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armory

Welcome to the Armory Compound. This stronghold holds the prized weapons of the Knights of the Golden Phoenix. Where applicable a description, special bonus/attacks, etc. will be given. In some instances the weapon may only have a brief description, mainly due to an inadequate recording of it's powers.

Enjoy!


Swords Armor Artifacts Rings Bows
Staves Wands Axes / Hammers Miscellaneous Arrows




Swords


Golden Flame (Londsword +5/+5) (Verhannis' Sword)

Golden Flame is one of the most prized possesions the Knights have. Crafted before the Mage War, and imbued with the essence of the Golden Phoenix, it has many magical properties.

In AD&D terms it is a long sword +5/+5 with the following properties:
1) Can only be used by "Good" characters
2) Any spell of level 6 or below directed at the weilder has no effect.
3) Healing Properties:
- Uttering the command word, the sword will heal the weilder for 2d8 + 2 hit points, plus 2 hit points for every year the sword has been in the weilders possesion
- Also. the weilder can choose to touch a person with the sword to heal them for 2d6 hit points.

The sword is known to be in the Knights stronghold in Tabanis, however, it is unclear whether Kaarnin weilds it or not.

Venti T'esari (Sword of Warding)

This long sword +3 sheds a light that is harmful to undead. The light will act as a cleric of 12th level in terms of turning undead. Those undead that cannot escape the light (i.e. are forced to be within 20' of the sword) are weakened 5 hp per round. The sword is only usable by good characters, the moment an evil character touches the sword, it flares up and delivers burning damage of 4d8 regardless of protection the evil character might be using.

Sword of Spell Splitting

This rare and valuable sword has the ability to ward off the attacks of certain spells upon its wielder. The sword's power affects any spell which causes direct physical harm to the character using it - thus, a fireball, lightning bolt, magic missile, or flame strike would be affected, but not a death spell, disintegrate, magic jar, cause blindness, or cause light wounds. The user does not have to be the target, only within the area of effect. When the sword of spell splitting is called upon to protect it's user, roll d10. On a roll of 1-4, the spell causes no damage; on a 5-8, the spell causes half damage, and on a roll of 9 or 10 full damage is taken. Normal saving throws apply for partial damage when the sword fails to provide full protection (if applicable for the spell)

Sword of Intercession

This magical weapon is a holy (or unholy) sword that always has an alignment and a patron deity. A character of any alignment may wield a Sword of Intercession, but it will function as a normal, non-magical weapon. A character of the same alignment as the sword may wield it as a +2 weapon. A character who worships the sword's patron deity may wield it as a +4 sword, and in addition gains a 5% magic resistance and a +2 bonus on all saving throws so long as the sword is held or carried. Such a character will also be able to commune with his deity once per week, asking one yes-or-no question at that time. The sword will not work for those who have only converted to their new alignment or religion within the last year.

Ethereal Blade

This silver-bladed long sword +4 appears simultaneously on the Prime Material Plane and on the Ethereal Plane. While carried on the Prime Material there is a 1 in 20 chance per hour while sheathed (per turn while drawn) of something on the Ethereal Plane encountering it. Also, the blade can shift the wielder (and all gear) to the Ethereal Plane and back up to 3 times per day.
On the Ethereal Plane the blade is +2.

Sword of Blade Barrier

This is a short sword, with all the properties (weight, size, weapon speed, damage...) of a short sword. It has no plusses, but it is magical, so if you are fighting something that need either silver or magic (for example) to hit,you could succesfully use the sword. Its special property is that you can throw it and cause a blade barrier to appear. The blade barrier is exactly like the spell, but all the particulars that are based on "caster's level" are based on thrower's level (casting of a different sort...). When the spell expires the sword reappears on the ground where the barrier was centered. The idea behind is that the sword itself moves at a great velocity rather than causing blades of force to come into existence. There is no limit on its use, except that the magic eventually will wear off.

Flamebird

This short sword has flaming spines making up the hilt
This short sword *CAN* be used by clerics (it belonged to a cleric named Father Flamebird who just happened to have a weaponsmithing proficiency). Only the most docile gods will disallow clerics to use it since it is a relic representing survival. It was used to keep Father Flamebird alive when all of his kind were going to a slow, horrid death by the evil that grew in the land.

Special Properties
The spikes:
- can be shot in a widespread arc (180 deg.) for 5 pts of damage to any creature in that area (no to hit unless creature is on the edges)
- can be shot in a focused beam causing 20 points of damage on a sucessful to-hit roll.
- grow back in a week


Jai Thorn's Blade

The short sword of Jai Thorn (it is unknown who Jai hron was) was commisioned by Jai as a favor from a powerful wizard many generations ago (before the Mage War). The short sword itself is of excellent quality, although how he gained it is unknown (some say the famed warrior might have had a touch of larceny on the side). The wizard was a close friend of Jai's, and agreed to focus his considerable powers into the blade for a modest price (modest compared to what the wizard usually charged, anyway).

In game terms, the sword can be broken down as follows:
- Rolled hit point damage is doubled, but half of the total is temporary stun damage only (accompanied by impressive electrical effects dancing about the target's body).
- The stun damage ignores metal armor. Due to padding, etc., treat a target as if they were wearing padded armor for purposes of this damage.
- There is no bonus to hit: the short sword was not designed to increase the original owner's already prodigious skill.
- The sword cannot be broken, chipped, bent, or otherwise harmed. It is enchanted with what the mage called 'a piece of forever'. What it means in game terms is that a god or titan could damage it. Nothing less powerful will. This includes volcanoes, pools of acid, etc.
- While the sword remains in the wielder's hands, the wielder is effectively wearing Armor as per the wizard's spell. This Armor has no encumbrance.
- While the sword remains within 5' of the current owner (it will not change owners unless the previous owner gives it away, dies, or is gone from it for longer than a year) the owner functions as immune to normal missiles.
- With a sacrifice of a small amount of one's own blood (1/10th of one's hit points worth, temporary only), the owner is rendered immune to almost any poison or drug for the next 24 hours. Those of magical origin, however, are not affected by this.
- When striking an illusion, phantasm, or other false image with the edge of the blade, the short sword acts as if Dispelling Illusion at 15th level. In addition the bearer is at +2 for disbelieving.
- While the sword remains in the wielder's hands, the wielder will regenerate d4 hit points per ten minutes (this includes fire and acid damage, but not damage from a Sword of Wounding [DMG]). This regeneration will continue even from death (below -10 hp) as long as the sword remains in the wielder's hand.

The short sword of Jai Thorn is good for high level characters (assuming they recognize its potential), and can all by itself make even a thief a decent fighting machine (good damage, better armor than normally available, and regenerating). XP (if given for possessing an item), should be around 8,000, and gold value shuld be appropriately high (it is a unique and coveted item, not to mention its magical abilities!).

The Blood Drinker

The Blood Drinker is an ancient long sword constructed by an unknown Abyssal Power for a proxie that was leading an assault on Baator. The blade is made of an alien black metal and has tanned Baatezu skin wrapped around its hilt. The sword is intellegent (17), it comunicates through telepathy up to 60 feet. When the sword hits a living creature, ghostly green mist is sucked from the victim into the sword. The Bood Drinker posseses additional powers of: +5 to hit/dam, +2 MTHAC0, x2 dam vs. baatezu, on every successful roll of 18-19 the sword drains 2 HP from the victim and transfers 1 HP to the weilder permanently. (This damage is not extra its considered part of the magical bonus.) On every roll of 20 the sword transfers the full long sowrd damage (D8 or D12). The sword also grants unholy word and heal once per week. Additionally, the sword has psionics. It is a 70 PSP receptacal that refills at a rate of 5PSP/turn. And the weilder may use Life Draining MAC 6 Cost 6/3, Cause Decay MAC 6 Cost 4/2, and Graft Weapon MAC 5 Cost 5/2. Curse Every sucsessful hit requiers a save vs. magic to avoid alighnment slipping one step closer to chaotic-evil; the blade must KILL at least 10HD every week or it will drain 20HP save vs spell for half(permanatly) instead. The weilder inherits the Tanar'ri's racial hatred of Baatezu. And finally, the weilder must save vs spell once per month or be teleported into an Abyssal army marching to a Blood War battle. To destroy this artifact, it must be taken to the sumit of Mt. Celestia, (the sword would try to stop this by any means possible) and broken over Assmodeus' knee.


Black Ruby Sword

This Sword appears as a sword or dagger of the wielder's choice; with the exception of color. The blade is jet black, without any shine. The hilt of the sword has a large, circular, black ruby enbedded in it. The Sword hits for 3d6+3 for CG, CN, or CE alignments. For NG, N, or NE it hits for 2d6+4. For LG, LN, or LE, it hits for 1d6+5. The Sword weights about 3 lbs with the speed factor of 4. Powers: Detect magic in a 10' radius, Detect undead in a 10' radius, and Detect demons, devils, and divine beings in a 10' radius. This Sword has no additional powers in the hands of LG, LN, or LE. In the hands of NG, N, or NE the sword bestows Infravision 60 ft at will, Invisibility 2/day, and Levitate 3/day. In the hands of CG, CN, or CE alignments, the sword gains additional powers (plus Neutral gained powers): Fly 1 hour/day, Heal 3/day, and the wielder may, at will, have an aura of fear in a 10' radius 1/week. In the hands of CG all powers are doubled. Treat all powers as per spell name at the level of the Sword wielder. The Sword speaks all languages and only communicates telepathically to the wielder. The Sword is CG and has an intelligence of 17, but the Sword never asks for anything until it senses an undead magic weilder (lich, vampire magic-user, vampire cleric, etc.), demon, devil, and other such beings. When the Sword senses any of these beings, black flames cover the blade and it automatically posseses its wielder until those beings, or the weilder, are destroyed. The Sword may be wielded by any class as long as the Sword's type stays in class restrictions i.e. a dagger for a wizard.

Creation: An Elven wizard named Alimah Baelrethkor created this sword. He was exploring the UnderDark when he was mysteriously transported to another dimension. There he found an unknown black metal. When he found his way back to his tower (after a long time) he found that the rubies he was carrying were fused together and became totally black. Upon studying the black metal and the ruby/rubies he found that they were imbued with magical properties. He then decided to make a dagger out of the metal and ruby/rubies. He called it the Black Ruby Dagger. After the dagger was made he went out adventuring and met a lich. The dagger grew and became a sword then took over Alimah's body and made him attack the lich. After the lich was destroyed Alimah changed the name of the Dagger to the Black Ruby Sword and thinking it was too powerful for anyone to have he locked it up in his tower. Two years later a thief came and stole it and Alimah has not been able to recover it since. Its where-abouts is currently unknown.


