this light 
  crossbow bolt hits a target, it morphs into a 
  mighty fist, knocking the target back 2d4 
  meters plus 1 per three points of damage done.  
  The target must also make a successful 
  dexterity check or be knocked over (with a 
  penalty of -1 for every 2 meters pushed). 
   
  Bolt of Shock (garhkal): This magical 
  crossbow bolt (light or heavy) causes a 4d6 
  chain lightning bolt to erupt from the point of 
  impact. This consumes the bolt and replaces its 
  normal damage.  
   
   
  30
   
  
  Bolt, Smasher: This +1 magical heavy 
  crossbow bolt is fitted with a large flat head. It 
  deals crushing damage in place of piercing 
  damage, thus is capable of dealing normal 
  damage to skeletons, clay golems, and the like. 
   
  Bow, Hardshot: This enchanted short bow is 
  carved from the branch of an ancient 
  hardwood tree. Any arrow fired from the bow 
  is temporarily enchanted, so that no matter 
  what object it strikes the arrow will not be 
  damaged. While the arrows are granted no 
  bonus to hit or damage, then can always be 
  found undamaged after a battle. These bows 
  were first created during a war between the elf 
  clans and the orc, when the elves were finding 
  that their arrows, which could often be re-used 
  in the forest, were too quickly breaking when 
  fired underground. 
   
  Bow of High Flight: Arrows shot from this 
  short bow are able to fly vertically up to their 
  maximum range and still do full damage. Against 
  any flying creature, the bow grants +4 to hit. 
  The creature must be in the air for the bonus 
  to take affect: a roosting bird is not considered 
  'flying', 
  however 
  any 
  form 
  of 
  airborne 
  transportation will allow for the bonus 
  including spells such as Levitation, Fly, or Wind 
  Walk, or devices such as Magic Carpets or 
  Brooms of Flying.  
   
  Broadsword +2, Griffin's Wing: This NG 
  intelligent broadsword (Intelligence 14, Ego 8) 
  has a pommel in the form of an open brass 
  ring. The sword is able to speak (Common, 
  Elvish, Centaur), and will communicate to its 
  owner the nature of its powers. When a lock of 
  hair from a griffin is tied to the ring-pommel, 
  the following powers are unlocked. First, the 
  wielder can attempt to charm any griffin, 
  hippogriff, or giant eagle three times per day 
  (c.f. Charm Person or Mammal). Second, the 
  wielder can Fly for one hour per day when the 
  sword is in hand.  
   
  Club, Hurling: This club as a leather thong 
  tied to it's base, with which the user can spin 
  and hurl the club as a missile weapon. The 
  attack range of the club is increased by 20' in 
  all range categories (S/M/L), and when thrown 
  it strikes as a +2 weapon (no enchantment 
  when used in melee).  
   
  Club, Leg Bone: Enchanted by a orcish witch-
  doctor, this +2 club is actually the femur of a 
  large wild animal (bear, moose, giant lizard, etc). 
   
  Club, Louisville Stunner: This long club can 
  be wielded with either one or two hands. 
  When used with one hand, it is treated as a +1 
  club. When wielded with two hands by a 
  character with at least a 15 strength, a 
  successful hit requires the target to save vs. 
  paralyzation or be stunned for 1 round (no 
  actions, looses dex AC bonus).  
   
  Club, Short: This club is only 1' long, and can 
  be wielded as an off hand weapon as a dagger 
  or hand axe. Its magical enchantment allows 
  the used to wield it and deal damage as a 
  normal club, despite its small size. 
   
  Club, Walking Stick: This club appears to a 
  casual observer to be but a 3' long cane or 
  short walking stick. It is in fact made of heavy 
  iron, illusioned to appear as flimsy wood. It 
  does not have a bonus to hit, but deals +1 
  damage due to its weight. 
   
  Crossbow, Foot Pinner: This light crossbow 
  is enchanted to fire bolts that hinder the 
  movement of its targets. Any creature struck 
  must save vs. paralyzation or the bolt will piece 
  one of their limbs and pin them to the floor or 
  wall. It takes a full round to remove the bolt 
  carefully (no additional damage), or it can be 
  pulled out quickly dealing an additional 1d6 
  damage. Very large creatures may be immune to 
  the effects, and flying creatures are immune 
  unless they are immediately adjacent to an 
  object to which they could be pinned. The 
   
  31
   
  
  crossbow does not grant a bonus to hit or 
  damage, but is treated as +2. 
   
