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ArmourACBulkMv
Full Plate1Fairly6
Field Plate2Fairly6
Plate3Bulky6
Bronze Plate4Bulky6
Banded4Bulky9
Splint4Bulky6
Chain5Fairly9
Chain, Elfin5Non12
Scale6Fairly6
Ring7Fairly9
Studded7Fairly12
Leather8Non12
Padded8Fairly9
Shield Only9Non12
None10Non12
All Armour: All Melee Weapons: All Ranged Weapons: Ammunition:
[Mounts] - [Pack Animals] - [Transportation] - [Misc Animals] - [Animal Gear]

[Currency] - [Provisions] - [Containers] - [Stationary]

[All Mundane Items] - [All Magic Items]

Currency conversions: 1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp). i.e. 200cp = 20sp = 2ep = 1gp = 1/5pp
Swords and BowsDmg S-MDmg L
Bastard Sword2d42d8
Broad Sword2d4d6
Khopesh Sword2d4d6
Long Swordd8d12
Scimitard8d8
Short Swordd6d8
Two-Handed Swordd103d6
Comp. Long Bowd6d6
Comp. Short Bowd6d6
Hand Crossbowd3d2
Heavy Crossbowd4d6
Light Crossbowd4d4
Long Bowd6d6
Short Bowd6d6
[Weapon Properties Chart]
Name Weight Value(gp) Worn Magic Category Description
2 15000 Slung y Misc Magic Protection from Lycanthropes (Weretigers): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Alchemy Jug 6 12000 Slung y Misc Magic This magical device can pour forth varying liquids upon command. The quantity of each liquid is dependent upon the liquid itself. The jug can pour only 1 kind of liquid on any given day, 7 pourings maximum. The liquids pourable and quantity per pouring are: salt water 16 gallons fresh water 8 gallons beer 4 gallons vinegar 2 gallons wine 1 gallon ammonia 1 quart oil 1 pint aqua regia 2 gills (8 oz.) alcohol 1 gill (4 oz.) chlorine 8 drams (1 oz.) cyanide 4 drams (½ oz.) The jug will pour forth 2 gallons per round, so it will require 8 rounds to complete 1 pouring of salt water.
Amulet of Inescap. Location 0.5 1000 Neck y Jewelry This device is typically worn on a chain or as a brooch which pins on. It appears to be an amulet which prevents location, scrying (crystal ball viewing and the like), or detection/influence by ESP/telepathy. Actually, the amulet doubles the likelihood and/or range of these location and detection modes, however. Normal determination attempts, including detect magic, will not reveal its true nature.
Amulet of Life Protection 0.5 20000 Neck y Jewelry This pendant or brooch device serves as a ward for the psyche (soul). The wearer cannot be possessed by magic jar spell or any similar mental attack, including demonic or diabolic means. If the wearer is slain, the psyche enters the amulet and is protected for 7 full days. Thereafter it goes to the plane of its alignment, however. If the amulet is destroyed during the 7 days, the psyche is utterly and irrevocably annihilated. Note: psionic attack modes psionic blast or psychic crush will not harm the wearer.
Amulet of Proof vs. Detection 0.5 15000 Neck y Jewelry This device wards the wearer against all divination and mental or magical location and/or detection. The wearer cannot be detected through clairaudience, clairvoyance, ESP, telepathy, crystal balls, or any other scrying devices. No aura is discernible on the wearer, and predictions cannot be made regarding him or her, unless some powerful being is consulted.
Amulet of Protection +1 0.1 10000 Neck y Jewelry na
Amulet of Protection +2 0.1 15000 Neck y Jewelry na
Amulet of Protection +3 0.1 20000 Neck y Jewelry na
Amulet of Protection +4 0.1 25000 Neck y Jewelry na
Amulet of Protection +6 0.1 25000 Neck y Jewelry na
Amulet of the Planes 0.5 30000 Neck y Jewelry The amulet of the planes is a device which enables the individual possessing it to transport himself or herself instantly to or from any one of the upper levels of the Outer Planes. This travel is absolutely safe, but until the individual learns the device, transport will be random. Roll d6, 1-3 = do not add 12, 4-6 = add 12 to d12 for 1-24 random results: 1-2 Seven Heavens 3 Twin Paradises 4 Elysium 5 Happy Hunting Grounds 6-7 Olympus 8 Gladsheim 9 Limbo 10 Pandemonium 11-12 Abyss 13 Tarterus 14 Hades 15 Gehenna 16-17 Nine Hells 18 Acheron 19 Nirvana 20 Arcadia 21-24 Prime Material Plane You may alternately have the following results: 22 Ethereal Plane 23 Astral Plane 24 Prime, but alternate Earth
Amulet Versus Undead-L5 0.5 5000 Neck y Jewelry This prized charm is a specially blessed symbol which has within it the power to affect all undead creatures as if a cleric were using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly (as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined as for a cleric of a certain level. The amulet must be worn at all times to have it as an effective tool. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 x.p. value per effective cleric level, and 1,000 gp sale value per effective cleric level.
Amulet Versus Undead-L6 0.5 6000 Neck y Jewelry This prized charm is a specially blessed symbol which has within it the power to affect all undead creatures as if a cleric were using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly (as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined as for a cleric of a certain level. The amulet must be worn at all times to have it as an effective tool. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 x.p. value per effective cleric level, and 1,000 gp sale value per effective cleric level.
Amulet Versus Undead-L7 0.5 7000 Neck y Jewelry This prized charm is a specially blessed symbol which has within it the power to affect all undead creatures as if a cleric were using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly (as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined as for a cleric of a certain level. The amulet must be worn at all times to have it as an effective tool. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 x.p. value per effective cleric level, and 1,000 gp sale value per effective cleric level.
Amulet Versus Undead-L8 0.5 8000 Neck y Jewelry This prized charm is a specially blessed symbol which has within it the power to affect all undead creatures as if a cleric were using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly (as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined as for a cleric of a certain level. The amulet must be worn at all times to have it as an effective tool. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 x.p. value per effective cleric level, and 1,000 gp sale value per effective cleric level.
Amulet Versus Undead-L9 0.5 9000 Neck y Jewelry This prized charm is a specially blessed symbol which has within it the power to affect all undead creatures as if a cleric were using his or her power to turn these monsters. While it appears ordinary at other times, the amulet glows brightly when presented strongly (as if it were a holy symbol) in the presence of undead. The success of the attempt to turn is determined as for a cleric of a certain level. The amulet must be worn at all times to have it as an effective tool. When it is not worn, it becomes inert, and will remain so for the first seven days after it is put on. Its value is a function of its strength: 200 x.p. value per effective cleric level, and 1,000 gp sale value per effective cleric level.
Anything Item 0.1 40000 Slung y Misc Magic A magic item of this sort appears to be any one of the small, rather weak miscellaneous magic items which are more frequently found — typically one with a limited number of usages, although this is not always true. If the possessor commands, the item will suddenly alter itself to become any other miscellaneous magic item except an artifact or relic. This enables the possessor to command the item to become some form of Horn of Valhalla, for instance. The limitations on the item are these: No form can ever be repeated. If the item commanded into being is normally destroyed in usage, the anything item will likewise be destroyed after that use. If the item duplicated has a short-term, single usage effect (such as a horn or drums), then the anything item will return to its original form after one use of that power. If the item has a longterm effect (such as a helm of underwater action), the dweomer of the anything item will last for one day (24 hours). In any case, the item will disappear after three uses.
Anything Ring 0.1 55000 Finger y Jewelry This ring will initially appear to be a standard ring of warmth. However, the wearer may command three other functions from the ring, choosing from among the other standard sorts of magical rings. The period of such functioning will be one operation in the case of a ring which has such a function type (djinni summoning, wishes, etc.). Otherwise the effect will last for 1 day (24 hours). Any ring function so commanded will never be usable again; for example, the ring cannot be made to give more than one wish. After three singular uses of this sort, the ring will turn into a non-magical piece of jewelry worth from 100 to 600 gp.
Anything Sword (Long +1) 6 35000 On Hand y Weapon (Base dmg 1d8/1d12)