Sword of Devouring

This longsword +2 has the ability to disarm or disarmor an opponent. If a natural 20 is rolled on the attack, the victim must make a save vs. breath weapon or lose a piece of armor to disintegration. Chose the location on a random roll on a d6: 1-helm, 2/3- breastplate, 4-Shield (or breastplate), 5-leg, 6-arm. If the victim has no protection in that area, the sword does Double max damage as a bit of lifeforce is drawn out to recharge the sword. The effects of this swor are in addition to any critical hit that might also apply; in that case use the C&T location charts.


Holy Cleaver

This battleaxe is a holy relic to the Dwarven warrior-priests. In the hands of a Dwarven Fighter/cleric it is a mighty +5 weapon, second only to the Holy Avenger of as Paladin. Wielded by any other race or class, it acts as a +2 battle axe. The Holy Cleaver gives a Dwarf fighter/cleric +2 to all saves vs magic, and inflicts triple damage to all natural dwarven enemies. This item also acts as a Phylactery of Faithfulness. If the Dwarf is in danger of displeasing his deity, the axe will become Cold, warning the priest of his incorrect actions. This chill can be felt even through armor, clothing, or cold protection spells.


Crimson Blade

This is a finely crafted Rapier made of pure adamantite, the blade however is a crimson red color, and can shed an eerie red light up to 30' on command. In combat the blade functions as a +3 sword of wounding, is impervious to rust attacks, and never needs sharpening. The most powerful aspect of the weapon however, is that it functions like a dimensional portal. There is a specific Crimson Death that the creator of the magic item made a bargain with. This Crimson Death may be summoned by the wielder and commanded, or rather asked to do something. The Crimson Death is a sentient creature (actually Genius) and retains a free will of its own. The Crimson Death has a scrying gem that allows it to see through the sword to determine if it wants to appear for the wielder. Generally the Crimson Death will do it, provided the wielder keeps on good terms with the Crimson Death. In order to be on good terms, the Crimson Death must be fed at a minimum of 1 sentient humanoid creature per week. Additionally whenever the Crimson Death is summoned the Crimson Death is likely to steal treasure from the dead creatures to carry back to its horde. The Crimson Death can communicate by soft whispers through the sword at will. If the Crimson Death is not fed at least one time per week there is a percent chance that it will attack the sword wielder, when summoned. The final power, or rather drawback, is usually unknown to the wielder. If the sword is used to attack a member of the Brotherhood of Evil, before the attack is swung (or in mid swing) the sword vibrates violently, automatically falling out of the attacking creatures hand. Finally there is a False Vision spell placed around the aura, so any attempt to dissemble the blade to determine the aura always reads a false aura.


Sword Of the Undead

This sword looks like a normal bastard sword with a +2 enchantment, but when in the hands of an evil cleric or necromancer, the items power comes into perspective. When weilded, the sword glows a very sickly green color, and when the command word is spoken, the sword controls all undead in a 200 yard radius. Also, during this period it gains +5 enchanment against good creature (Nuetral excluded). (Any type of undead can be controlled even death knights.) It does this for as long as user wants. The undead will not attack the user and will obey him/her completely. When this sword is hit against a holy avenger (ex. Paladin and user are in a fight and parries the attack) it creates a blast that causes 2d20 damage against all within 10ft radius. To an evil necromancer this weapon is as valuable as a +5 Holy Avenger is to a paladin.


Darkflame

DarkFlame is +3 obsidian longsword. Upon a natural hit roll of 18, 19, or 20 DarkFlame will inflict an addtional 1d8 points of burn damage to enemies for 1d4 rounds. This affect is cumualative, therefore if the user were to roll an 18+ unmodified on succesive rounds, or within the same round,then an addtional 1d8 damage for 1d4 rounds would be suffered for each hit.


The Holy Defender

This sword can be of any type as functions will all the powers of the Holy Avenger sword when in the hands of a Paladin. However the +5(and +10 against chaotic evil creatures) can be used to imporve the users AC much like the standard Defender sword.


Midnight's Sword

This very powerful is sword made of a platinum blade with a hilt of leather wrapped obsidian. When someone posseses this sword, their name appears on one side of the blade, accompanied by the symbol of Midnight on the other.
Powers:
- +7 to attack and damage rolls
- Can lengthen or shorten itself at will
- If within five feet of its current owner, it has the ability to resurrect him/her on the altar in the High Temple of Midnight.
- can cut through anything, accept Mithril, as if it were butter
- on a natural attack roll of 20, the sword realeases a 14d6 lightning bolt inside the target that does double damage (on targets immune to electricity, it does quadruple damage)

MonoBlade

This Blade of bastard sword style is made of a undamagable material and is of solid construction with the blade, hilt and handle being one peice of what appears to be made of obsidian. The handle is wrapped in a type of leather made from a unknown of reptile that offers both a easily held surface but is extremely soft and supple and is also undamagable. The hilt is typical cross hilt desgin to protect the users hand{s} and also acts as a balancing force which allows the user to wield the blade more easily. The blade is enchanted to be EXTREMELY sharp and almost monomolecular in sharpness, normal thickness at middle. The user doesn't add strength damage to the attack but gets to ignore armor bonuses not gained from dexterity and magic. At DM choice the blade can act as a sword of slicing (when hit save vs. death or die, if passed then takes x3 damage).


Sword of Light

This sword is a mini Holy Avenger of sorts. It is a +2 long sword that eminates light as the spell ina 10 ft radius. It also does an extra +2 damage to undead.


Piercer

Piercer is an estoc, an edgeless thrusting sword designed to pierce armor. The blade is 4 inches wide at the base, and tapers to a point. It is made from fine steel, and shines brightly when drawn. The hilt is simple, and it has a diamond shaped hand guard. The hilt has room for only 1 hand. Piercer is an intelligent estoc +4, having an intelligence of 13. It communicates through empathy and has a Neutral alignment. This sword can Detect Evil within 20'. Because it is an estoc, the weapon has an automatic +2 bonus to hit against opponents wearing any kind of mail armor, and has a +1 to hit versus opponents wearing any plate armor. The sword can also pierce stone-skins, causing the loss of 1 stone-skin, but still causing damage. Also, the weapon is empowered with Quickness, as a Short Sword of Quickness. This allows it to attack first in any round. The weapon has an ego of 10. Note that with the +4 bonus to initiative, this weapon has a speed of 1.


Ookami-Maru

Also know as wolf slayer or wolf soul, this weapon is a katana of stunning beauty. It is probably made from mithril or a mithril alloy. Thin and long, the blade glows a ghostly white in the moon light. The hand guard is a small circle, and is decorated with running wolves. The hilt has room for 2 hands, and the pommel is carved with a wolf head. The hilt is wrapped in wolf hide covered with raw silk (soft yet incredibly durable). The blade is 2 shades of grey, light near the edge, darker in the center. The blade is decorated with 2 oriental characters on each side, translated it means wolf. A Katana +3, this legendary blade is known for its wolf killing powers. Any wolf creature that is hit by this blade, is automatically killed. This includes but is not limited to wolves, were-wolves, vampiric wolves, dread wolves and wolf-weres. Creatures in wolf form, such as a polymorphed human, will not be killed by this blade, but a vampires, and other creature who can naturally transform into a wolf, will be killed by this blade if they are in wolf form. Note that a vampire will be brought down to 0 hit points by this sword, but it will just turn to mist, and won't be permanently destroyed. The blade wielder can also employ ESP with a range of 30 yards, 3 times a day, and has a 1 round duration. This is usually used to try to detect wolves in another form, such as a were-wolf. The blade is not intelligent, but has a sort of awareness due to its enchantment. It forces the wearer to seek out wolf creatures, and it is also narcissistic.


Sword of the Elements

There are actually 4 versions of this sword, 1 for each element. They are simple weapons of great craftsmanship. Each has its own name.

Raugnar: Attuned to Fire.
The blade gleams at all times, as if reflecting the light from a fire. It is a bastard sword. The hilt is wrapped with red dragon hide, and red runes line both sides of the blade. These runes also gleam. The edges are flanged, like the blade is on fire.
Sûlcrist: Attuned to Air.
It is a light, thin scimitar. The blade is a ghostly white color, and the hilt is wrapped in sky dragon leather. Blood grooves criss-cross the entire blade, and look like carvings of clouds being blown.
Angaril: Attuned to Earth.
This weapon is dark and heavy. It is super hard, and the hilt is wrapped with grey leather from some underground creature and has a large gemstones at the pommel. It is a short sword, and is nearly half an inch thick at the center.
Elenen: Attuned to Water.
The blade is a steely blue, and feels cold at all times. It is a regular long sword, with many runes carved into it. The blade also reflects and refracts light like water, giving it a liquid appearance. The hilt is wrapped in aquamarine sea serpent leather.
These blades all share the same powers. They are all enchanted with the power of their element. They can hit weak creatures only hit by magical weapons (no pluses needed to hit) and those creatures from the plane which the blade is attuned, and their opposite. They can also hit creatures made from that element. For example, the earth blade can hit earth elementals, crysmals and certain golems, as well as air elementals, aerial servants and crimson deaths. They can hit these creatures regardless of the pluses need to hit.


Dragon's Cursed

A weapon made from pure magical energy, this blade can only hurt red dragons. The hilt is solid steel, reinforced by a magical force field, making it invunerable to all attacks except for disintergrate. The handle is large enough to be held with two hands. The blade itself is 4' long, but the weapon can be wielded by anyone who has proficiency in any medium sized swords. The blade passes through anything it is swung at, so it cannot be used to parry or block. A sword +4 against red dragons, this weapon has intelligence. It has an intelligence of 13, an ego of 17, and a C-G alignment. It is semi-empathethic, can Detect Traps, Detect Secret Doors, or Detect Invisibility all within 10'. When used against red dragons, this sword slices through their hide as if it were AC 10. Unfortunetly, because of its pure magical form, red dragons get a magic resisitance roll to avoid taking any damage. On a successful hit, this sword causes triple damage. It does 2d4 / 1d12 damage, has a speed of 1 and weighs 1 or 2 pounds.


Dryad Knife

A slender knife of steel and silver, this blade casts a weird glow when drawn and used. The hilt is made from the heart wood of an ancient oak tree and is wrapped in green dragon leather. It has no hand guard. This weapon is a knife +2 with intelligence. It has an intelligence of 15, an Ego of 8, and a Neutral alignment. It speaks elven and dryad. The weapon can use charm person on contact, 3 times a day. It can also detect charm with 10', and detect metal within 20'.


Rogue Fang

A longtooth +2 this weapon looks like a sword of great workmanship. It has no other interesting superficial qualities. When drawn, the weapon can be used to Locate Object, Detect Gems and Detect Precious Metals within 20'. It speaks half-ling, common, elven, thieves cant, pixie and gnome. When held, the user can understand and speak thieves cant. It has an intelligence of 15, an Ego of 12, and a Chaotic Evil alignment.