  Crossbow, Hard: This magical crossbow is 
  enchanted to grant it exceptional durability. 
  Any bolt fired from this heavy crossbow deals 
  2d4 damage (treat as +1 to hit). The main 
  benefit of the crossbow is that is can be swung 
  in melee, as a +1 club, with no risk of damage.  
   
  Crossbow of Penetration: Any bolt fired by 
  this +2 heavy crossbow will pieces through 
  shields as if paper. Armor class bonus from 
  shields (including magical bonuses) are ignored. 
  If a shield bearing target is struck, the shield 
  must make a saving throw vs. crushing blows or 
  be rendered useless. 
   
  Dagger, Biting Cold: This dagger appears as 
  but a hilt, containing a small insert in the 
  pommel where a gem can be placed. If a small 
  blue aquamarine (10 gp base value) is placed in 
  the insert, a 14" blade of translucent ice will 
  appear. The blade is as strong as steel, and deals 
  +1 cold damage to anyone struck. Against fire 
  based creatures, it deals double damage 
  (2d4+2/2d3+2). The gem is slowly consumed 
  during use, lasting but 1 turn for every 10gp in 
  value, after which the blade will melt, and the 
  gem will vanish. Once inserted, the gem cannot 
  be removed. It grants no bonus to hit, but 
  strikes as if +1 with regards to resistance to 
  magic weapons. The blade can be re-formed by 
  inserting a new gem at any point. 
   
  Dagger, Cold Iron: Cold forged from 
  meteoric iron and blessed by a high priest, this 
  +2 dagger is a last ditch weapon against undead 
  and evil creatures from the outer planes. 
  Against undead, it deals normal damage (even 
  against undead that normally take 1/2 damage 
  from slashing or piercing weapons), and against 
  outsiders weak against cold iron, it deals 
  maximal damage on a hit. 
   
   
  Dagger, Dawjoi's Sacrificial (garhkal): 
  When a natural 20 is rolled in combat with this 
  bejeweled dagger, it will suck 1 life level of the 
  victim just as if they had been energy drained. 
  This lost level is sent to the dagger's owner’s 
  god. If the last life level of a victim is taken via 
  this dagger his soul goes to that god. 
   
  Dagger, Drake's Tooth: Carved from the 
  tooth of an ancient dragon, this +3 dagger gives 
  the wielder the ability to charm any reptilian or 
  snake creature twice per day. The magic will 
  effect up to 14 HD per use, being treated like 
  the spell Snake Charm, with respect to saves 
  and effect, but applicable to reptilian creatures 
  as well as serpentine. Lizardmen, Troglodytes, 
  and Giant Lizards, are all affected (though 
  dragons, dragon faeries, and piscine creatures 
  are immune). 
   
  Dagger, Heart Seeker: The blade of this 6" 
  Sgian dubh (dirk) will snap off on a successful 
  hit. It will immediately begin to work its way to 
  the heart of the victim, causing death in 1d6 
  rounds. The only way to remove the blade is 
  Dispel Magic cast on the target before the blade 
  reaches the heart, or Limited Wish and the like. 
  Attempts to cut out the blade will only quicken 
  its movement. The weapon is prized among 
  assassins, but can only ever be used once. 
   
  Dagger, Hidden: When a command word is 
  spoken, this stiletto shrinks in size, becoming in 
  all appearance an innocuous object such as a 
  brooch, pin, or hair-clip, only to become a 
  dagger again when needed by use of the 
  command word. The dagger has no magical 
  bonus to hit or damage. 
   
  Dagger, Parrying: This +1 dagger provides a 
  bonus of +1 to the armor class of the user 
  when used (even when used as an off-hand 
  weapon) 
   
  Dagger, Vampire's Fang: This dagger is 
  enchanted in such a way that any successful 
   
  32
   
  
  strike does 3 points of additional damage, 
  which are added to the attackers HP (c.f. Aid), 
  lasting for 24 hours or until lost. Each day the 
  blade is possessed, the wielders maximum hit 
  points are reduced by one. The wielder will not 
  be aware of this loss, until their maximum HP 
  reaches 0, at which point they will die, rising 
  the next night as a vampire. 
   