Apparatus of Kwalish 100 35000 Slung y Misc Magic When initially found this item will certainly appear as a large iron barrel. It has a secret catch which opens a hatch in one end. Inside are 10 levers: 1 extend legs and tail/retract same 2 uncover forward porthole/cover same 3 uncover side portholes/cover same 4 extend pincers and feelers/retract same 5 snap pincers 6 forward/left or right 7 backwards/left or right 8 open “eyes” with continual light inside/close “eyes” 9 raise (levitate)/sink 10 open hatch/close hatch The apparatus moves forward at a 3” speed, backwards at 6”. The 2 pincers extend forward 4’ and snap for 2-12 hit points damage each if they hit a creature — 25% chance, no reduction for armor, but dexterity reduction applies. The device can operate in waters up to 900’ deep. It can hold 2 human-sized persons and enough air to operate for 2-5 hours at maximum capacity. The apparatus is AC 0 and will take 100 hit points damage to cause a leak, 200 to stave in a side. When the device is fully operating the whole appears as something like a giant lobster.
Arrow of Direction 0.2 17500 Slung y Misc Magic An arrow of direction typically appears to be a normal (or possibly magic) arrow. Its magical properties make it function much as a locate object spell, however, empowering the arrow to show the direction of the desired way. Once per day the device can be tossed into the air; it will fall and point towards the desired way, and this process can be repeated 7 times during the next 7 turns. Note: the arrow will point only towards requested way/location. The request can be only for one of the following: stairway (up or down), sloping passage (up or down), dungeon exit or entrance, cave, cavern. Requests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).
Arrows +1 0.2 10 Slung y Ammo (Base dmg d6/d6)
Arrows +2 0.2 30 Slung y Ammo (Base dmg d6/d6)
Arrows +3 0.2 60 Slung y Ammo (Base dmg d6/d6)
Arrows +4 0.2 160 Slung y Ammo (Base dmg d6/d6)
Arrows of Slaying 0.2 2500 Slung y Ammo (Base dmg d6/d6)
Bag of Beans 0.5 5000 Slung y Container na
Bag of Devouring 0.5 1500 Slung y Container na
Bag of Holding Type 1 15 25000 Slung y Container na
Bag of Holding Type 2 15 25000 Slung y Container na
Bag of Holding Type 3 35 25000 Slung y Container na
Bag of Holding Type 4 60 25000 Slung y Container na
Bag of Transmuting 0.5 500 Slung y Container na
Bag of Tricks 0.5 15000 Slung y Container na
Banded Mail +1 0 4000 Torso y Armor (Base AC 4)
Banded Mail +2 17.5 8500 Torso y Armor (Base AC 4)
Banded Mail +3 17.5 14500 Torso y Armor (Base AC 4)
Banded Mail +4 17.5 19000 Torso y Armor (Base AC 4)
Banded Mail +5 17.5 25000 Torso y Armor (Base AC 4)
Bardiche +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/3d4)
Battle Axe +1 7.5 2500 On Hand y Weapon (Base dmg d8/d8)
Battle Axe +2 7.5 5000 On Hand y Weapon (Base dmg d8/d8)
Battle Axe +3 7.5 9000 On Hand y Weapon (Base dmg d8/d8)
Beads of Force 0.1 1000 Slung y Misc Magic One of these small, black spheres might be mistaken for some common bead, a marble, or perhaps an unusually black but lusterless pearl. Each is about three-quarters of an inch in diameter and quite heavy, weighing almost an ounce. One can be hurled up to 3? distance. Upon impact, the bead will send forth a burst of force which will inflict 5-20 (5d4) hit points of damage upon all creatures within a 10-foot radius of its center. Each victim is allowed a saving throw vs. spell. Those who save will be thrown out of the blast area, but those who fail to save will be encapsulated by a sphere of force after taking damage. The sphere will form around any and all such creatures in the 10-foot radius area, even those of large size, and will persist for 3-12 rounds. Victims will be unable to escape except by the same means used to bring down a wall of force spell. From 5-8 of these beads are usually found at one time.
Beaker of Plentiful Potions 6 12500 Slung y Misc Magic This container resembles a jug or flask. It is a magical beaker with alchemical properties which compound from 2-5 doses of from 2-5 potions of any sort as initially determined by random selection. Different potion sorts are layered in the container, and each pouring takes 1 round and spills forth 1 dose of 1 potion type. Roll d4, +1, to find the number of potions the beaker contains. Roll for each potion contained so as to find what it is — delusion and poison are possible — and record type by order of occurrence. Duplication is possible. If the container holds only 2 potions it will dispense them 1 each per day, 3 times per week; if 3 are contained, it will dispense them 1 each per day, 2 times per week; and if 4 or 5 are contained it will pour each forth but 1 time per week. Once opened, the beaker will gradually lose the ability to produce potions. This reduction in ability results in the permanent loss of one potion type per month.
Bec de corbin +1 10 3000 On Hand y Weapon (Base dmg d8/d6)
Bill-Guisarme +1 15 3000 On Hand y Weapon (Base dmg 2d4/d10)
Black Egg of Desire 0.2 5000 Slung y Misc Magic na
Blanket of Comfort 5 1600 Slung y Misc Magic na
Boccobs Blessed Book (M) 6 35000 Slung y Spellbook This well-made tome is always of small size. One will typically be no more than 12 inches tall, 6 inches wide, and 1 inch thick, and some are a mere 6 inches in height. All such books are very durable, waterproof, iron- and silver-bound and locked, and gain a +3 bonus on their saving throws (as “leather or book”). The pages of such a book will accept magic spells scribed upon them, and any book can contain up to 45 levels of spells. The book is thus highly prized by magic-users of all sorts as a travelling spell book. It is totally unlikely that such a libram will ever be discovered (randomly) with spells written therein, because enscribed or partially enscribed works of this nature are kept carefully by their owners.
Bolts, Hand +1 0.1 6 Slung y Ammo (Base dmg 1-3/1-4)
Bolts, Hand +2 0.1 30 Slung y Ammo (Base dmg 1-3/1-4)
Bolts, Hand +3 0.1 42 Slung y Ammo (Base dmg 1-3/1-4)
Bolts, Heavy +1 0.2 6 Slung y Ammo (Base dmg d4+1/d6+1)
Bolts, Heavy +2 0.2 30 Slung y Ammo (Base dmg d4+1/d6+1)
Bolts, Heavy +3 0.2 42 Slung y Ammo (Base dmg d4+1/d6+1)
Bolts, Light +1 0.1 6 Slung y Ammo (Base dmg d4/d4)
Bolts, Light +2 0.1 30 Slung y Ammo (Base dmg d4/d4)
Bolts, Light +3 0.1 42 Slung y Ammo (Base dmg d4/d4)
Bone Egg of Desire 0.2 10000 Slung y Misc Magic na
Book of Exalted Deeds (C) 20 40000 Slung y Spellbook This holy book is sacred to clerics of good alignment. Reading of the work will require 1 week, but upon completion the good cleric will gain 1 point of wisdom and experience points sufficient to place him or her exactly half way into the next level of experience. Clerics neither good nor evil will lose 20,000-80,000 experience points from perusal of the work (a negative x.p. total is possible, requiring restoration but not lowering level below 1st). Evil clerics will lose 1 full experience level, dropping to the lowest possible number of experience points possible to hold the level; they will furthermore have to atone by magical means or by offering up 50% of everything they gain for 2-5 adventures, losing the appropriate number of experience points as well, or gain no further experience. Fighters who handle or read the book will not be affected, although a paladin will feel it to be good. Magic-users who read it will suffer the loss of 1 point of intelligence unless they save versus magic; and if they do save they will lose from 2,000-20,000 experience points. A thief who handles or reads the work will sustain 5-30 hit points of damage and must save versus magic or lose 1 point of dexterity and have a 10%-60% chance of giving up his or her profession to become a good cleric if wisdom is 15 or higher. Assassins handling or reading the book of exalted deeds will take 5-40 hit points of damage and must save versus magic or commit suicide. Monks are not harmed by the work, nor can they understand it. Bards are treated as neutral clerics, experience point loss being from bard experience only. Note that except as indicated above, this writing cannot be distinguished by cover or scansion from any other magic book, libram, tome, etc. It must be perused. (This applies also to other magical writings detailed hereafter.) Once perused, the book vanishes, never to be seen again, nor can the same player character ever benefit from perusing the like a second time.
Book of Infinite Spells 20 50000 Slung y Spellbook This magical writing bestows spell use ability upon its possessor, but upon first reading the work any character not already able to use spells will suffer 5-20 hit points of damage and be stunned for 5-20 turns. Thereafter, he or she can examine the writing without further harm. The book of infinite spells contains from 23-30 (22 + d8) pages. The nature of each page must be determined by random die roll. Use the following table: 01-30 blank page 31-50 cleric spell 51-60 druid spell 61-95 magic-user spell 96-00 illusionist spell If a spell is written on a page, roll d10 for all except magic-user spell, for which a d12 is rolled, to determine spell level. Results of 8-10 (or 10-12) indicate a d6 (d8 for magic-user spells) is to be rolled instead. When level is known, determine the particular spell by random means also. Record page contents secretly, and DO NOT REVEAL THIS INFORMATION TO THE HOLDER OF THE BOOK. Once a page is turned it can never be flipped back, i.e. paging through the book is a one-way trip. When the last page is turned, the book vanishes. The owner of the book of infinite spells can cast the spell to which the book is opened, but once per day only, unless the spell is one which the character would normally be able to cast by reason of class and level, in which case the spell can be cast up to 4 times per day due to the book’s magical powers. The book need not be in the actual presence of the owner in order to empower spell ability, so he or she can store it in a place of safety while adventuring and still cast spells by means of its power. Each time a spell is cast there is a chance the energy connected with its use will cause the page to magically turn (despite all precautions). The owner will know this and possibly even benefit from the turning by gaining access to a new spell. The chance of a page turning is as follows: Spell-caster employing spells usable by his or her class and/or level. . . 10% Spell-caster using spell foreign to his or her class and/or level. . . 20% Non-spell caster using cleric spell. . . 25% Non-spell caster using magic-user spell. . .30% Treat the spell use just as if a scroll were being employed, including time of casting, spell failure, etc.