Blade of Blood

A normal looking scimitar, it's mundane appearance belies it's great power. Made from some metallic alloy, the blade has a slightly redish tint. The hand guard is black, and the hilt is wrapped in blood stained hide. A large red gemstone is set into the pommel. The blade has a single blood grove running along its lenght, and it seems to glow slightly when it cuts into a living creature. A scimitar +3 in combat, the blade of blood has the power of vampiric regeneration. Half the damage caused by the blade is added to the wearers total hit points. This cannot raise it above the maximum, but the added hit points are permanent (as permanent as regular hit points). Instead of giving hit points back to the wielder, the blade can be used to store blood points. Every hit that causes full damage may add 1 blood point to the weapon's storage. The weapon may store up to 5 blood points. Blood points may be used to enhance the wearer physically. A blood point may be spent to enhace the wearer's strenght (as Strenght spell) or speed (as Haste spell). A blood point can also heal 4 points of damage to wielder whenever desired. A blood point may also be used to give the wielder the ability to climb walls (as per the Spider Climb spell). For 2 blood points, the wearer can enhance his body so that he cannot be affected by sleep, charm or hold spells or poison and paralysis. For the cost of 3 blood points, the wearer may enhance his body so as to not take damage from regular weapons. Attacks may still cut him, but he feels no pain and loses no blood. For 3 blood points, he may also turn his body into a gaseous form.


Moonlight

An ancient sword made from enchanted mithril and meteoric iron, this blade has a ghostly white color, and seems to leave a trail of white light when swung. The weapon is considered a long sword, double-edged, with a triangular tip. The hand guard is wide (extending almost 1 foot outward) and curves upward slightly. It is elaborately stylized with curving celtic designs. Also known as the Moonblade, this weapon is a +3 long sword. It is +5 versus evil creatures. It does double damage to undead (2d8 / 2d12). The blade can be swung to produce light equal to full moonlight, within 10 feet, extending 5' outward for every round of swinging. All undead within the light are repelled, and must leave the area. Vampires, Liches and stronger undead are allowed a save at -2, or must leave the area. If undead are forced against the light, the enchantement is broken. If they are trapped or are attacked, they receive a save versus spells at -2 to break the effect. The light still remains.


Diamond Blade

Made from a solid and complete chunk of diamond from the plane of mineral, and infused with the power from the positive material plane, this sword is a powerful weapon against creatures of darkness. It is the size of a bastard sword, and the hand guard is wrapped in soft leather. This sword can create light at will, within 10', and has the same effect as Protection from Evil, 10' radius. It is considered a bastard sword +4, and causes double damage to creatures from or drawing power from the negative plane, the shadow plane, and the outer planes. The blade is indestructable. It can produce extreme heat within itself, and when heated, causes double damage to undead, cold-using creatures and regenerating creatures. This power can be used once a day, and the holder is immune to being burned by it. It can set flammable things aflame with a touch. Anyone grasping it for more than a few seconds takes 1d6 damage. Also, it can be swung to create a flame wave, 5' wide and travels 30'. It causes 3d8 damage, with a save for half. This power can be used 3 times a day.


Grey Blade

Made from an unknown alloy of adamantite, this blade has a strange dark grey color similar to the color of lead. It is dull and does not shine. It is still very sharp however. Both sides are sharpened, and it tapers to a point. The blade is small and thin, being only 18 inches long, and less than in inch wide. The hand guard is a small disk of grey metal. The hilt is wrapped with the skin of a black dragon. It is 6 inches long, making the total sword lenght 24 inches. This weapon is a +1 short sword in combat. It gains a +3 bonus when used against regenerating creatures, or creatures with regenerative abilities. It has a +3 bonus even when the regenerating creature does so because of a magical device or spell. Also, a creature hit by this blade cannot heal (wether naturally, magically, or through regeneration) for 1 round after being hit.


Golden Sword

A beautiful sword, the Golden sword glitters brightly when in light. Made from adamantite and gold, the weapon is heavy and sharp, with excellent choping power. It is pale gold in color, and has a small, circular hand gurad. It is straight, has a single razor sharp edge, and the hilt is large enough so the weapon can be used 1 handed or 2 handed. On command, the sword can shed a pale golden glow, iluminating the area within 10'. The weapon is a +2 Katana when used in battle, and is nearly indestructable. All saves are made at +5 for this weapon, including its +2 magical bonus. The golden sword is not intelligent and has no other powers.


Spellbinder

Spellbinder is a powerful weapon against magic users and magic using creatures. This magical blade is made of an unknown metal alloy, probably mithral and adamantite, producing a very sharp blade of light weight. The sword has a straight, double-edged blade. The hand-guard goes straight out from the top of the hilt, tapering to points at their ends. A large, yellow gem is set in the middle of the handguard, right below the blade. It is clear and can be seen on both sides of the weapon. When the sword is drawn and used against magic users, the gem glows brightly. The sword acts like a long sword +2, but it's true nature becomes apparent when used against magic users. When used against magic users, the sword acts as a +4 weapon. Every time this weapon hits a creature with spells or spell like abilities (including creatures able to cast spells due to magic items), this weapon drains a power. Each hit will drain 1 memorized spell or 1 usage of a spell like ability. The drained spell is stored within the swords gem, and the wielder is able to use the ability or spell later. The weapon can hold a total of 1d6+4 spells at a time. If a natural 20 is rolled on an attack, a spell or ability is permanently implanted into the weapon, and the wielder is able to use it whenever he wishes once a day. A person grasping the hilt will sense what powers the sword has, and which are permanent, if any.


Black Fang

This weapon is constructed from the fang of a Great Wyrm Black Dragon. The blade was constructed for a great fighter who wanted something as a trophy for the death of the dragon and as an ultimate weapon. The sword is straight and sharpened expertly to a deadly razor sharp edge. The hand-guard curves inward toward the blade and both end in 2 more dragon teeth. It is shaped in the appearance of a dragon head. At the center of the guard is 2 gems that represent eyes. A large green gem is set into the pommel. The blade length is 4 feet and the hilt has room for 2 hands, for an overall sword length of 5'. Blackfang is a bastard sword +3 and when commanded by the wielder will start to produce acid that drips from the sword. This acid does an extra 2d6 damage / hit. The owner becomes immune to all draining attacks, darkness spells and acid attacks. When in combat, the user cannot be stopped from fighting, making him immune to any hold, sleep or charm spells that would stop him. On a roll of 20, the target of the attack loses 1 point of strength permanently. The sword can create Darkness, 15' 3 times a day.


Chaos Bringer

Chaos Bringer was designed by a chaotic mage who wanted to destroy law. The weapon is a large two handed sword made from adamantite. The blade is wickedly notched all along its length, and has 2 parallel blood grooves running its length. The hand-guards are huge, and have 1 inch spikes sticking out at all angles, except toward the wielder. The handle is wrapped in blue dragon leather and the pommel has a 3 inch spike jutting out from it. Chaos Bringer is 1 of the 5 swords of evil. The weapon is a two-handed sword + 4 in combat. The weapon has an intelligence of 13 and has an ego of 15. The sword can communicates empathetically and can detect law or chaos in a 20' radius at will. Once per day the sword can cast a 8d6 Lightning Bolt with a 120 yard range. Chaos Bringer has the special purpose of defeating law and the special purpose power of Confusion, which it will use on lawful creatures. This effect lasts for 2d6 rounds.


Sword of Health

The sword of health is an item made long ago by the priesthood of the Goddess of healing. It has a medium sized blade, acting like as long sword in battle. The blade is made from steel and the hilt and handle are green coloured. The sword is a long sword +1 weapon in combat, and after any fight in which the wielder took damage, the sword heals 2d6 +2 hps of damage. The sword can do this a maximum of three times a day.


Sword of the Maedar

This magical sword is crafted from light grey stone, magically strengthened to iron. The sword acts as a broad sword. The hand-guard and hilt are both made of stone but the pommel is a large amethyst. This is a maedar's glyptar, and the spirit is magically enslaved to the sword wielder. The sword has a +1 to attack rolls and a +2 to damage rolls. It is a broad sword +1 that can also be commanded to Dance, attacking by itself as if being wielded by a 6HD maedar. The sword and wielder can Pass Through Stone as if the stone weren't there. The wielder immediately becomes immune to all paralysing and petrifying attacks. The sword can be used to turn Stone to Flesh once a day.


Ghost Blade

This weapon was constructed by an evil priest of Death. The sword appears as a hilt, with a shimmering blade. The hilt is made from the bones of a creature that was killed violently, and the priest who made it trapped his spirit in the blade. The blade is insubstantial and flickers in and out. The Ghost Blade is a short sword +1 and has a Lawful Evil alignment. All targets of the Ghost Blade are considered AC 10, with modifiers for Dexterity bonuses and magical protection only. Whenever the weapon hits living flesh, it causes normal damage and the victim ages 10-40 years. The Ghost Blade has an intelligence of 16 and an ego of 16. At will, it can Detect Invisibility within 10', Detect Evil or Good within 10' and Detect Magic within 10'. The sword speaks Common and Elven, can read these languages and magical writings as well.


Barrier Slicer

The Barrier Slicer is a thick weapon, made from a light, magical metal of unknown origin. The blade is 4 inches wide and 3 1/2 feet long, tapering to a point. The hand-guard is large, extending 4 inches outward from the blade on each side and splits, ending with 3 points. The hand-guard and hilt are golden in color, and the pommel has a large, opaque blue gem at the end of it. This long sword + 3 can cut through any magical barrier as if it weren't there. The blade glows blue when drawn, and causes any magical barrier within 30' to also glow blue. Some of the spells it can cut through and is completely unaffected by include (but not limited to) Shield, Armor, Protection from Evil, Invisible Mail, Protection From Evil 10' radius, Prismatic Wall, Invulnerability to Normal/Magical Weapons, Stoneskin, Prismatic Sphere, Wall of Force, Antimagic Shell, Otilukes Resilient Sphere, Otilukes Telekinetic Sphere, Forcecage, Bigby's Interposing and Forceful Hand, Spirit Armor, Wall of Bones, Homunculus Shield, Greater and Lesser Sign of Sealing, and any other spells that would hinder or prevent the sword from striking its target. The sword also has a chance of permanently knocking down these barriers-1% cumulative chance per hp of damage done.


Black Flame

The Black Flame sword is a very powerful weapon, and is a bane to all undead. This sword is constructed of bone and has many runes inlaid on the blade. The sword is curved and has no hand-guard. The runes glow with a red light. The sword acts like a long sword +2, but it's true nature becomes apparent when used against the undead. When an undead approaches within 10', the blade becomes enveloped in black flames. The sword then acts as a +4 weapon against undead, with the flames causing an additional 1d10 points of fire damage. The user will always know and see any undead within 10', including those who are invisible and those that are non-corporeal. The user gains a +4 to all saves versus any attacks from undead. The user gains a -4 save versus death against draining.