  Drake Hunter's Bow: This +2 longbow is 
  specially enchanted to fight against dragons. 
  Against dragons and dragon-kin, the bow grants 
  +4 to hit, as well as protecting them from the 
  dragons attack. The bow is immune to the 
  breath attacks of dragons, and the wielder 
  ignores 1 points of damage per die from the 
  dragons breath attack.* 
   
   
  *For 1e dragons, which do damage based 
  on total HP, the wielder ignores 1 damage per HD 
  of the dragon. So an 8 HD dragon with 40 HP 
  would deal 32 damage to the wielder on a failed 
  saving throw with a breath attack. 
   
  Firestring: This enchanted bow string can be 
  attached to any non-magical bow. Any arrow 
  (magical or otherwise) fired from a bow strung 
  with a Firestring will instantly burst into flames 
  mid-flight. Any creature struck with the arrow 
  will take an additional 1 point of damage from 
  the fire, and any flammable objects must save 
  vs. non-magical fire or catch alight. (c.f. Flame 
  Arrow). The arrow is always consumed when a 
  Firestring is used. 
   
  Flail, Impact: This two-handed +1 footman's 
  flail creates a small shock-wave whenever a 
  successful hit is made. All creatures within 5' of 
  the target (excluding the wielder) must save vs. 
  spell or be deafened, and the victim of the blow 
  must make an additional save if deafened or be 
  stunned for 1 round (no actions, loose dex 
  bonus). This weapon is also useful for bashing 
  doors, dealing 1/2 point of structural damage 
  per blow.  
   
  Flail, Long Arm: This one handed +2 
  horseman's flail has an extra set of chains 
  between the long handle and head. When 
  fighting a target using a shield, all protection 
  from the shield (including magical bonuses) are 
  ignored, as the flail will find ways to reach over 
  and around the shield. Length is increase to 4', 
  and speed factor reduced to 7. 
   
  Flail, 
  Multi-Headed: 
  This 
  one-handed 
  horseman's flail has a group of 1d4+1 2" iron 
  spheres in place of its typical head. On a 
  successful it, the flail deals 1d4 damage. If a 4 is 
  rolled, it indicates a second head struck, dealing 
  another 1d4 damage, until all head strike or a 
  non-4 is rolled. The flail strikes as if a +2 
  weapon, but deals only +1 extra damage per 
  head. 
   
   
  DM Notes: The flail has 2-5 heads, dealing 
  from 2-25 damage, depending on the # of heads. 
   
  For example, a 4 headed flail hits, the 
  player rolls 1d4 for damage, rolling a 4. They roll 
  again, and get a 4. They roll again, and get a 2. 
  Three heads hit, dealing 4+4+2+3 = 13 damage. 
  Average damage for a normal flail is 4.5. For this 
  flail, by head (2, 3, 4, 5), it is 5.1, 6.2, 7.3, 8.3. So, 
  even through the 5 head flail CAN do 25 damage 
  (5d4+5), it will average only 8.3, as the chance of 
  more than 1 head hitting is low. So, by head, it is 
  equivalent to a +1, +2, +3, and +4 flail, in effect.)  
   
  Flail, Spiked: This two handed footman's flail 
  is topped with a heavy, spiked head. On a 
  successful hit, it deals +2 piercing damage, in 
  addition to the 1d6+1 blunt damage and strikes 
  as if a +1 weapon 
   
  Lance, Fast Rider's: This +2 lance grants the 
  riders mount extraordinary speed. When being 
  wielded by a rider, the mount is treated as if 
  wearing Horseshoes of Speed, having their 
  movement rate doubled. Note that the mount 
  need not be a horse. Flying mounts will only 
  have their speed increased by 50% 
   
   
  33
   
  
  Lance, Jousting: When used from horseback 
  against another lance-wielder, this +1 lance 
  always strikes first, regardless of length, and the 
  target must save vs. petrification or be 
  dismounted.  
   
  Lance, Paladin's: This +3 Lawful good lance 
  (intelligence 15, ego 8) speaks its alignment and 
  common. In the hands of a LG fighter it acts as 
  a +3 lance. In the hands of a LG paladin or 
  cleric, it grants the following abilities: Detect 
  Magic 10', Detect Traps 10', Strength 1/day. 
   