Book of Vile Darkness (C) 20 40000 Slung y Spellbook This work of ineffable evil is meat and drink to clerics of that alignment. To fully consume the contents requires 1 week of reading, but when such has been accomplished, the evil cleric will gain 1 point of wisdom and experience points sufficient to place him or her exactly half way into the next level of experience. Clerics neither good nor evil who read the book will either lose 30,000-120,000 experience points or become evil without benefit from the work; there is a 50% chance for either. Good clerics perusing the pages of the unspeakable Book of Vile Darkness will have to save versus poison or die; and if they do not die they must save versus magic or become permanently insane. In the latter event, even if the save is successful, the cleric loses 250,000 experience points, less 10,000 for each of his or her points of wisdom. Other characters of good alignment will take 5-30 hit points of damage from handling the tome and if they look inside there is an 80% chance a night hag (q.v.) will thereafter come to the character that night and attack. Non-evil neutral characters will take 5-20 hit points of damage from handling the book, and reading its pages will cause them to save versus poison or become evil, immediately seeking out an evil cleric to confirm their new alignment. (Cf. Book of Exalted Deeds for other details.)
Boots of Dancing 3 5000 Feet y Footwear The magical boots of dancing will expand or contract to fit any foot size, from halfling to giant (just as other magic boots will do, of course). They radiate a dim magic if detection is used. They are indistinguishable from other magic boots, and until actual melee combat is engaged in they will function exactly as if they were one of the other 4 types of useful boots (see below). When in melee combat, or if the wearer is fleeing from the actuality of same, the boots of dancing will impede his or her movement, begin to tap and shuffle, heel and toe, or shuffle off to Buffalo, making the wearer behave exactly as if Otto’s irresistible dance spell had been cast upon him or her (?4 from armor class rating, no saving throws possible, and no attacks possible). Only a remove curse spell will allow the boots to be removed once their true nature comes forth.
Boots of Elvenkind 3 5000 Feet y Footwear These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a normally creaky wooden floor and make only a whisper of noise — say 95% chance of silence in the worst of conditions, 100% in the best.
Boots of Levitation 3 15000 Feet y Footwear As other magical boots, these soft footgear will expand or contract to fit giant to halfling-sized feet. Boots of levitation allow the wearer, at will, to ascend or descend vertically. The speed of ascent/descent is 20’ per round (minute). There is no limitation on usage. The amount of weight the boots can levitate is randomly determined in 14 pound increments by rolling d20 and adding the result to a base of 280 pounds, i.e. a given pair of boots can levitate from 294 to 560 pounds of weight. Thus, an ogre could be wearing such boots, but its weight would be too great to levitate. (Cf. second level magic-user spell, levitation.)
Boots of Speed 3 20000 Feet y Footwear These boots enable the wearer to run at the speed of a fast horse, viz. 24” base movement speed. For every 10 pounds (100 g.p. equivalent) of weight over 200 pounds, the wearer is slowed 1” in movement, so a 180 pound human with 60 pounds of gear would move at 20” base movement rate, and if a sack of 500 gold pieces were being carried in addition, the movement rate would be slowed yet another 5”. For every hour of continuous fast movement, the wearer must rest 1 hour. No more than 8 hours of continuous fast movement are possible before the wearer must rest. Boots of speed give +2 to armor class value in combat situations where movement of this sort is possible.
Boots of Striding & Springing 3 20000 Feet y Footwear The wearer of these magical boots has a base movement rate of 12”, regardless of size or weight. This speed can be maintained tirelessly for up to 12 hours per day, but thereafter the boots no longer function for 12 hours — assume they “recharge” for that period. In addition to the striding factor, these boots also have a springing factor. While “normal” paces for the individual wearing this type of footgear are 3’ long, the boots also enable forward jumps of up to 30’, backward leaps of 9’, and vertical springs of 15’. If circumstances permit the use of such movement in combat, the wearer can effectively strike and spring away when he or she has the initiative during a melee round. However, such activity has a degree of danger, and there is a base 20% chance that the wearer of the boots will stumble and be stunned on the following round; adjust the 20% chance downwards by 3% for each point of dexterity above 12 of the wearer, i.e. 17% at 13 dexterity, 14% at 14, 11% at 15, 8% at 16, 5% at 17, and but 2% at 18 dexterity. In any event, the wearer increases armor class value by +1 due to the quickness of movement these boots imbue, so armor class 2 becomes 1, armor class 1 becomes 0, etc.
Boots of the North 3 7500 Feet y Footwear This highly dweomered set of footgear bestows many powers upon the wearer. He or she is able to travel across snow at normal rate of movement, leaving no tracks. The boots also allow the wearer to travel at half normal movement rate across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. And, the footgear bestows warmth upon the wearer, so that even in a temperature as low as ?50°F, he or she is warm and comfortable with only scant clothing — a loin cloth and cloak, for instance. Being fully dressed in cold-weather clothing enables the wearer to withstand temperatures of as low as ?100°F.
Boots of Varied Tracks 3 7500 Feet y Footwear The wearer of these ordinary-looking boots is able, on command, to alter the tracks he or she makes while wearing them. Boots of varied tracks have the basic power of making the footprints of the wearer as small as those of a halfling or as large as those of an ogre, appearing to be bare or shod as desired. In addition, each pair has four of the following track-making capabilities: 1 basilisk 2 bear 3 boar 4 bull 5 camel 6 dog 7 giant, hill 8 goat 9 horse 10 lion (or giant lynx) 11 mule 12 rabbit 13 stag 14 tiger (or leopard) 15 wolf 16 wyvern
Bowl Comm. Water Elemt. (M) 5 25000 Slung y Misc Magic This large container is usually fashioned from blue or green stone of semi-precious value such as malachite or lapis lazuli. Sometimes jade will be used. It is about 1’ in diameter, half that deep, and relatively fragile. When the bowl is filled with water, fresh or salt, and certain words are spoken, an elemental of 12 hit dice will appear. The summoning words require 1 round to speak. Note that if salt water is used, the elemental will be stronger (+2 per hit die, maximum 8 h.p. per die, however). Control and similar information are given under Elemental in ADVANCED DUNGEONS AND DRAGONS, MONSTER MANUAL. (Cf. bowl of watery death below.)
Bowl of Watery Death (M) 5 1000 Slung y Misc Magic This device exactly resembles a bowl commanding water elementals, including color, design, magic radiation, etc. However, when it is filled with water, the magic-user must save versus magic or be shrunk to the size of a small ant and plunged into the center of the bowl. Note: if salt water is poured into the bowl the saving throw is at ?2. The victim will drown in from 3-8 rounds, unless magic is used to save the individual, for he or she cannot be physically removed from the bowl of watery death except by magical means: animal growth, enlarge, or wish are the only spells which will free the victim, and restore normal size; a growth potion poured into the water will have the same effect; a sweet water potion will allow the victim another saving throw, i.e. a chance that the curse magic of the bowl works only briefly. If the victim drowns, death is permanent, no resurrection is possible, and even a wish will not work.
Bracers of Archery (F) 1 10000 Torso y Jewelry na
Bracers of Brachiation 1 10000 Torso y Jewelry na