Doppleganger's Cursed

Created by an illusionist for a friend, this sword is made from steel and is actually quite dull. The hand guard is plain and looks like 2 long, thin hands extending outward. The pommel has a small gem and the end of it. This gem is an eye from a displacer beast encased in crystal. The handle is wrapped in doppleganger skin. The sword became cursed later on after many years of existence. In battle, it is a long sword -2 and because of this it does -2 to damage, has -2 to attack and has a -2 to initiative. The one power of this unique sword is to create a Mirror Image of the owner. This image is an exact duplicate of the wielder, and has all of the equipment of the other, except for all the magic items. The sword however remains a long sword -2. The clone attacks as the user and at the same time as he does, causing normal weapon damage and strength damage. No extra damage for skill or magical pluses is done. This power can be called upon twice a day.


Flying Scimitar

A weapon originally from greyhawk, the horsemen of the eastern plains most powerful warriors use these weapons. These enchanted scimitars are often sought after by all would be heroes, and are very valuable to those who know how to make them. They resemble any regular, curved sword, and come in all shapes and sizes. So far, the scimitar is the most commonly crafted, because of its elegant, curved shape. They are all decorated uniquely . Although they are scimitars +2, they have a much more deadly power. They can be thrown parallel to the ground, becoming a spinning, razor sharp blade. When thrown it acts as a Sword of Sharpness. It has a range similar to a club. After hitting its target, the sword spins back to the thrower, who can catch it with no problem. If anyone else tries to catch, they're pretty stupid. Chances are they lose the hand.


Mute Dagger

This dagger has a 8 inch long wavy blade made of silver. The hilt is 6 inches long and the blade has no hand-guard. The handle is also made of silver and depicts two screaming elven women with their hands on their cheeks. The dagger is a +1 weapon, +2 against vocal spellcasters. Anyone who is hit by it must save versus spells or be permanently muted. The wielder is also immune to all silencing or muting attacks, but he must be holding the dagger to gain this benefit. If the dagger is ever destroyed, all who have lost their voice because of it will regain their voice.

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Armor


Armor of Cowardice

This Chainmail +2 automatically phases the wearer if faced with twice as many hit dice of opponents than the wearer. The wearer stays phased out until the opponents cease trying to hurt the wearer. This effect cannot be avoided turned off.


The Shield of the Arctic

The Shield of the Arctic was forged by Dwarven smiths and then bought by Elven sorcerers. They imbued it with the powers of the Arctic. It is well made and of madium size, it has the symbol(in iron) of a polar bear. It is quite cold to the touch and often there is an unexpected chill breaze arround it. When the user readies it for combat the wearer gains the ability to control its powers. The one poer he cannot control is its natural defense. If the adventurer blocks a blow nothing happens, but if it is about to get past the shield then the shield grows in size by having ice form arround its edges. Even if the wearer is attacked from behind it with instandly encapsulate him in ice. The ice pulls back untill it is gone after 20 seconds of not being attacked. The shield is encased in this ice but the wearer will not be able to touch it, it will move out of his reach. If the user stops holding the shield it will drop the ice prematurely and he will be exposed. The wearer becomes immune to the cold while he is in possesion of the shield. Twice a day he can cause a freezing wind of small inensity to burst from the shield. As an adventure possesses the shield they become more reclusive and less talkative. They will slowly become Neutral/Neutral and more attached to the shield.


Armor of the Paladin

Appears to be a suit of purest white plate mail armor. When donned the symbol of the Paladin's deity magically etches itself on the chest and shoulder pieces. A cape(same color as the symbols)then grows from the top of the armor and flows to about just past the Paladin's knees. This armor cannot be used by Antipaladins. The Armour has the following powers:

- the Paladin's lay on hands ability is now full Heal
- AC -4
- makes no noise
- never gets dented or bloodstained
- +4 bonus when turning undead
- Strength becomes 20, Wisdom 18, and Constitution 17
Helm of the Paladin

This Helm grants its wearer (if a Paladin) the ability to see undead anywhere, thus making it imposible for the paladin to be surprised. All undead will be surrounded by a red aura and they can be seen through walls (up to 10 ft) or up to 500 ft with no barriar.


Helm of Sunlight

A common item used by the Sun Goddess priesthood. Helms of Sunlight were once more common than they are now, and were given as gifts to those who pleased the Sun Goddess or her clergy. Each helm is different, though they are commonly open faced, and cover the entire head. Ussually made from steel or other light metals, their colors range from white to red, gold also being very popular. These magical helms provide the wearer with the AC of the type of helmet it is, but do not give any magical AC bonuses. Three times a day, the helm can produce Light as the spell, which originates and is centered on the helm. The light cannot be used to blind creatures. The helm must be in sunlight for at least a day (a few hours) to recharge this power. Once a day, the wearer can create a sunbeam, equal to Sunscorch, which originates at the helm, can target any one being within 40 yards, and does 1d6+6 damage to normal creatures, and 1d6+12 to undead. A save is allowed to avoid, however, if failed, a living target is also blinded for 1d4 rounds. The helm must be in sunlight for at least a day (a few hours) to recharge this power. Once a week, the helm can produce a Sunray, as the spell of the same name, whic is cenetred at the helm. The helm must be in sunlight for at least a week (a few hours each day) to recharge this power.


The Golden Armor

The counter part to the Golden Sword, the Golden Armor is just as impressive and shiny as the Golden Sword. Made from adamantite and gold, the armor is heavy and strong, but not bulky despite its large size. It is pale gold in color, and each plate is styled with red designs. The armor is made for a human of average to large size. A red cloak is supposed to be attached to the shoulders, but may be absent depending on the armor's current owner's state. The armor is considered bronze plate mail +2, and is nearly indestructable. All saves are made at +5 for this armor, including its +2 magical bonus. The golden armor has no other magical powers.


Shield of Shocking

Found in a treasure trove of an evil cult, this shield was used by the fire priest, Draxen. It is a medium shield, covered with many nicks and scratches. The shield is most likely made from mithral or steel, but it is hard to tell because of the dull grey color this shield has attained. It is not known who made this shield or from what land it originated in. The shield does not grant any exceptional bonuses to AC, except for the regular AC bonus of a shield. The main power of this shield is its ability to generate electricity. On any successful block or shield punch, this shield produces an electric shock that causes 1d8+6 damage to whoever struck, or was struck by the shield (the wearer cannot be shocked). Creatures immune to electricity take no damage from the shock, but still take damage if the shield was used as a weapon. The shield is considered a magical weapon for the purposes of determining who it can hit.


Wolf Cloak of Winter

A cloak made from the hide of the rare winter wolf. It is thick fur, a deep grey in colour, and sized for a regular human. It is very warm and comfortable in winter, although it possesses no enchantment against cold. It is complete, including the head and claws of the wolf. When put on during a moonlit night, the wearer can assume the form of a large winter wolf. He gains all the physical abilities of the wolf, except any magical powers or breath weapon. He now moves on all fours, and all equipment is absorbed into the shape. Other magic items continue to function.


Cloak, Flame Mantle

This fluffy cloak is an object of powerful enchantment. This garment is a dark red near the top, lightening to an orange near the middle and then to yellow at the bottom. It is made from the feathers of a phoenix and radiates strong magic. The cloak itself can never be harmed by fire or heat, whether magical or normal. When worn, the wearer is completely immune to normal fire or heat. This protection extends 5' out from the cloak. The cloak provides a +6 bonus to saves versus any magical fire or heat damage, and all damage is reduced by 50%, but only to the wearer. The cloak gives a penalty of -2 to saves versus cold spells, and +1 damage from cold spells. Upon command, the cloak can surround the wearer with red flames. In this form, the cloak wearer cannot be harmed by any fire. This is similar to the Fire Aura spell. Anyone who attacks the cloak wearer suffers 2-8 damage and must make a save versus spells, failure causing the attacker to be set afire. The fire lasts for 2-8 rounds, causing 1-6 damage a round. The fires cannot be extinguished. The Fire Aura lasts for 30 rounds, and can be called upon twice a day. The final power of this cloak is to turn the wearer into living flame (as a ring of elemental metamorphosis). He gains all the physical abilities of a fire elemental and total immunity to fire damage. He can also shape his body into that of a phoenix allowing him to fly at 48.


Daemonazar's Helm

When Daemonazar was killed, his body and spirit were both blasted at the same time. His bones became fused together and his soul was trapped in his now useless body, preventing it from escaping to the Outer Planes. This item still contains the memory of Daemonazar, although his soul is not truly trapped in it. It is a solid face helm made from the fused bones of the demon Daemonazar. The two horns of the demon protrude from either side, and has a bony ridge that starts at the front and ends at the back. The nose is protected by a bone fragment, and leaves most of the face open. Neither hearing nor sight is impaired by the helm, but actually improves the senses of the wearer. While wearing it, it grants Infravision up to 60 feet. The wearer can concentrate on a target and determine his alignment as the Know Alignment spell. The helm can also perform the Levitation spell at will. Finally, the wearer can produce the Fire Eyes spell once a day. Each eye blast does 2d8 damage. Flames appear around the eyes before this power is used and for a few rounds after. Strong emotions may cause fire to appear. Although it is a useful helm, the wearer mind can sometimes be clouded as Daemonazar tries to take control of his body. Daemonazar is capable of whispering in the ear of the wearer.


Daemonazar's Robe

This robe did not actually belong to Daemonazar, but is made from his hide. Although his body was fried and his skin lost much power when he was killed, mages were able to create a robe that would protect it's wearer well. The robe is a brownish, red color, and looks like a regular robe. It has a hood attached, large enough to cover the face of the wearer, or cover a helmet. Rune are permanently etched into the robe in green. It is light, but stiff like leather. Daemonazar does not have any specific connection to this robe, as he has over the other objects made from his body. The robe itself is very difficult to destroy, being extremely hard and resistant. The robe grants the wearer an AC of 6 from the toughness of it, and still allows spell casting. It is considered as strong as metal for saving throw purposes. The wearer also gains the benefit of limited resistance against spells and magic. It grants a 10% magical resistance, added on to any other resistance. Also enchanted into the robe is the ability to cast Dispel Magic and Detect Magic once a day, and grants the wearer 1 free spell each day. The spells are cast at the wearers level.


Robe of Protection

The Robe of Protection looks like any other robe, but has a row of runes between 2 bands of silver across the neck. The robe generates a constant Protection form evil, giving the wearer a +2 AC bonus and +2 saving throw bonus against attacks from evil creatures. The wearer is also immune to the attacks from summoned or conjured creatures and mental possession and control.


Bracers of Drax

Found in a treasure trove of an evil cult, these magical bracers were used by the fire priest, Draxen. They are metallic, fine steel decorated with gold, painted with red runes and designs. The bracers are light and not encumbersome at all. The bracers are similar to Rings of Free Action. When worn, they give the wearer great freedom of action and agility. The character gains a bonus of +1 to AC from his newfound dexterity. He can swim at a speed of 120 yards a round (MV 12), and suffers no penalties from fighting under water. He wearer is not immune to web, hold, and slow spells, but he can move about in webs very effectively, and while slowed, he does not lose dexterity bonuses or the bonus from this ring. A character becomes so quick and dextrous, that he may attempt to move silently with an 80% chance. He also can climb walls with an 80% chance.