  Mace of Driving (Madalch): This large (two-
  handed) mace is +2 to hit and damage. When 
  used on any creature of less than 3 feet in 
  height and less than 80 lbs weight (or 1 m and 
  40 kg in metric campaigns), an attack roll of 
  more than 4 beyond the number needed to hit 
  indicates that the target is knocked away from 
  the wielder by 5d20 yards (taking 2d6 damage 
  upon landing). 
   
  Mace, Limb Breaker: This mace is similar in 
  power to a Vorpal Weapon, and is +3 "to hit" 
  and for damage bonus. When an attack roll 
  results in an unmodified 17-20, it will do 
  catastrophic damage to a body part (see table 
  below) 
   
  1d6 
  Body part 
  Effect 
  1 
  Arm(Right) 
  Shattered 
  (useless) 
  2 
  Arm(Left) 
  Shattered 
  (useless) 
  3 
  Leg(Right) 
  Shattered 
  (useless) 
  4 
  Leg(Left) 
  Shattered 
  (useless) 
  5 
  Ribcage 
  Death 
  6 
  Head 
  Death 
   
   
  Military Pick, Armor Piercer: Every hit 
  from this +2 footman's pick will cause damage 
  to the targets armor in addition to dealing 
  damage. Each hit reduces the armor-class of the 
  armor by 2 (magical armors get a saving throw 
  vs. 10, modified by the magical bonus of the 
  armor). When the AC is reduced the 0, the 
  armor is destroyed. Natural armor (scales, 
  thick hide), are not affected. Shields are always 
  struck first (so the first hit will destroy a non-
  magic shield or a shield +1), followed by body 
  armor. Damaged shields or armor can be 
  repaired by a smith or leatherworker, at a cost 
  proportional to the AC damage and half the 
  base cost of the armor. (example: splint mail 
  (AC 4, 80 gp) with 4 points of damage (50% 
  reduction) can be repaired for 25% (0.5*0.5) of 
  the base cost of the suit (20gp), while a suit of 
  +3 plate mail (AC 0, 15,500 gp) with 2 points of 
  damage (20%) can be repaired for 10% 
  (0.2*0.5) of the base cost (1,550 gp) 
   
  Military Pick, Mining (+1, +3 vs. Earth 
  Based): This +1 footman's pick grants bonus 
  against stone and rock based monsters. Against 
  stone and sand golems, and natives of the earth 
  elemental plane the pick is treated as +3. It also 
  grants to the wielder the ability to cast Passwall 
  once per week (duration = 20 turns).  
   
  Military 
  Pick, 
  Penetrating: 
  This 
  +3 
  horseman's pick easily penetrates plate armors. 
  All plate, field plate, and full plate armor is 
  treated as AC 5 (plus magic bonus if applicable) 
  when struck. 
   
  Shortsword +3, Gnomesticker: This talking 
  LN sword (intelligence 8, ego 10) was created 
  by an ancient extinct race that once fought 
  with gnomes in eons past. When held, it will 
  begin crying for blood, telling the wielder the 
  direction of the nearest gnome, and urging 
  them to kill them promptly. The sword detects 
  sliding doors within 1", and can cast passwall 
  once per week (caster level 10). Against 
  gnomes, the sword deals damage as a 
   
  34
   
  
   
  35
   
  longsword. However, because it speaks in an 
  ancient dead language, it cannot be understood 
  without magical means. 
   
   
   
  DM Note: the sword will tell the wielder 
  when a hidden door is near... but in the dead 
  language...  
   
  Spear, 
  Piercing 
  (garhkal): 
  This 
  spear 
  appears like any normal one made from bone, 
  but when used against non natural opponents 
  (i.e. undead) it increases in power.  Normally it 
  acts as a +1 spear, but against those who are 
  unnatural, it increases to +3, and if a natural 19 
  or 20 is rolled, does double damage.  
   
  Waterbow: This +1 shortbow is carved from 
  an ancient piece of driftwood and strung with 
  mermaid’s hair. If fired above water, the bow 
  must save vs. normal blows (as wood, thin) or 
  shatter, but otherwise functions normally. If 
  fired underwater, the bow will function as well 
  as any normal short bow in the air, allowing for 
  arrows to be fired at their full normal range. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Magic Items - The Adventurers Ordinance II.pdf