Bracers of Defense (2 AC) 0 24000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (3 AC) 0 21000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (4 AC) 0 18000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (5 AC) 0 15000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (6 AC) 0 12000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (7 AC) 0 9000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Bracers of Defense (8 AC) 0 6000 Torso y Armor These items appear to be some sort of wrist or arm guards. Their magic bestows an effective armor class equal to actually wearing armor and employing a shield. Of course, if armor is actually worn, the bracers will not be effective, but they do work in conjunction with other magical items of protection.
Brass Horn of Valhalla (CFT) 5 15000 Slung y Instrument na
Brazier Comm. Fire Elemt. (M) 5 25000 Slung y Misc Magic This device appears to be a normal container for holding burning coals unless magic is detected for. It enables a magic-user to summon an elemental of 12 hit dice strength from the Elemental Plane of Fire. A fire must be lit in the brazier — usually 1 round is required to do so. If sulphur is added the elemental will be of +1 on each hit die, i.e. 2-9 hit points per hit die. The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See MONSTER MANUAL for other details.)
Brazier of Sleep Smoke (M) 5 1000 Slung y Misc Magic This device is exactly similar to the brazier commanding fire elementals. However, when a fire is started within it the burning will cause great clouds of magical smoke to pour forth in a cloud of 1” radius from the brazier. All creatures within the cloud must save versus magic or fall into a deep sleep. At the same moment a fire elemental of 12 hit dice will appear and attack the nearest creature. Sleeping creatures can only be awakened by means of a dispel magic or remove curse spell.
Bronze Horn of Valhalla (CF) 5 30000 Slung y Instrument na
Bronze Plate Mail +1 22.5 3000 Torso y Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Bronze Plate Mail +2 22.5 7500 Torso y Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Bronze Plate Mail +3 22.5 14500 Torso y Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Bronze Plate Mail +4 22.5 19000 Torso y Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Bronze Plate Mail +5 22.5 25000 Torso y Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Brooch of Shielding 0.5 10000 Neck y Jewelry The brooch of shielding appears to be a piece of silver or gold jewelry, usually (90%) without gems inset, which is meant to fasten a cloak or cape. It has the property, however, to absorb magic missiles of the sort generated by spell, wand, or other magic device. A brooch can absorb up to 101 hit points of magic missile damage before it melts and becomes useless. Its use can normally be determined only by means of a detect magic spell and then experimentation.
Broom of Animated Attack 10 3000 Slung y Misc Magic Indistinguishable from a normal broom, except by means of detection of its magic, and completely identical to a broom of flying by all tests short of attempted use, the broom of animated attack is a very nasty item. If a command word (“fly”, “soar”, etc.) is spoken, the broom will do a loop the loop with its hopeful rider, dumping him or her off on his or her head from 6’ to 9’ off the ground. The broom will then attack the stunned victim, swatting the face with the straw/twig end to blind and beating with the “bald headed end”, the handle. Each such attack takes place twice per round,the broom attacking as if it were a 4 hit die monster. The straw end will cause blindness for 1 round if it hits. The other end causes 1-3 hit points of damage when it hits. The broom is armor class 7 and takes 18 hit points to destroy.
Broom of Flying 0 10000 NA y Transport This magical broom is able to fly through the air at up to 30” movement speed. The broom can carry 182 pounds at this rate, but every 14 additional pounds slows movement by 1”. The device can climb or dive at about 30 degrees. A command word must be used, the word to be determined by you as desired. The broom will travel alone to any destination named. It will come up to 30” to its owner when he or she speaks the command word.
Buckle Knife +1 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +1, Thrown 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +2 0.6 2000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +2, Thrown 0.6 2000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +3 0.6 3000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +3, Thrown 0.6 3000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +4 0.6 4000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckle Knife +4, Thrown 0.6 4000 On Hand y Weapon (Base dmg 1-3/1-2)
Buckler +1 3 1500 Shield y Shield Shield, Buckler is a form of small shield that protects the user against but one opponent (of the user’s choice) during any melee round in which the shield is employed. It is small and easily carried, and may be strapped to the arm, making it able to be used by cross-bowmen and slingers. A small demi-human such as a halfling or a gnome would be fully protected by the buckler, and it is treated as a small shield in those cases.
Buckler +2 3 3500 Shield y Shield Shield, Buckler is a form of small shield that protects the user against but one opponent (of the user’s choice) during any melee round in which the shield is employed. It is small and easily carried, and may be strapped to the arm, making it able to be used by cross-bowmen and slingers. A small demi-human such as a halfling or a gnome would be fully protected by the buckler, and it is treated as a small shield in those cases.
Buckler +3 3 10000 Shield y Shield Shield, Buckler is a form of small shield that protects the user against but one opponent (of the user’s choice) during any melee round in which the shield is employed. It is small and easily carried, and may be strapped to the arm, making it able to be used by cross-bowmen and slingers. A small demi-human such as a halfling or a gnome would be fully protected by the buckler, and it is treated as a small shield in those cases.
Buckler Wand 3 5000 Shield y Shield This is a shortish, thick wand about 1½ feet in length with an exceptionally sharp point on one end and a trigger mechanism built into the opposite end, which is blunt. The wand is usable by any character except one of the cleric class, and can be activated in a single segment. When the thick end is grasped firmly and the trigger pressed, the tip of the wand becomes the equivalent of a dagger +1 and the rest of the shaft blossoms into a round shield of buckler size having a +1 magic value. The whole becomes equal to a spiked buckler +1. Because of its dweomer, it can be employed by magic-users, but no spells can be cast when it is in buckler form unless the possessor is a multi-classed character with fighter abilities in addition to magic-user abilities. A thief who employs the wand’s powers cannot climb walls or perform other abilities requiring the use of his or her hands while holding the device.
Buckler Wand 3.5 5000 On Hand y Weapon (Base dmg d4/1-3)
Bucknards Everfull Purse 1 3 15000 Slung y Container na
Bucknards Everfull Purse 2 3 25000 Slung y Container na
Bucknards Everfull Purse 3 3 40000 Slung y Container na
Bullets for Sling +1 0.2 12 Slung y Ammo (Base dmg d4+1/d6+1)
Bullets for Sling +2 0.2 30 Slung y Ammo (Base dmg d4+1/d6+1)
Bullets for Sling +3 0.2 90 Slung y Ammo (Base dmg d4+1/d6+1)
Bullets for Sling, of Impact +1 0.2 300 Slung y Ammo (Base dmg d4+1/d6+1)
Candle of Invocation (C) 0.5 5000 Slung y Religious na
Carpet of Flying 0 25000 NA y Transport Carpets are the most stable of flying devices, and thus the most valuable. Though they are class C as pertains to maneuverability, they can hover or move at any speed the controller desires (up to the stated maximum). While hovering or moving slowly they are ideal platforms for spell- or missile-casting (quick motion tends to disrupt magical concentration, even if the spell-user is not the one controlling the carpet). They are not so easily adapted to aerial melee, as passengers will tend to get knocked off the carpet and fall to the ground. Attempts to weave straps or seat belts into a flying carpet will generally destroy its dweomer.
Censer Contr. Air Elemt. (M) 5 25000 Slung y Misc Magic This perforated golden vessel resembles any thurible found in places of worship. If filled with incense and lit, a command word need only be spoken to summon forth a 12 hit dice-sized air elemental which will appear on the following round. If incense of meditation is burned within this ½’ wide, 1’ high vessel, the air elemental will have +3 on each of its hit dice, and it will willingly obey the commands of its summoner. Note that if the censer is extinguished, the elemental will remain and turn on the summoner. (Cf. Elemental in MONSTER MANUAL.)
Censer Summ. Hst. Air El. (M) 5 1000 Slung y Misc Magic This thurible is indistinguishable from other censers — magical or ordinary. It is cursed, so that if any incense is burned within it from 1 to 4 enraged air elementals will appear, 1 per round, from the censer and attack any and all creatures within sight. The censer will burn and cannot be extinguished until either the summoner or the elementals have been killed.
Chain Barding +1 70 17500 NA y Mountgear (Base AC 7 for Mount)