Bracers of Elemental Control

Actually 1 bracer for each element. All of them are made of gold, and each has a large gem placed in it. The bracer covers most of the forearm. The gem is the prison of an elemental kin. The elemental kin can be summoned and ordered to perform tasks for the wearer. The gem is the color of the respective element (red for fire, blue for water, green for earth, and clear for air). The gem glows when the elemental kin is trapped within. Up to 3 times a day, the elemental kin can be summoned out of the gem. It is forced to obey the wearers commands. It can be controlled for up to 3 hours a day, no matter how many times the wearer summons it. If the elemental kin is destroyed or killed, the armband becomes useless until another elemental kin can be trapped within. If the elemental kin is killed and another elemental kin approaches within 60 yards, the gem will begin to pulse. If it is within 30', and is not behind a barrier or obstacle, the wearer can try to control and trap it. The wearer must concentrate on controlling it, and the elemental kin is allowed a save versus spells. If it fails, it becomes trapped within the gem and can now be summoned and controlled. If the gem is destroyed when the elemental kin is outside, it is released from servitude. Otherwise, it is destroyed along with the gem. All functions of the armband work through mental thought and will. A particularly forceful character (a psionicist, someone with 16 or higher charisma or wisdom) imposes a -2 to the elemental kin's saves.


Armband of Elemental Command

An orichalcum armband, this item contains the power of the elements. Made from the rare magical metal, orichalcum, the band coils several times around the arm. It is decorated with images of flames, crashing waves, blowing winds, and gems and stones. It is worn around the arm. This powerful item combines the powers of all the Rings of Elemental Command. It cannot be destroyed by the elements. The wearer has a +2 saving throw bonus against all elements.

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Artifacts


Amulet of the Beholder

This amulet is made of fine silver and is engraved with an eye in the center. The pupil of the eyes is a ruby. The amulet has 2d6 charges that can never be recharged. When activated by saying a command word, it unleashes the power of one of the beholders' eyes on any target within 20 ft.


Amulet of Shielding

This magic item is a small pendant worn around the neck. Made from gold, the command word is usually engraved on the back of it. A gem or crystal also adorns the amulet. This item can be either greater or lesser amulets. When the command word is spoken, the lesser amulet can produce a Minor Globe of Invulnerability. This ability functions at the 8th level of magic use, and can be used 3 times a day. The greater amulets can create a Globe of Invulnerability when the command word is spoken. This ability functions at the 12th level of magic use, and can be used 3 times a day.


Amulet of Resistance

This plain amulet looks like a simple trinket. It is worn around the neck. It detects magic faintly, and cannot be identified. Its true power becomes visible when the wearer is assaulted by a spell. Its one power functions when a spell is used on the owner. When affronted with a spell or other magic, this amulet will give a 5-30 % bonus to the wearers magic resistance roll.


Basalisk Stone

This is a slightly glowing football sized egg-like stone that radiates a very strong magic aura. The stone, when brought into the presents of a basilisk, allows the holder of the stone to control it. (This also works for pyrolisks and other basilisk kin.) [NOTE:The user must have his or her skin touching the stone in order to invoke this artifacts effects.] With each command given to a basilisk or kin, the user gains one "hardening" point. At 5 points, s/he gains AC -1, constitution +1, or strength +1, and dexterity -1. At 10, the affect occurs again. Once more at 15, and at 20; s/he turns to stone: No saving throw, only a "stone to flesh", or wish, can return the user to their flesh state. The stone is worth 4000 gp.


Flind Bar of the Gods

This a Flind Bar that appaers to made out of crystal. It functions as a brutal +5 flind bar and the user gets not just 3, but 5 attacks per round. The user eventually is not able to use any equipment at all besides the bar after 3d20 days and is permanently attached to it. The only way for the user to die is by destroying the bar, which must be done by sprinkling the powder of a blue dragon tooth on it. The user then must never, ever use a flind bar again.


The Scale of Dragons

This item looks like a large scale, consisting of all possible colors and and yet no color at the same time. A long time ago, when man was just discovering the existance of dragons, three powerful mages tried to devise a way to study these ancient creatures more closely. The three mages were Lawful: one evil, one good, and one neutral. Together they cast a spell upon a scale from a crystal dragon, but unfortunatly the spell went awry and resulted in the creation of a chaotic neutral item; The Scale of Dragons.

Powers:
- allows possesor to speak every Dragon language
- Armor Class changes to that of Dragon encountered
- bestows 25% magic resistance
- bestows resistance to encountered Dragon's breath weapon
- +2 to hit and damage Dragons
- possessor can fly
Dangers of using this item:
- Player changes alignment to that of encountered Dragon
- player becomes very amiable to all Dragons of every alignment
- Dragons get +4 to hit and damage possessor of the Scale
In order to destroy this powerful item, the user must expose it to the combined magical powers of Midnight, Tiamat, and Bahamut (all of which must be working together).


Dayron's Dark Eye

Dayron was a very powerful wizard that lived many eons ago (renound for his divining ability). During a normal future reading, he saw images of the "Time of Troubles." These images were so horrible for him that he went mad tring to change the future. In his eyes, destroying the world was the only way to fix things. Luckly for the world, (but unlucky for Dayron) a long forgotten god saw Dayron's efforts and sent a group of aventures, lead by one of his [the forgetton god's] paladins, to destroy Dayron. Before Dayron was destroyed, he somehow managed to transport his soul into a small obsidian rock, the purest ever found; which has now come to be known as Dayron's Dark Eye.

Powers:
- Gives posessor the divining ability of a Diviner of 16th Lv.
- +2 to all saving throws concerning magic
- +1 to Armor Class
The Curse of Dayron's Dark Eye:
- The possesser is subject to being transformed into a CN Diviner, loosing all previous character abilities. The charactor then may not sleep until he or she has completed the goal of world-wide destruction. (Naturally people will not be fond of this idea, so the affected character's Charisma eventually drops to 6. Additionally, the character's alignment slowly changes to CN [one slot per 4 months]). The dreadful transformation of Dayron takes place within a year of possession of the Eye.
Means of destuction (2 possible ways):
- The charaters must go back in time and give Dayron's Eye to the Paladin leader of the party that originally destoryed him, so that he [the paladin] can destroy it befor the historic battle.
- Dayron's eye must be taken to the absolute end of time and be forced to look into the non-existent future. Upon doing this, the stone will be overloaded, resulting in a massive explossion; destroying EVERYTHING within a 10 mile radius.

Horn of Terror

Legend says this horn was used by the army of a great king who conquered all of the civilized lands. This horn is carved from the horn of a great wyrm red dragon and is completely unadorned except for a red band at the mouth and a line of mystic symbols above it. The horn is light brown at the mouth piece fading to white at the mouth. When this horn is blown it strikes terror into the opponents of the person who blew it. Only those who can hear it are affected. Creatures under 4 HD who hear the horn must roll a save versus spells or be affected by Fear as the 4th level wizard spell. Those with 4HD or more must roll a saving throw or be paralyzed with fear (as if stunned) for 1 round, unable to attack, cast spells, or act in anyway. This horn can be blown as much as desired, making a loud, blaring sound, with lots of bass, but can only affect one group of enemies per encounter.


Orb of True Sight

This valuable glass orb is colored a light blue, and upon command, radiates a pale light in a 10' radius. Created by elves. The light that the orb produces is equivalent to the True Seeing spell. The orb cannot detect a persons alignment however.


Eye of the Demon

Two thousand years ago, the demon Vishnu roamed the land with an army of devils behind him. Many humanoid races joined his demon hoard, and they raged war across the earth. At the peak of his power, Vishnu took one of his eyes to create this artifact of forgotten power. The Eye of the Demon is an amulet made of platinum, with the eye of the demon Vishnu in the center. It is attached to a 3' long chain, big enough to surround even the thickest of necks. The eye looks like a blue gem, but when worn, the eye glows red. The eye is actually encased in diamond and is nearly indestructible. The Eye's abilities are very powerful, and all saves against its magical effects are at -3. The demon Vishnu can see through the eye at all times, and knows who is holding it. The Eye can perform the following: Fear 3 times/day Strength 3 times/day Infravision at will Flame Shield at will acts as Ring of Protection +3 Darkness, 15' at will The owner can shapechange into any type of Tanar'ri and will gain all the physical abilities of it. Any Tanar'ri who view the Eye will be friendly toward the user and will not attack unless attacked themselves. Baatezu, on the other hand, will attack the owner without hesitation, and will always attack him in preference to others.


The Hand of Dao Seung May

This legendary artifact is rumoured to exist, however many dismiss the idea that the hand of a God remains apart from him for so long as just silly old wives tales. The Golden Hand of Dao Seung May does exist however, it just hasn't been seen for so long that it has become a myth. Three thousand years ago, two Gods fought each other in the heavens for many years. Every night the sky would light up from the power of their attacks. But one day the evil God got an advantage over the other and charged him with his sword. The other God could do naught but put his hand up to ward off the blow. The evil Gods sword sliced through his wrist, severing his hand. The God was in too much pain to retrieve his hand at once, so he turned back to fighting the evil God. When their battle was over, the good God searched about, but could not find his hand. He realised it must have fallen to earth. He went down and flew over the land but his hand was not in view. He decided he could live with only one hand, for a new one would not grow back as long as his old one still existed, and went back to his home among the stars. The hand fell to earth and landed in the field of peasant who found the hand while working his land. Actually, he ran his plow right into it, causing quite a horrible cut across it. He felt sorry for hand and the damage he had done to it, so he took it home and sewed it up. While bandaging it up, he accidentally dropped and broke a couple of its fingers. He quickly patched the new damage up. In the end, it was no longer a hand but a big bandage. He put it on a shelf to heal and went to work. Unfortunately, the mans house was ransacked a couple of hours later, the raiders taking everything including the hand and killing the peasant. The raiders brought the hand back to their boss, an evil, crooked dwarf, and he unwrapped it. The sight of a bleeding and broken hand quite unnerved him, but after casting a few spells, he realised the potential of the hand. He went to work and 1 week later had a fully functional magical hand of a God. The hand is golden in color, and will glow or flame upon command. A large bracelet is at the end of the hand, covering the stump and providing a hand hold for the artifact. It has the standard five fingers. The hand has been enchanted to provide its user with the power of the Gods hand. The hand has an almost limitless power, but whenever a major power is invoked, the hand becomes damaged in some way (a cut appearing, a finger breaking or any minor malison ) and the God it belongs to also feels the pain of it being damaged.

Constant Powers:
+3 Protection as ring to owner, can be used as a bludgeoning weapon +4, doing 1d3+4 damage and when flaming it does an extra 1d4 damage,
Invoked Minor Powers:
Chill Touch 3/day, Shocking Grasp 3/day, Burning Hands 3/day, Life Drain 3/day,
Invoked Major Powers:
Maleketh Flaming Fist 1/day, Lightning Bolt 2/day, Finger of Death 1/day,
Curse:
Every time a major power is used, their is a 5 % percent chance that he responds by making the hand blast everything within 50 yards. Everything is destroyed by lightning and fire and a nuclear explosion. No save allowed. Any magical protections do not help. A person killed by this will not regenerate or have a body to raise.