Chain Barding +2 70 37500 NA y Mountgear (Base AC 7 for Mount)
Chain Barding +3 70 62500 NA y Mountgear (Base AC 7 for Mount)
Chain Mail +1 15 3500 Torso y Armor (Base AC 5)
Chain Mail +2 15 7500 Torso y Armor (Base AC 5)
Chain Mail +3 15 12500 Torso y Armor (Base AC 5)
Chain Mail +4 15 30000 Torso y Armor (Base AC 5)
Chain Mail +5 15 45000 Torso y Armor (Base AC 5)
Chime of Hunger 0.2 0 Slung y Misc Magic This device exactly resembles a chime of opening. When it is struck all creatures within 6” are immediately struck with ravenous hunger. Characters will tear into their rations, ignoring everything else, and even dropping everything they are holding in order to eat. Creatures without food immediately available will rush to where the chime of hunger sounded and attack any creatures there in order to kill and eat them. All creatures must eat for at least 1 round, but they are then entitled to a saving throw vs. magic on each successive round until such is made, i.e. hunger is satisfied. Note: It is recommended that the chime of hunger operate as one of opening for several rounds of use before its curse be put into operation.
Chime of Interruption 0.2 20000 Slung y Misc Magic This magical instrument can be struck only once every turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw versus breath weapon. After its effects fade, the chime must be rested for at least 7 rounds. If it is struck again before this time elapses, no sound will issue forth, and a full turn must elapse from that point in time before it can again be sounded.
Chime of Opening 0.2 20000 Slung y Misc Magic A chime of opening is a hollow mithral tube about 1’ long. When it is struck it sends forth magical vibrations which cause locks to open. Likewise lids, doors, valves, and portals will open when the chime is sounded. The device will function against normal bars, shackles, chains, bolts, etc. It also destroys the magic of a hold portal spell or even a wizard lock cast by a magic-user of less than 15th level. The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in 1 round 1 of the functions of the device will be completed, i.e., a lock opened, a shackle loosed, a secret door opened, the lid of a chest lifted, etc. Note that if a chest is chained, padlocked, locked, and wizard locked, it will take 4 or 5 soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 20-80 (20 + d6 Χ 10) charges before it will crack and become useless.
Cloak of Arachnidia 2.5 25000 Shoulders y Cloak This black garment is of great magical power. When magic is detected for, the cloak will radiate a strong aura of the alteration sort. When wearing it, an individual will notice that he or she is able to climb just as if a spider climb spell had been placed upon him or her. In addition, the wearer is immune to entrapment by webs of any sort, and can actually move in them at a rate equal to that of the spider which created the web, or at a base movement rate of 6' in other cases. Once per day the wearer of this cloak can cast a double-sized web, as per the 2nd-level magic-user spell. Best of all, the wearer is less subject to the poison of arachnids, so that he or she gains a +2 on all saving throws versus such poison.
Cloak of Displacement 2.5 17500 Shoulders y Cloak This item appears to be a normal cloak, but when it is worn by a character its magical properties distort and warp light waves. This displacement of light waves causes the wearer to appear to be from 1’ to 2’ from his or her actual position. Any attack by missile or melee strike which is aimed at the wearer will automatically miss the first time*. Thereafter the cloak affords +2 protection, i.e. 2 classes better on armor class, as well as +2 on saving throw dice versus attack forms directed at the wearer (such as spells,gaze weapon attacks, spitting and breath attacks, etc. which are aimed at the wearer of the cloak of displacement). Note that 75% of all cloaks of displacement are sized for humans or elves (persons 5’ to 6’ or so tall), and but 25% are sized for persons of about 4’ height (dwarves, gnomes, halflings). * This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.
Cloak of Elvenkind 2.5 6000 Shoulders y Cloak A cloak of elvenkind is of a plain neutral gray which is indistinguishable from any sort of ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible, for the cloak has chameleon-like powers. In the outdoors the wearer of a cloak of elvenkind is almost totally invisible in natural surroundings, nearly so in other settings. Note that the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: Outdoors, natural surroundings heavy growth . 100% light growth . 99% open fields . 95% Outdoors, other rocky terrain . 98% buildings . 90% brightly lit room . 50% Underground torch/lantern light . 95% infravision . 90% light/continual light . 50% Fully 90% of these cloaks are sized for human to elven-sized persons. The other 10% are sized for smaller persons (4’ or so in height).
Cloak of Manta Ray 2.5 12500 Shoulders y Cloak This cloak appears to be made from leather. When it is donned it appears as a normal cloak until the wearer enters salt water, at which time the cloak of the manta ray adheres to the individual, and he or she appears nearly (90%) identical to a manta ray. The wearer is enabled to breathe underwater and move as a manta ray — 18”, see MONSTER MANUAL. The wearer also has an armor class of at least 6, that of a manta ray, and other magical protections or magical armor will improve that armor value. Although the cloak does not enable the wearer to bite opponents as a manta ray does, the garment does have a tail spine which the wearer can use to strike at opponents behind him or her — damage is only 1-6 hit points, and there is no chance of stunning. This attack mode can be used in addition to other sorts, for the wearer can release his or her arms from the cloak’s “wings” without sacrificing movement if so desired.
Cloak of Poisonousness 2.5 2500 Shoulders y Cloak This particular cloak is usually of woolen-like material, although it can be leathern. It can be handled without harm, and it radiates magic. A neutralize poison spell will not affect it. As soon as the cloak of poisonousness is actually worn, the wearer will be stricken stone dead. The cloak can only be removed with a remove curse, which destroys the magical properties of the cloak. If a neutralize poison spell is then used, the person can possibly be revived by a raise dead or resurrection spell, but there is a ?10% chance of success because of the poison. After its effects are known, a small label saying “Nessus Shirt Company” might be seen at your option.
Cloak of Protection +1 2.5 10000 Shoulders y Cloak The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class — each plus of the cloak of protection bettering armor class by 1 factor — and to saving throw — each plus being added to the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort.
Cloak of Protection +2 2.5 20000 Shoulders y Cloak The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class — each plus of the cloak of protection bettering armor class by 1 factor — and to saving throw — each plus being added to the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort.
Cloak of Protection +3 2.5 30000 Shoulders y Cloak The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class — each plus of the cloak of protection bettering armor class by 1 factor — and to saving throw — each plus being added to the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort.
Cloak of Protection +4 2.5 40000 Shoulders y Cloak The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class — each plus of the cloak of protection bettering armor class by 1 factor — and to saving throw — each plus being added to the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort.
Cloak of Protection +5 2.5 50000 Shoulders y Cloak The various forms of this marvelous device all appear to be normal garments, whether made of cloth or leather. Each lends to its wearer benefits on armor class — each plus of the cloak of protection bettering armor class by 1 factor — and to saving throw — each plus being added to the wearer’s saving throw dice rolls. Thus a +1 cloak would make armor class 10 (no armor) into armor class 9, and add +1 to saving throw dice rolls. Note that this device can be combined with other items, or worn with leather armor. It cannot function in conjunction with any sort of magical armor, normal armor other than that of leather, or in conjunction with a shield of any sort.
Cloak of the Bat 2.5 15000 Shoulders y Cloak Fashioned of dark brown or black cloth, a cloak of this type is not readily noticeable as unusual. It will radiate both enchantment and alteration in equal proportions. The cloak bestows upon its wearer a 90% probability of being invisible when the wearer is stationary within a shadowy or dark place. The wearer is able to hang upside down from the ceiling just as does a bat and maintain this same chance of invisibility. By holding the edges of the garment, the wearer is able to fly at 15? speed (MC: B). If so desired, the wearer can actually transform into an ordinary bat — all possessions worn or carried will be likewise part of the transformation — and fly accordingly. Flying, either with the cloak or as an ordinary bat, can only be accomplished in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to one hour at a time, but after a flight (either type) of any duration, the cloak will not bestow any flying power for a like period of time. The cloak also provides protection, just as a robe of protection (qv), at +2, and this benefit extends to the wearer even when he or she is in bat form.
Comp. Long Bow +1 8 3500 On Hand y Weapon (Base dmg d6/d6)
Comp. Long Bow +2 8 7000 On Hand y Weapon (Base dmg d6/d6)
Comp. Long Bow of Acc. +3 8 15000 On Hand y Weapon (Base dmg d6/d6)
Comp. Long Bow of Dis. +2 8 12000 On Hand y Weapon (Base dmg d6/d6)
Comp. Long Bow of Sp. +1 8 12000 On Hand y Weapon (Base dmg d6/d6)
Comp. Short Bow +1 5 3500 On Hand y Weapon (Base dmg d6/d6)
Comp. Short Bow +2 5 7000 On Hand y Weapon (Base dmg d6/d6)
Comp. Short Bow of Acc. +3 5 15000 On Hand y Weapon (Base dmg d6/d6)
Comp. Short Bow of Dist. +2 5 12000 On Hand y Weapon (Base dmg d6/d6)
Comp. Short Bow of Sp. +1 5 12000 On Hand y Weapon (Base dmg d6/d6)
Crystal Ball (M) 15 5000 Slung y Misc Magic na
Crystal Ball w/ Clairaud. (M) 15 10000 Slung y Misc Magic na
Crystal Ball w/ ESP (M) 15 10000 Slung y Misc Magic na
Crystal Ball w/ Telepathy (M) 15 10000 Slung y Misc Magic na
Crystal Egg of Desire 0.2 9000 Slung y Misc Magic na
Crystal Hypnosis Ball (M) 15 3000 Slung y Misc Magic na
Cube of Force 0.2 20000 Slung y Misc Magic na
Cube of Frost Resistance 0.2 14000 Slung y Misc Magic na
Cubic Gate 0.2 17500 Slung y Misc Magic na
Cyclocone (M) 0 15000 Head y Headgear na
Daerns Instant Fortress 0.5 27500 NA y Shelter na
Dagger +1 1 500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +1, +2 vs Small 1 750 On Hand y Weapon (Base dmg d4/1-3)
Dagger +1, +2 vs Sm_ Thr. 1 750 On Hand y Weapon (Base dmg d4/1-3)
Dagger +1, Thrown 1 500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2 1 1500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, +3 vs Large 1 2000 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, +3 vs Lrg, Thr. 1 2000 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, Longtooth 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +2, Thrown 1 1500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +3 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger +3, Thrown 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Throwing +1 1 2500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Throwing +2 1 3500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Throwing +3 1 4500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Throwing +4 1 5500 On Hand y Weapon (Base dmg d4/1-3)
Dagger of Venom 1 3000 On Hand y Weapon (Base dmg d4/1-3)
Dart +1 0.5 50 On Hand y Weapon (Base dmg 1-4/1-3)
Dart +2 0.5 150 On Hand y Weapon (Base dmg 1-4/1-3)
Dart +3 0.5 1000 On Hand y Weapon (Base dmg 1-4/1-3)
Dart of Homing +3 0.5 3000 On Hand y Weapon (Base dmg 1-4/1-3)
Dart of the Hornets Nest 0.5 7500 On Hand y Weapon (Base dmg 1-4/1-3)
Decanter of Endless Water 2 3000 Slung y Misc Magic na
Deck of Illusions 0.5 15000 Slung y Misc Magic na
Deck of Many Things 0.5 10000 Slung y Misc Magic na
Dicerion of Light & Darkness 0.5 25000 Slung y Misc Magic na
Drums of Deafening 35 500 Slung y Instrument na
Drums of Panic 35 35000 Slung y Instrument na
Dust of Appearance 0.1 4000 Slung y Misc Magic na
Dust of Disappearance 0.1 8000 Slung y Misc Magic na
Dust of Dryness 0.1 8000 Slung y Misc Magic na
Dust of Illusion-pinch 0.1 100 Slung y Misc Magic na
Dust of Sneezing and Choking 0.1 1000 Slung y Misc Magic na
Dust of Tracelessness-pinch 0.1 200 Slung y Misc Magic na
Ebon Fly Figurine 0 4000 NA y Mount Carries a single rider. When the figurine is tossed down and a command word spoken, however, it becomes a living creature which obeys and serves its owner. If any figurine is destroyed in its statuette form it is forever ruined, all magic is lost, and it has no power. If slain in animal-like form the figurine simply reverts to its statuette conformation and can be used again at a later time as long as the statuette is not broken. At a word the small carving grows to the size of a pony. The ebony fly is armor class 4, has 4 + 4 hit dice, air maneuverability class C, and flies at 48” movement rate without a rider, at 36” carrying up to 210 pounds weight, and 24” carrying from 211 to 350 pounds weight. The item can be used a maximum of 3 times per week, 12 hours per day. When 12 hours have expired, or in any event when the command word is spoken, the ebony fly shrinks to statuette size.
Efreeti Bottle 3 45000 Slung y Misc Magic na
Egg of Reason 0.2 2500 Slung y Misc Magic na
Egg of Shattering 0.2 500 Slung y Misc Magic na
Elixir of Health 2.5 2000 Slung y Potion na
Elixir of Life 2.5 2500 Slung y Potion na
Elixir of Madness 2.5 0 Slung y Potion na
Elixir of Youth 2.5 10000 Slung y Potion na
Elven Chain +1 7.5 7500 Torso y Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain +2 7.5 12500 Torso y Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain +3 7.5 20000 Torso y Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain +4 7.5 30000 Torso y Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain +5 7.5 50000 Torso y Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain Barding +1 32 17500 NA y Mountgear (Base AC 5 for Mount)
Elven Chain Barding +2 32 37500 NA y Mountgear (Base AC 5 for Mount)
Elven Chain Barding +3 32 100000 NA y Mountgear (Base AC 5 for Mount)
Eversmoking Bottle 3 2500 Slung y Misc Magic na
Eyes of Charming (M) 0.1 24000 Slung y Misc Magic na
Eyes of Minute Seeing 0.1 12500 Slung y Misc Magic na
Eyes of Petrification 0.1 50000 Slung y Misc Magic na
Eyes of Petrification (Cursed) 0.1 0 Slung y Misc Magic na
Eyes of the Eagle 0.1 18000 Slung y Misc Magic na
Fauchard +1 6 3000 On Hand y Weapon (Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Fauchard - Fork +1 8 3000 On Hand y Weapon (Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Feedbag of Plenty 5 2500 Slung y MountProvisions na
Field Plate +1 27.5 15000 Torso y Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Field Plate +2 27.5 30000 Torso y Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Field Plate +3 27.5 50000 Torso y Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Field Plate +4 27.5 80000 Torso y Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Field Plate +5 27.5 120000 Torso y Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Fire Breath 2.5 4000 Slung y Potion na
Flail, Footmans +1 15 4000 On Hand y Weapon (Base dmg d6+1/2d4)
Flail, Footmans +2 15 9000 On Hand y Weapon (Base dmg d6+1/2d4)
Flail, Horsemans +1 3.5 4000 On Hand y Weapon (Base dmg d4+1/d4+1)
Flail, Horsemans +2 3.5 9000 On Hand y Weapon (Base dmg d4+1/d4+1)
Flask of Curses 2 1000 Slung y Misc Magic na
Fm Mace of Disruption +1 10 17500 On Hand y Weapon (Base dmg d6+1/d6)
Folding Boat 10 25000 Slung y Misc Magic na
Fork, Military +1 7.5 3000 On Hand y Weapon (Base dmg d8/2d4)
Full Plate +1 32.5 30000 Torso y Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Full Plate +2 32.5 50000 Torso y Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Full Plate +3 32.5 80000 Torso y Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Full Plate +4 32.5 120000 Torso y Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Full Plate +5 32.5 160000 Torso y Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Gauntlets of Dexterity 2 10000 Hands y Handwear na
Gauntlets of Fumbling 2 1000 Hands y Handwear na
Gauntlets of Ogre Power (CFT) 2 15000 Hands y Handwear na
Gauntlets of Sw. & Clm. (CFT) 2 10000 Hands y Handwear na
Gem of Brightness 0.5 17500 Slung y Misc Magic na
Gem of Insight 0.5 3000 Slung y Misc Magic na
Gem of Seeing 0.5 25000 Slung y Misc Magic na
Girdle of Cloud Giant Str. (CFT) 0.3 25000 Waist y Belt na
Girdle of Dwarvenkind 0.3 20000 Waist y Belt na
Girdle of Femin./Masc. (CFT) 0.3 1000 Waist y Belt na
Girdle of Fire Giant Str. (CFT) 0.3 25000 Waist y Belt na
Girdle of Frost Giant Str. (CFT) 0.3 25000 Waist y Belt na
Girdle of Hill Giant Str. (CFT) 0.3 25000 Waist y Belt na
Girdle of Many Pouches 0.3 10000 Waist y Belt na
Girdle of Stone Giant Str. (CFT) 0.3 25000 Waist y Belt na
Girdle of Storm Giant Str. (CFT) 0.3 25000 Waist y Belt na
Glaive +1 7.5 3000 On Hand y Weapon (Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Glaive-Guisarme +1 10 3000 On Hand y Weapon (Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Gloves of Missile Snaring 2 10000 Hands y Handwear na
Gloves of Thievery 2 5000 Hands y Handwear na
Golden Egg of Desire 0.2 4000 Slung y Misc Magic na
Golden Lions Figurines 0.2 6000 Slung y Misc Magic na
Guisarme +1 8 3000 On Hand y Weapon (Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme - Voulge +1 15 3000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
H of Thunderbolts +3, Thr. 5 25000 On Hand y Weapon (Base dmg d4+1/d4)
Halberd +1 17.5 3000 On Hand y Weapon (Base dmg d10/2d6)
Hammer +1 5 2500 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +1, Thrown 5 2500 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +2 5 6000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +2, Thrown 5 6000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +3, D.T. Melee 5 15000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +3, Dw. Thrower 5 15000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +4 5 10000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer +4, Thrown 5 10000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer of Thunderbolts +3 5 25000 On Hand y Weapon (Base dmg d4+1/d4)