Figurine of Wondrous Power, Pewter Dragon

This magic item is a small 2 inch long, 2 inch tall pewter dragon. The dragon statuette has 2 tiny red gems for eyes. The dragon can be in any fierce pose, or appear to be resting or napping. When the command word is spoken the dragon grows and comes to life, obeying the commands of the speaker. The pewter dragon is similar to a gold dragon.

Pewter Dragon
Intelligence: 16 Special Att: Breathe fire
Alignment: N-G 45'long,20'wide at end
Armor Class: 2 1' at base, 2d8+2 dmg)
Movement: 12 Fl 36 Special Def: Imm to fire
Hit Dice: 7HD MR: Nil
Thac0: 13 Size: L (11' long)
No. of Atts: 3 Morale: 16
Damage/Att: 1d6+2x2/3d6+2 0
Candle of Incantation

Candles of Incantation are regular candles enchanted to burn slowly and enhance the magic of the one who lit it. It will only work on the person who lit it, regardless of who sits in the area. When lit, the candle reduces the casting time of all incantation spells (spells involving long casting rituals) by half. If another candle is lit, the casting time is reduced by half again (1 candle is half, 2 is 3/4, another 7/8, and so on). The candles can burn for eight hours.


Pendant, Battle Crescent

The Battle Crescent pendant is crafted in gold. It is a three inch long crescent, about one half an inch wide, and curves inward an inch and a half. It is smooth and featureless, and is very solid. It has a small loop at one end, and can be found with a variety of chains, but only the crescent is magical. A powerful object indeed, those who wear the pendant around their necks become totally immune to all arrows and missile weapons. All such missiles are bounced off an invisible, undetectable shield. Anything larger than an arrow is not deflected, so spinning swords, boulders, clubs and people still hit the wearer.


Bloodstone Necklace

The blood stone necklace is a relic with an evil power. It is a simple bloodstone, a greyish gem with red flecks, attached to a silver chain. The gem does not work in the hands of those who do not know how to use it. Only a priest or mage who has connected with the stone know how to use it, and they must be evil. For those who know it's true power, the stone can be commanded only when fed blood. The blood of the wearer is not necessary, however, but other blood may not be readily available. The giver of blood must be alive, but does not have to be willing, and the blood must be fresh. After giving it a certain amount of blood (each blood point being one hit point), it can cast the following spells:Augury(4), Evard's Black Tentacles(8), Repair Injury(6), Shatter(2), Summon a 5 headed black hydra(10), Wall of Force(12).


Holy Symbol, Magical

A magical holy symbol resembles that of any gods religious orders symbol. They are minorly enchanted with one power, and are usually kept for worshippers and the faithful, and not for non-believers. They are pretty common as magic items go, and are always of the highest quality Their only power is to duplicate a granted power of a god. So a magical holy symbol of a sun god might produce a sun ray, one of water could produce create water, a symbol to a god of fire might have burning hands, etc.. It can produce this power once a day.


Circlet of Mokuso

This ancient circlet has been lost for centuries. It is a small silver chain, worn around the head, with an nicely cut crystal in the front. The crystal reflects light in such a way that it looks like a rainbow inside the crystal. When it is being used, the prismatic gem seems to glow lightly. The circlet can be worn by anyone. It grants a +1 to AC and Saves as a result of heightened senses, not magic. Whoever wears it can sit down to meditate to activate it's powers. When in meditation, the wearer can attempt to use ESP(as the level 2 spell) on a nearby subject. He can also Project Thoughts to other people. These thoughts are simple 12 word sentences, but he cannot receive a reply mentally.


Rune Necklace

Darcin Kaid, the great conjurer who lived in the valley over three centuries ago, created many magical items in his time. He would summon creatures and command them to share their secrets, or force them to create items for him. One such creature was a demon named Daemonazar. Daemonazar created this necklace for him, but betrayed him because it had a weakness which could destroy its wearer. The necklace is studded with many gems of varying value. Attached is a large ruby, and in its center is a rune. The rune is constantly changing, shifting between a set of symbols. Those who contemplate the glyphs can determine the pattern of runes, and unlock the necklaces power. The rune glows green. The necklace can grant the user total immunity to all forms of physical damage, but not damage done to the spirit. When commanded, the wearer will take no damage from weapons or spells. This immunity lasts for 30 rounds at the most. Its constant powers are immunity to normal weapons, and regenerate 1 hit point / round. Every time the wearer commands the necklace to make him immune to damage, he loses 1 hit point permanently. This hit point is from his soul, and does not take away his physical body's hit points. His spirit has hit points equal to his max hit points. When his spiritual hit points is reduced to 0 he dies, and cannot be resurrected as his spirit is torn apart. So it was like this that Daemonazar was able to kill his master through treachery and take his place. Daemonazar kept the necklace as a momento, and when he was killed, the necklace remained behind in Darcin-Kaids fortress. It is possible that Daemonazar used it on occasion.

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Rings


Ring of Balance

The ring of Balance causes the wearer to be surefooted at all times. All balance or dexterity checks are made automatically. The wearer also recieves a +1 to any proficiency that requires Dexterity/Balance.


Ring of The Glacier

Cut from the heart of a great glacier and enchanted by the reclusive northern elf-mage Illifrem, this ring is in the form of a smooth band and appears to be made of a fine, blue-tinted crystal that is cool to the touch. The wearer is not immediately aware of any of the ring's capabilities, they instead show themselves over time. As soon as it is put on, the user is immune to normal/intense cold (1/2 damage from Magical Cold) and their skin becomes more of a pale color. By the second day of being worn, the user is able to use the spell Chill Touch merely by thinking about it. By the end of the third day, the wearer is able to project a Cone Of Cold once every 2 days and can cause Fear as he would with an Eyebite spell by giving victims an "Icy Stare". On the sixth day, he can create an Ice Storm once every 2 days; The ring's owner becomes even more white-looking with the faintest trace of blue, their eyes look dark and peircing, and overall, the person looks more like someone who froze to death than a living person. Major Power: Allows wearer to pass through any natural formation of ice at will. This item can only be used by wizards , anyone else is inflicted with 1-4 points of cold damage from putting it on, which continues every turn until it is taken off. As in anything of it's type, this ring has a command word,: "Brinsk-korr", a barbarian word meaning "Cold Death". If the ring is taken off, the physical effects remain, including the Eyebite-fear-thing, but everything else goes and the former owner is stricken with a deep longing to feel the ring sitting on his finger again.


Ring of Wizards and Gnomes

This ring of movement is a ring made especially for wizards and gnomes. When it is placed on any other creature, that creature becomes infected with The FLU for 3 weeks. On the other hand, when the ring is placed on a wizard or a gnome, that he or she gains a +2 in Dex. and a +1 in Str.


Ring of Fire

This ring gives the wearer a +3 bonus in combat, but the wearer will suffer 1d6 damage per round due to the constant extreem temperature of the ring; however, the ring will not set fire to other objects. (Immunity from fire will not stop damage caused by the ring.)


Ring of Holy Warmth

Similar to Ring of Warmth. This ring is a small band of silver, with a jewel of the palest blue color placed in it. This ring has the same powers as a ring of warmth, able to provide warmth to the wearer's body when in cold conditions. However, this ring has no power over natural cold. It only works when the wearer is in unnaturally cold places. It restores damage caused by unnatural cold at the rate of 1 point per turn. It provides a +2 save versus unnatural cold based attacks, and reduces damage sustained by -1 per die. This ring protects against cold from the shadow plane, the negative material plane, energy draining effects, un-holy cold, and cold generated from creatures such as demons and undead. Consequently, this ring provides a +1 save versus energy or strength draining attacks or paralyzing affects related to chilling attacks.


Black Ring of Souls

This black ring is an evil artifact, made from the vilest metals and most cursed gem stones. The ring itself is made from an unknown black metal and has a large emerald, worth at least 15,000 gps if removed, on it. This object of evil has one power, an improved Trap the Soul. The wearer may trap one creature of up to 15HD or a combination of creatures worth a total of 15HD. The wearer may target any creature within range (10 yards) who has to roll a saving throw versus spells at -2 or have his body and soul trapped in the gem. This item is powerful enough to forgo any magic resistance.

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Staves


The Wizards' Sword:

The Wizard Sword is a walking staff with a short sword in side of it. It takes one turn to remove the sword from the staff, by simply unscrewing it. The short sword is a Vorpal Short Sword, with all endowments of that of DMG Vorpal Sword, except that it cannot damage the staff part of the weapon. The staff part is also immune to the effects of any other vorpal swords. Making it useful in defense against all slashing weapon. In short it cannot be broken except when the wielder chooses. When the Staff and sword are pieced together the staff is a Staff of the Magi, but only when it is pieced together. Using the retributive ability of the staff also destroys the sword. However, the wielder only has 25% chance of escaping, but if not, he automatically receives only 1/2 damage. Spell absorption, to recharge, is doubled. For one charge it must absorbed twice the level, making recharging even more risky.


Death Flame:

The staff about 6ft tall with a perminate screeming human skull at the top. Upon utterance of the command word, a flaming skull shoots from the skull mounted on the staff, causing 2d6+2 initailally and 1d4+1 additional per round until extinguished with a prayer or holy water. The staff can be used only by evil necromancers and priests. The staff contains 25 charges, rechargable only by placing the staff in the blood of an undead moster.


Tsu's Staff of Many

This staff is 6 feet long with studded leather grips on each end and depictions resembling eastern asian language. The staff functions as a quarterstaff x2 and when one end is gripped and the command word spoken, one may draw either a katana or a tanto from the ends. Each may be fashioned on the same end from which they were produced in many variations from a Naginata to a double-bladed staff. [This weapon was taken from the Artifacts of Khan.]


Staff of the Swine

The Staff of the Swine is a staff of about 4 foot in length, and appears to be an ordinary walking stick. But any creature struck by the staff on roll of 20 (if the 20 is not more than 5 more what is then needed to hit nothing happens) is turned in to an adult pig as per a polymorph spell cast at 15th level. Of course, there is a saving throw allowed, but it is at -2 penalty. The change is perminent but a Limited Wish spell or a Wish spell will reverese the change. The Staff has one other power: apon saying the command word, it can turn normal earth into mud. (This change affects 10 square feet of earth.) The Staff can only be destroyed if it is completely cleaned of all the dirt and mud in the blood of a mature or older water dragon. The staff normally does 1d6/1d6 damage and the mud ablity can only be used twice a week.