Hammer, Lucern +1 15 3000 On Hand y Weapon (Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Hand Axe +1 5 2500 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +1, Thrown 5 2500 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +2 5 3750 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +2, Thrown 5 3750 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +3 5 7000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +3, Thrown 5 7000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +4 5 12000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe +4, Thrown 5 12000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe of Hurling +1 5 15000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe of Hurling +2 5 30000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe of Hurling +3 5 45000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe of Hurling +4 5 60000 On Hand y Weapon (Base dmg d6/d4)
Hand Axe of Hurling +5 5 75000 On Hand y Weapon (Base dmg d6/d4)
Hand Crossbow of Acc. +3 5 12000 On Hand y Weapon (Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves.
Hand Crossbow of Dist. +1 5 7500 On Hand y Weapon (Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves.
Hand Crossbow of Sp. +1 5 7500 On Hand y Weapon (Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves.
Hat of Difference 0 8000 Head y Headgear na
Hat of Disguise 0 7500 Head y Headgear na
Hat of Stupidity 0 1000 Head y Headgear na
Helm of Brilliance 0 60000 Head y Headgear na
Helm of Comp. Lng. & R. Mag. 0 12500 Head y Headgear na
Helm of Opposite Alignment 0 1000 Head y Headgear na
Helm of Telepathy 0 35000 Head y Headgear na
Helm of Teleportation 0 30000 Head y Headgear na
Helm of Underwater Action 0 10000 Head y Headgear na
Hewards Handy Haversack 2 30000 Back y Container na
Holy Water 1 25 Slung y Religious 8oz (0.5lbs) of holy water. Must be carried in a liquid container.
Hook Fauchard +1 8 3000 On Hand y Weapon (Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight.
Horn of Blasting 5 55000 Slung y Instrument na
Horn of Bubbles 5 0 Slung y Instrument na
Horn of Collapsing 5 25000 Slung y Instrument na
Horn of Fog 5 4000 Slung y Instrument na
Horn of Goodness/Evil 5 3250 Slung y Instrument na
Horn of the Tritons (CF) 5 17500 Slung y Instrument na
Hornblade Dagger +1 1 2000 On Hand y Weapon na
Hornblade Dagger +1, Thr. 1 2000 On Hand y Weapon na
Hornblade Dagger +2 1 4000 On Hand y Weapon na
Hornblade Dagger +2, Thr. 1 4000 On Hand y Weapon na
Hornblade Knife +1 0.6 1500 On Hand y Weapon na
Hornblade Knife +1, Thrown 0.6 1500 On Hand y Weapon na
Hornblade Knife +2 0.6 3000 On Hand y Weapon na
Hornblade Knife +2, Thrown 0.6 3000 On Hand y Weapon na
Hornblade Scimitar +2 4 6000 On Hand y Weapon na
Hornblade Scimitar +3 4 9000 On Hand y Weapon na
Horse, Stone 0 12000 NA y Mount Carries a single rider. Carries up to 400lbs + rider. HD2+2, MV:18, AC:7, THAC0:19, #Att:3, Dmg: 1-6 x2/1-4
Horseshoes of a Zephyr 2 7500 Slung y Misc Magic na
Horseshoes of Speed 2 10000 Slung y Misc Magic na
Hv. Crossbow of Acc. +3 8 12000 On Hand y Weapon (Base dmg d4+1/d6+1)
Hv. Crossbow of Dist. +1 8 7500 On Hand y Weapon (Base dmg d4+1/d6+1)
Hv. Crossbow of Speed +1 8 7500 On Hand y Weapon (Base dmg d4+1/d6+1)
Incense of Meditation (C) 0.5 1250 Slung y Religious na
Incense of Obsession (C) 0.5 500 Slung y Religious na
Instrument of the Bards 1 35 5000 Slung y Instrument na
Instrument of the Bards 11 35 55000 Slung y Instrument na
Instrument of the Bards 14 35 70000 Slung y Instrument na
Instrument of the Bards 17 35 85000 Slung y Instrument na
Instrument of the Bards 20 35 100000 Slung y Instrument na
Instrument of the Bards 5 35 25000 Slung y Instrument na
Instrument of the Bards 8 35 40000 Slung y Instrument na
Ion Stone 0.1 5000 Slung y Instrument na
Iron Bands of Bilarro 2 5000 Slung y Misc Magic na
Iron Flask 2 0 Slung y Misc Magic na
Iron Horn of Valhalla (F) 5 45000 Slung y Instrument na
Ivory Goats Figurines 0.2 5000 Slung y Misc Magic na
Javelin +1 4 2000 On Hand y Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Javelin +2 4 5000 On Hand y Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Javelin +3 4 7500 On Hand y Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Javelin of Lightning (F) 4 600 On Hand y Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Javelin of Piercing (F) 4 375 On Hand y Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Jewel of Attacks 0.5 1000 Slung y Misc Magic na
Jewel of Flawlessness 0.5 10000 Slung y Misc Magic na
Keoghtoms Ointment 2.5 5000 Slung y Misc Magic na
Knife +1 0.6 350 On Hand y Weapon (Base dmg 1-3/1-2)
Knife +1, Thrown 0.6 350 On Hand y Weapon (Base dmg 1-3/1-2)
Knife +2 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Knife +2, Thrown 0.6 1000 On Hand y Weapon (Base dmg 1-3/1-2)
Lance, Heavy Horse +1 10 3500 On Hand y Weapon (Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Light Horse +1 10 3500 On Hand y Weapon (Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Medium Horse +1 10 3500 On Hand y Weapon (Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Large Shield +1,+4 Missile 10 4000 Shield y Shield A large shield is counted against up to three attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Leather Armor +1 7.5 2000 Torso y Armor (Base AC 8)
Leather Armor +2 7.5 7500 Torso y Armor (Base AC 8)
Leather Armor +3 7.5 12500 Torso y Armor (Base AC 8)
Leather Armor +4 7.5 15000 Torso y Armor (Base AC 8)
Leather Armor +5 7.5 17500 Torso y Armor (Base AC 8)
Leather Barding +1 32 10000 NA y Mountgear (Base AC 9 for Mount)
Leather Barding +2 32 37500 NA y Mountgear (Base AC 9 for Mount)
Leather Barding +3 32 62500 NA y Mountgear (Base AC 9 for Mount)
Lens of Detection 0.2 1500 Slung y Misc Magic na
Lens of Ultravision 0.2 5000 Slung y Misc Magic na
Leomunds Labile Locker 30 5000 Slung y Container na
Libram of Gainful Conj. (M) 20 40000 Slung y Spellbook na
Libram of Ineff. Damnation (M) 20 40000 Slung y Spellbook na
Libram of Silver Magic (M) 20 40000 Slung y Spellbook na
Long Bow +1 10 3500 On Hand y Weapon (Base dmg d6/d6)
Long Bow +2 10 7000 On Hand y Weapon (Base dmg d6/d6)
Long Bow of Accuracy +3 10 15000 On Hand y Weapon (Base dmg d6/d6)
Long Bow of Distance +2 10 12000 On Hand y Weapon (Base dmg d6/d6)
Long Bow of Speed +1 10 12000 On Hand y Weapon (Base dmg d6/d6)
Lt. Crossbow of Acc. +3 5 12000 On Hand y Weapon (Base dmg d4/d4)
Lt. Crossbow of Dist. +1 5 7500 On Hand y Weapon (Base dmg d4/d4)
Lt. Crossbow of Speed +1 5 7500 On Hand y Weapon (Base dmg d4/d4)
Lyre of Building 35 30000 Slung y Instrument na
Mace, Footmans +1 10 3000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +2 10 4500 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +3 10 10000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Footmans +4 10 15000 On Hand y Weapon (Base dmg d6+1/d6)
Mace, Horsemans +1 5 3000 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +2 5 4500 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +3 5 10000 On Hand y Weapon (Base dmg d6/d4)
Mace, Horsemans +4 5 15000 On Hand y Weapon (Base dmg d6/d4)
Man Catcher +1 8 3000 On Hand y Weapon (Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage).
Mantle of Celstian 2.5 15000 Shoulders y Cloak This garment is of black cloth — the color of the 7th Order of clerics of Celestian. It is otherwise unremarkable. If magic is checked for, the mantle will radiate an aura of alteration. The principal power of this wrap is to enable the wearer to exist in the cold void of outer space. Its wearer can breathe and feel as if he or she were in a cool, well-ventilated place where any oxygen-breathing creature could exist. It also protects against poison gases of all sorts. The mantle also provides +1 on all saving throws versus electricity, fire, and noise (including drums of deafening or panic, roaring, thunder). The mantle is also well suited for travel, having the following qualities:
Food: The wearer may simply reach inside one of its many pockets and find sufficient rations for one person for one day; this nourishment is available once per day.
Drink: In another pocket there will be a small ewer which will provide up to seven gallons of water, pouring cold or warm as the pourer commands. Such a draught is obtainable once per day.
Shelter: The wearer will not grow cold or hot or become wet or damp while wearing the mantle.
Belongings: The mantle has seven large and seven small pockets, and only one of each are needed for food and water, so the remaining 12 can be used to store whatever is desired (up to 70 gp weight in the small pockets or 140 gp weight in the large) with no bulk, bulge, or added weight.
The mantle also has a special power which is conveyed to the wearer only if he or she is a cleric of Celestian, whether druidical or not. This dweomer enables the wearer to “see” the aura of any stranger met along the way, so as to give warning of evil, neutral, or good intent. The power is not automatically bestowed, however, for the wearer must concentrate to sense the aura.
Manual of Bodily Health 20 50000 Slung y Misc Magic na
Manual of Gainful Exercise 20 50000 Slung y Misc Magic na
Manual of Golems - Clay (CM) 20 65000 Slung y Misc Magic