Quaterstaff, Vorpal Weapon

This weapon, when first discovered, appears to be an iron staff of some sort. Upon closer inspection, the staff will reveil its strong magical aura (most wizards try futilely to discover its command word; never daring to use it in combat). If used in combat, it performs as a +3 Quaterstaff. (The user may notice that the staff always seems to draw blood, even on a weak hit; partially revealing the staff's true nature). On a very high "to hit" die roll, as shown below, it will sever an extremity- arm, leg, neck, tail, tentacle, whatever --- determined by a random dice roll (NOTE: chart includes +3 bonus):
- Normal/armored - 20-23
- Larger than man-sized - 21-23
- Solid metal or stone - 22-23
One draw back is the 10% chance that the unwary combatant will injure him/herself with it; resulting in 1D3 points of damage. (The DM, at his discreation, may allow the character an intelligence check; which if passed, the character will realize the true nature of this staff. Once known to be a vorpal weapon, there is only a 1% chance of self-inflicted damage.


Staff of Forest Magic

This thin delicate looking oaken staff in 6 feet long and half an inch thick. It radiates a green glow and can illuminate as bright as a torch. The staff may be used by druids, rangers, monks and herbalists. Any other classes will suffer 1d12 damage from the green glow. The staff functions as a quarterstaff +2 and has the additional abilities/powers:
- pass without trace
- acts as a cloak of elven kind in the forest
- can cast entangle 4/day
- can cast farie fire 3/day
- can cast animal summoning(2) 2/day
- can cast summon woodland beings 2/day
- can cast past plant 4/day
- can cast tree 2/day
Note: the staff is a gift and can never be stolen or lost, nor can you win one in combat. The guardians of the forest treat these staves as precious items.


Living Staff

A normal staff, it is made of living wood. It looks like a regular branch of wood, with light brown bark. The bottom of the staff has several roots that twine around each other. The top splits into several branches that are pressed tight against each other. Every now and then the staff may produce some leaves or ooze sap. Only Druids and Rangers may use this staff, and those people who are close to nature. This staff is alive, and therefore its moist wood protects it from fire. It makes its saves versus fire and magical fire at +2. It can be used in combat, but has no pluses to hit or damage, although it is considered magical. When stuck into the ground, the staff can be commanded to do the following effects:
- grow roots that spread out over a 30' radius that reach out of ground to grab opponents. Same as entangle spell.
- grow berries that are nutritious and tasty. Same as good berry spell. Can only be done once a day.
- enlarge itself to the size of a mature tree (20' tall). Provides shade and shelter. Lasts for 24 hours.
Also, 25% of these staves have the ability to animate and control surrounding trees as a treant. Only 1 tree within 30' may be commanded, for up to 1 turn. All spell effects function at level 8 ability. Using the staff takes 1 round, but the staff acts in the same round. The staff gains its power and nutrients from the ground when it is used. If placed in stone or dead soil, the staff will not function. It can work in a desert, but does not work in lifeless terrain (like where a defiler cast a spell. The staff does not need to be watered.


Staff of Daedeloth

The Staff of Daedeloth was constructed by the great defiler mage Daedeloth to help increase his magical prowess. The staff never helped him however, because shortly after the creation of this magic item, he was treacherously slain by his comrades. The only thing that remains of Daedeloth is his staff. This staff is constructed of wood, killed by the draining effect of defiling magic. It is horribly twisted and gnarled, and is completely black. The staff is bound in metal rings, spaced every 12 inches. The rings are 1 inch wide gold bands with red runes engraved on them. The Staff of Daedeloth is a quarterstaff +2 that gives a +2 bonus to AC and saves. The staff emanates an evil and unnerving aura that gives everyone within 10' (except those who are protected from this initiative loss and the holder) a -2 to initiatives and saves. The staff adds +10 hps to the user and a +1 bonus to Intelligence. The staff has many powers that are constantly in effect which aid the caster. First, it grants the user a 30% bonus to magic resistance, and imposes a -30% penalty to any targets magic resistance. Secondly, all spells cast by the holder have a 25% increase to spell duration, range, area and damage. Lastly, the staff will automatically detect and identify all magic items within 30'. (The staff also increases spell points by 10%, if this optional rule is used.)


Staff of Odin's eye

The Staff of Odin's eye is a 6' long wooden staff. It curves outward at the center into a hemisphere, then curves back in, for a 1 foot diameter hemisphere that sticks out 6". Dangling by a thread in the center of the hemisphere is a blue and green gem that looks like a rain drop. The staff is a +2 weapon that also acts as a Ring of Protection +2, granting a +2 to Armor class and saving throws. It has 3 main powers, each requiring 1 charge. It can create a Flaming Sphere around the user which causes no damage to him and those he designates who are inside the sphere. When the staff produces this effect, the gem turns black and red. It can cause a blinding flash similar to Nystul's Blinding Flash. When this effect is produced, the gem turns white and then flashes. Lastly, it can produce a 40' long Lightning Bolt that causes 6d6 damage. When this effect is produced by the staff, the gem stays the same color, but little lightning bolt crackle around the gem. The staff may be recharged.


Guardian Staff

A long time ago, a powerful mage found a way to create a great guardian made from stone. The mage made many of them, but whenever he went adventuring, he couldn't take them along. So he created this staff to solve that problem. Made from a thick branch of petrified wood and tipped with brass bands, this staff is as hard as steel. A solid staff , can be wielded as a +2 weapon. When the command word is spoken, it can summon a Stone Golem. This costs 3 charges. Another command word sends the golem back into the staff. If the golem is ever destroyed, the staff becomes non-magical. While in the staff, the golem recovers hit points at the rate of 3/day.

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Wands


Wand of Infinite Magic

Created by the elven mages of Redwood, this wand is a 1 foot long branch from any type of tree. It has a metal butt at one end, and is pointed at the other. Similar to a Ring of Spell Storing, the wand can hold up to 1d6+4 spells, which the holder can employ as if he were of the required level to use the spell. The spells contained in the wand are determined as follows:
Roll Scroll type
01-70 Wizard
71-00 Priest
- Priest: level is 1d6, if 6 is rolled, roll 1d4 instead
- Wizard: level is 1d8, if 8 is rolled, roll 1d6 instead
Which spell type is also determined randomly. The wand empathetically imparts to the holder the names of its spells. Once the spell, level and type are determined, the properties of the wand are fixed and unchangeable. When a spell is used, it must be restored by a spellcasters of appropriate class and level.


Splell Wand

The dreaded Splell wand is a bane of spell casters everywhere. With but a wave and the utterance of a command word (usually "duh," "umm," or "huh?") a spell being cast is ruined by a random, childish mistake. A word is mispronounced, a component is dropped at a vital moment, or an itch distracts the caster ruining the spell.


Vorpal Wand

This wand grants the effects of a Vorpal Sword upon any type S melee weapon for the first attack in a round for the duration of one round per charge. The Wielder of the Wand may activate 1 to 3 charges at a time which must all be used on the same weapon. Activation grants the affected weapon a +3 bonus to hit and damage for the enchanted attack only. This wand may not be recharged.

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Miscellaneous


Magnetite

This small gem has strong magnetic powers. It fits in the palm of your hand and can be used as a either a small magnet or compass.

The magnetite's greatest ability is to magnetise any in-organic object. Any object that comes in contact with it when this power is used becomes a powerful magnet (see Superior Magnetism). Only one object is affected. The magnetite can be thrown at someone to magnetise them. The gem has a +2 to hit those wearing metal (shields, helms, or armor) and the AC given by the metal is discounted. The person hit cannot move or attack and becomes a magnetic. When this power is used, the gem becomes inert for the rest of the day. The gem can also be overcharged with electromagnetism, and then shot off to hit the nearest and greatest amount of metal within 30 yards. Anyone who is in the path of the gem takes 3d6 damage with no save allowed (all 1s and 2s are counted as 3s). The target of the gem will take full damage. If the target is only 15 feet way, the gem will go right through the person and strike anyone behind him.


Gem of Missiles

A simple clear, cut and faceted gem that glows white in darkness. The gem is a minorly enchanted object with but a single power.

When activated, the gem floats above the user and shoots out 1 or 2 magic missiles a round at a target or targets. The owner decides how many missiles will be discharged, but a maximum of 2 exists, and the targets are chosen each round. The gem takes a round to activate, but after that requires no attention by the user, except to change and designate targets. The gem can shoot a maximum 100 missiles before losing its magic.


Nunchaku, Serpent's Tongue

The Serpent's Tongue is a special pair of nunchuks. Crafted from sturdy wood and bound with steel bands and steel chain. At the end of the wood rods are 3 inch long dagger like blades. These knives are wavy and have a single blood groove down the middle.

The Serpent's Tongue is a pair of nunchaku +1, and the knives at the end cause no additional damage except minor cuts. On a roll of 20 however, the knives become coated with poison from a secret compartment in the nunchuks. The victim of this attack gets a save versus poison, and if failed, dies instantly. A successful save results in 20 points of damage in 1d4 rounds. After 6 such attacks, the nunchaku must be refilled with poison, and any available type may be put in.


Nunchaku, Twin Thunder

These heavy but swift nunchuks are crafted from strong wood and colored blue and white. Lightning bolts are carved into the wood and glow with power. The chain and bands are blue colored.

During combat, the Twin Thunder glows and crackles with energy and little lightning bolts dance about them. These nunchaku +2 cause an additional 1d4 damage from electricity per strike. On any critical attack the victim must save versus rods or be thrown to the ground from a tremendous blast of thunder. The victim is also Deafened for 2d4 rounds, regardless of the save. On a 20, the victim is also stunned for 1d4 rounds.


Mace, Mauler

The great warrior Anvil carried around a huge, gruesome looking mace. He found the magical mace in a harpy lair. The mace was crafted long ago by the church of Deimos for the purpose of slaying innocent people quickly and painfully. It looks like a footman's mace except it is made completely of a dark metal, some adamantite alloy forged in the pits of the Deimos Monasteries. The head of the mace is 1 foot long 6 inches thick, with carvings of gargoyle-like creatures clawing the air. It is not heavy enough to be to clumsy a weapon, but any who wish to wield it need 17 strength, a testament to Anvils power. It is a simple footman's mace +1 but when it strikes a person it causes an additional 4 points of damage, doing 1d6+6 damage.


Boots of Movement

Sought after by all travelers, these boots vary wildly in size, shape, and material used. They are made from the hide of any fast animal, but usually have different styles depending on the land they were made in, for what size of person, and what race made them.

Regardless of the material or style used, these boots all grant the same bonus. When worn, a wearer gains +6 bonus to base movement. A humans movement becomes 18. Unlike boots of speed, this movement can be kept up for an unlimited time, but they grant no bonuses to AC. Some boots grant a basic 50% bonus to base movement. These are less common (25%).


Kossuth's Band

Found in a treasure trove of an evil cult, this unusual circlet was used by the fire priest, Draxen. The band is a bandana type item, worn around the head. At the center of the band, right over the forehead, is a silver triangle, inlaid with a single red gem. The gem burns when the circlet is activated, but doesn't hurt the wearer. The rest of the band is made from the hide of a red dragon, and is very smooth to the touch. The band itself is completely immune to fire, and all spells function at level 6 ability.

A person who wears this item will find themslves able to control and conjure fire. He becomes totally immune to all normal and magical fire attacks, effects, and spells. The item allows the wearer to Affect Normal Fires as per the spell. He may also use Pyrotechnics as the spell of the same name. The wearer can also create a fan shaped area of flame, exactly like Burnings Hands, that causes 1d4+12 damage, with a save for half. He may also conjure small, hand sized flames, and throw them at targets (see Produce Flame). Each flame ball does 1d4+1 damage, and 2 may be thrown each round. All of these powers may be used twice a day. Finally, once a week, the wearer can Animate Flame, as the priest spell of the same name.


Lance of Longinus

A two-pronged spear, crafted purely from a dark grey metal. The haft extends about 4 feet, before spiralling and splitting into to spiralling blades. The blades straighten out after about 6 inches of spiralling. The blades are thin, double edged, and extend about a foot and a half. It has no markings or other aspects to its appearance.

It is unknown who created this weapon. It is magical, but has no pluses to hit. It can hit any creature, regardless of its magical weapon immunities. It can be used 1 handed or 2, causing 2d4 to small and 2d6 large when used 1 handed, and causing 2d6 to small and 2d8 to large when used 2 handed. The weapon has 1 power: it can penetrate any armor or barrier, whether physical or magical. It slices through anything that gets in its way, and all targets are considered AC 10, counting only magical or dexterity adjustments to armor. It also goes through any magical defences, including stone-skins. The spear can be thrown, and is considered a spear for other combat aspects.


Flame Lance

This weapon is crafted from the finest steel and adamantite, tempered at incredibly high temperatures. The blade is shaped like a flame. It is considered a spear in combat. The haft is made from metal, but is incredibly light for its size. It is strong, and unbreakable by regular means.

A spear +2, this weapon flames on command. When the weapon is flaming, it does x2 damage to ice or cold using creatures and creatures weak to fire. Also, the damage cannot be regenerated by trolls. The spear has 1 other special power. The spear can be spun when flaming, and on command, will continue to spin by itself, forming a flame tipped shield. This flaming shield adds +2 to the wielder's armor class. The spear floats in front of the caster, and continues to spin until either the wielder grabs the spear, or commands it to stop. Creatures trying to move through the spear take 1d4 fire damage.


Boots of Earthquakes

These boots have the power to cause an Earthquake as per the priest spell as if cast by a 20th level caster once per week. To activate the boots the wearer jumps up and down 3 times and then kicks a pebble which magically appears to the desired area of effect. If the pebble is not kicked, the earthquake is centered on the wearer.


Powder of Spellcasting

This powder, when scattered into the air allows the spellcaster to cast one spell at twice his or her normal level. The powder is worth 5,000 gp to the right buyer. The only way known to get it is to bring together a rod of life and a rod of death.


Black Elixer of Strength

This potion, if drunk in a battle, increases your character's strength by 5. The effects of this potion are perminate. To make this elixer, the character must attain a heart of a black dragon and grid it to dust. (DM's: Use this with caution, for it is very rare.)


Thief's Clothing

Acts as a Cloak/Ring of Protection +1. Gives the thief wearing it a +10% bonus to all thieving skills. Also allows the thief to Backstab as one lvl higher. Additionally, the theif can Levitate 1/day for 5 rnds as 12th lvl Mage and can Blur (as the spell) at will.


Potion of HP

This potion, when drank, will give a person +3D8 hp, or -3D8 hp (determined on a D100 roll 00-49 = +3D8, 50-99 = -3D8) permanently. This potion, (if adding hp) however, will not imediately add the hp. example: fighter has 30 hp, takes potion, rolls 12, has 12 damage marked down, hp goes to 42. Potions may be used to raise the hp quickly, or sleep will (1 hour takes 2 damage away). If the person who drank the potion is damaged before the damage from the potion is taken away, all damage from potion goes away, and drinker gets hp allready gained. Example fighter with 30 hp went to 42, marked 12 damage, 6 damage healed, gets in fight, -6 permanent hp, all potion damage is taken away.


Gloves of Thieving

These gloves are all black with thin silver stripes running down the back. They give thieves a +1 to attack rolls, 70% pick pockets, and the ability to spider climb.


Gem of Cold

This saphire gem chills one room to freezing. The Gem can be located anywhere within room (in a chest for example). This item can also be used to instantly freeze water. The amount of water depends on the size of the gem: small chip=30 gallons; small chunk=200 gal; 1/2 the gem=500 gal; 3/4 gem=1000 gal; whole gem=3000 gal.


Couples' Gem

When this gem is picked up, it effectively makes the character have an additional 3 points added to their Charisma and a +2 to Intelligence. Once this person and a member of the opposite sex enters 20ft of each other, it glows red and hums a song for them. The plusses to Intelligence and Charisma have an effect on BOTH parties. IF AFFECTION IS SHOWN THE EFFECTS ARE PERMENANT. The gem then disappears and makes a ring on both of the parties fingers and they become effectively married. (What ever papers are usually processed will be automatically created in the nearest towns church) If they don't show affection for each other person the gem will have the same effect on someone else of the opposite sex within given perameters. IF a party is playing either a bisexual character or gay/lesbian then the effects will work according to what relations they have ie: A lesbian character will have the same pluses when within range of another female character. This only works if the character choses to be with bi, gay, or lesbian. It is not up to the DM.


Triple Flail of Healing

This is a +1 flail with three tails. Each ball has a different power:
- 1. Cure Serious Wounds [2/day]
- 2. Raise Dead [1/day]
- 3. Restore/Restoration [1/day]


Bone Whip

This particular item is a grisly thing. It is very simply a whip made from the forearm of a boy of twelve. Nearly a thousand years ago when there was an earlier civillization of Avanar there lived a group of brave, fearless natives. They were attacked one day by an army of the undead after a sleep spell was cast on the village. Only one boy, named Kulok, was left awake. With courage in his heart, he fought an army of undead; slaughtering dozens until he finaly fell in battle. By the time he fell, the village had awakened and the warriors destroyed the rest of the undead...but the wizard who'd raised them got away.

In honor of the boy's deeds, the rest of the tribe created the bone whip. They took his forearm with his hand, his hair from his head and tied the ends of the hair to the fingers of the hand. They then chanted and prayed for a week, asking the spirits of the world to help them; and so it was.

The whip instantly slays any undead up to the level of the user. It does twelve points of damage to any undead up to twice the level of the user. It is quite a "deadly" weapon and a bane of the undead.

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Axes / Hammers


Axe, Aesleid

An ancient and legendary weapon of dwarvish make, this axe was lost decades ago. This weapon was used in many battles against the evil enemies of the dwarves, but was lost in a battle against orcs. Said to be made from the purest mithril and adamantite, this weapon is naturally magical. It is a large war axe, having a blade on 1 side, and a small spike on the other. The blade travels almost half of the haft, but only sticks out about 6 inches. It is attached to the handle at the top and bottom. It has no hand guard. The blade is a gunship grey, with many blood groves painted red and blue running through it. The hilt is large enough for be held two-handed. It is wrapped with soft hide, probably from some underground creature. The entire handle is made from metal, and is practically unbreakable. The axe is now wielded by an orc of superior skill and strength. The weapon continually tells him to seek out dwarves, in hopes that he will die and the weapon will return to its rightful owners.

A battle axe -1 in the hands of anyone but a dwarf, this axe is intelligent. It has an intelligence of 14, an Ego of 9, and a Lawful Neutral alignment. In the hands of a dwarf, this weapon is a +3 battle axe. The weapon can Detect Evil in a 10' radius, and can cast suggestion once a day. The weapon speaks the language of mountain and hill dwarves, as well as common, orc, duergar and derro.


Mace of Sunlight

A common weapon used by priests of the Sun Goddess. Maces of Sunlight are commonly made from steel, and the handles are decorated differently by their creators. They usually are colored white, red, orange or yellow, with the heads being a blue color, and the flanges or spikes golden colored.

In combat, these maces act as +1 weapons. However, when used against creatures weak to sunlight, the mace has a +2 bonus. Some creatures weak to sunlight include undead and underground creatures. Also, the mace can shed a bright light within 15'.


Flail, Whirlwind

A magical flail made of a blue tinged steel, imbued with the powers of Air. This flail is light, and the haft is connected to the by a strong, but not overly large chain.

The Whirlwind can be used as a flail +2 weapon in combat. When commanded to by the wielder, the flail can, once a day, be whirled around the head to create a Whirlwind ,similar to a Djinns power. This attack kills creatures with less than 2HD if they fail a save versus spells. A save must be made each round. Hardier creatures, and those that make their save suffer 2d6 damage each round. The owner of the weapon can ride the Whirlwind as a Djinn with a movement rate of 24 (A) and can bring up to 6 other man sized creatures with him. The Whirlwind lasts as long as the flail is whirled around, and for 2 rounds after the initial use is stopped.


Axe, Tree Tamer

Tree Tamer is a strong, mithral battle axe. Forged by the dwarves long ago, Tree Tamer is a large battle axe with one blade on one side of it. The blade curves around the top of the haft and extends down into it. The haft is made of strong ironwood. It can be wielded with one hand or two.

A battle axe +3 in battle, the Tree Tamers true power becomes apparent when a modified roll of 20 (counting only the axes +3 bonus) or greater is rolled. When a roll is 20 or higher, it severs a limb, determined by a random dice roll. Check the table below to see if an attack is good enough to sever a body part:

Modified Score / Opponent to Sever is
Normal/Armored 20-23
Larger than Man-sized 21-23
Solid metal or stone 22-23
Some beings may not die from losing a limb, but if this axe scores a 21-23 against a treant, the creature is killed.

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Bows


The Composite Long Bow of Quinnin Thon-Thalas

This composite long bow, crafted by the finest elven woodsmiths in Tabanis, appears as an ordinary Long Bow. However, due to a gift from Roecon (demi-god - see Darkworld hompage, the bow was imbued with the following special abilities:

- +2 to hit
- +4 to damage
- can not be broken
- speed is -2
- All range negatives are gone
- non magical arrows used are now +2 magical arrows
- magical arrows used become +1 more magical
- all arrows become elctrified streaking through the air
Quinnin's bow is known to only a few and currently is not in the possesion of the Knights. It is believed that Quininn still carries the bow with him, whever he might be.

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Arrows


Arrows, Piercer

Simple arrows enchanted to penetrate armor. They have diamond shaped heads and are heavier than normal arrows. When fired, these arrows fly with incredible speed toward their target. They count as +3 magical arrows, and the targets armor is penalized by 5 points. The 5 point penalty appllies to that portion of armor that is derived from physical armor. Armor can never be penalized to be over AC 10. They have the stats of pile arrows (range as sheaf arrows, 1d6 damage as flight).



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