Clay (C) 1 month 65,000gp

This compilation is a treatise on the construction and animation of a golem. It contains all of the information and incantations necessary to make an Iron Golem. It will take a considerable amount of time, and be expensive as well, to construct and animate the golem. During this period, a single magic-user or cleric must have the manual at hand to study, and he or she must not be interrupted.

Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem it becomes fully animated. It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th there is a cumulative 10% chance that the golem will fall to pieces within 1 turn of completion of its construction due to the maker’s imperfect understanding. If a cleric reads a work for magic-users, he or she will lose 10,000-60,000 experience points. A magic-user reading a clerical work will lose 1 level of experience. Any other class of character will suffer 6-36 hit points of damage from opening the work.

Manual of Golems - Flesh (CM) 20 50000 Slung y Misc Magic

Flesh (M) 2 months 50,000gp

This compilation is a treatise on the construction and animation of a golem. It contains all of the information and incantations necessary to make an Iron Golem. It will take a considerable amount of time, and be expensive as well, to construct and animate the golem. During this period, a single magic-user or cleric must have the manual at hand to study, and he or she must not be interrupted.

Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem it becomes fully animated. It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th there is a cumulative 10% chance that the golem will fall to pieces within 1 turn of completion of its construction due to the maker’s imperfect understanding. If a cleric reads a work for magic-users, he or she will lose 10,000-60,000 experience points. A magic-user reading a clerical work will lose 1 level of experience. Any other class of character will suffer 6-36 hit points of damage from opening the work.

Manual of Golems - Iron (CM) 20 100000 Slung y Misc Magic

Iron (M) 4 months 100,000gp

This compilation is a treatise on the construction and animation of a golem. It contains all of the information and incantations necessary to make an Iron Golem. It will take a considerable amount of time, and be expensive as well, to construct and animate the golem. During this period, a single magic-user or cleric must have the manual at hand to study, and he or she must not be interrupted.

Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem it becomes fully animated. It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th there is a cumulative 10% chance that the golem will fall to pieces within 1 turn of completion of its construction due to the maker’s imperfect understanding. If a cleric reads a work for magic-users, he or she will lose 10,000-60,000 experience points. A magic-user reading a clerical work will lose 1 level of experience. Any other class of character will suffer 6-36 hit points of damage from opening the work.

Manual of Golems - Stone (CM) 20 80000 Slung y Misc Magic

Stone (M) 3 months 8 0,000gp

This compilation is a treatise on the construction and animation of a golem. It contains all of the information and incantations necessary to make an Iron Golem. It will take a considerable amount of time, and be expensive as well, to construct and animate the golem. During this period, a single magic-user or cleric must have the manual at hand to study, and he or she must not be interrupted.

Once the golem is finished, the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the golem it becomes fully animated. It is assumed that the user of the manual is of 10th or higher level. For every level of experience under 10th there is a cumulative 10% chance that the golem will fall to pieces within 1 turn of completion of its construction due to the maker’s imperfect understanding. If a cleric reads a work for magic-users, he or she will lose 10,000-60,000 experience points. A magic-user reading a clerical work will lose 1 level of experience. Any other class of character will suffer 6-36 hit points of damage from opening the work.

Manual of Puiss. Sk. Arms (F) 20 40000 Slung y Misc Magic na
Manual of Quickness of Action 20 50000 Slung y Misc Magic na
Manual of Stealthy Pilfering (T) 20 40000 Slung y Misc Magic na
Marble (African) Elephant Fig. 0.2 11000 Slung y Misc Magic na
Marble (Asiatic) Elephant Fig. 0.2 10000 Slung y Misc Magic na
Marble (Mammoth) Eleph. Fig. 0.2 13000 Slung y Misc Magic na
Marble (Mastadon) Eleph. Fig. 0.2 12000 Slung y Misc Magic na
Mattock of the Titans (F) 100 7000 On Hand y Weapon (Base dmg d6X5)
Maul of the Titans 150 12000 On Hand y Weapon (Base dmg d4X10)
Medallion of ESP 1 0.5 10000 Neck y Jewelry An ESP Medallion appears to be a normal neck chain — usually fashioned from bronze, copper, or nickel-silver — with pendant disc. The device enables the wearer to concentrate and pick up thoughts in a path 1' wide at the medallion and broadening 2' every 10' from the device the magic reaches, up to an 11' maximum width at 50'. It requires a full round for a character to so use the device. The medallion is prevented from functioning by stone of over 3' thickness, metal of over 1/6' thickness, or any continuous sheeting of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a die roll of 6 on d6, and the device must be checked each time it is used. The character using the device can pick up only the surface thoughts of creatures in the path of the ESP area. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If the creatures use no language, only the prevailing emotions can be felt — understood only with an ESP-Empathy device (see below). Note that undead and mindless golems have neither readable thoughts nor emotions. (See also PSIONICS.) The type of medallion found is determined below:
1-15 30' range
16-18 30' range with empathy
19 60' range
20 90' range
Note that thoughts cannot be sent through any medallion of ESP.
Medallion of ESP 2 0.5 10000 Neck y Jewelry An ESP Medallion appears to be a normal neck chain — usually fashioned from bronze, copper, or nickel-silver — with pendant disc. The device enables the wearer to concentrate and pick up thoughts in a path 1' wide at the medallion and broadening 2' every 10' from the device the magic reaches, up to an 11' maximum width at 50'. It requires a full round for a character to so use the device. The medallion is prevented from functioning by stone of over 3' thickness, metal of over 1/6' thickness, or any continuous sheeting of lead, gold or platinum of any thickness greater than paint. The medallion malfunctions (with no result) on a die roll of 6 on d6, and the device must be checked each time it is used. The character using the device can pick up only the surface thoughts of creatures in the path of the ESP area. The general distance can be determined, but all thoughts will be understandable only if the user knows the language of the thinkers. If the creatures use no language, only the prevailing emotions can be felt — understood only with an ESP-Empathy device (see below). Note that undead and mindless golems have neither readable thoughts nor emotions. (See also PSIONICS.) The type of medallion found is determined below:
1-15 30' range
16-18 30' range with empathy
19 60' range
20 90' range
Note that thoughts cannot be sent through any medallion of ESP.
Medallion of Thought Projection 0.5 1000 Neck y Jewelry This device is exactly like a medallion of ESP in every respect, even as to the range it functions at. However, in addition to picking up the thoughts of creatures, it broadcasts the thoughts of the user to the creatures in the path of the beam, thus alerting them. Note: it functions correctly, without projecting thoughts, on a roll of 6.
Military Fork (Trident) +3 7.5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Military Pick, Footmans +1 6 2500 On Hand y Weapon (Base dmg d6+1/2d4)
Military Pick, Horsemans +1 4 2500 On Hand y Weapon (Base dmg d4+1/d4)
Mirror of Life Trapping (M) 6 25000 Slung y Misc Magic na
Mirror of Mental Prowess 6 50000 Slung y Misc Magic na
Mirror of Opposition 6 2000 Slung y Misc Magic na
Morning Star +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/d6+1)
Morning Star +2 12.5 7000 On Hand y Weapon (Base dmg 2d4/d6+1)
Murlynds Spoon 0.1 4000 Slung y Provisions na
Necklace of Adaptation 0.5 10000 Neck y Jewelry This chain will resemble a medallion. The wearer will be able to ignore gases of all sorts which affect creatures through respiration, breathe underwater, or even exist in airless space for up to 7 days.
Necklace of Missiles 1 0.5 2200 Neck y Jewelry na
Necklace of Missiles 2 0.5 3600 Neck y Jewelry na
Necklace of Missiles 3 0.5 5800 Neck y Jewelry na
Necklace of Missiles 4 0.5 7200 Neck y Jewelry na
Necklace of Missiles 5 0.5 7800 Neck y Jewelry na
Necklace of Missiles 6 0.5 10800 Neck y Jewelry na
Necklace of Missiles 7 0.5 11800 Neck y Jewelry na
Necklace of Prayer Bds. 3 (C) 0.5 9000 Neck y Jewelry A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character’s neck. Even then, the true nature of the item will only be revealed if the wearer is a cleric (excluding druids and characters otherwise able to use spells of a clerical or druidic nature such as paladins and rangers). The necklace of prayer beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his or her deity to grant desired spells. There will also be 3-6 special beads (precious stones, gems of 1,000 g.p. base value) of the following sort (roll for each bead):
1-5 BEAD OF ATONEMENT — as the 5th level spell of the same name
6-10 BEAD OF BLESSING — as the 1st level spell of the same name
11-15 BEAD OF CURING — cures blindness, disease, or serious wounds (as the appropriate spell does)
16-17 BEAD OF KARMA — allows the cleric to cast his or her spells as if he or she were 4 levels higher (with respect to range, duration, etc.)
18 BEAD OF SUMMONS — calls the cleric’s deity (90% probability) to come to him or her in material form (but it had better be for a good reason!)
19-20 BEAD OF WIND WALKING — as the 7th level spell of the same name

Each special bead can be used but once per day. If the cleric summons his or her deity, the deity will take the necklace as the least punishment for vain purposes in so doing. The function of each bead is known only when the bead is grasped and a commune spell used. All powers
Necklace of Prayer Bds. 4 (C) 0.5 12000 Neck y Jewelry A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character’s neck. Even then, the true nature of the item will only be revealed if the wearer is a cleric (excluding druids and characters otherwise able to use spells of a clerical or druidic nature such as paladins and rangers). The necklace of prayer beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his or her deity to grant desired spells. There will also be 3-6 special beads (precious stones, gems of 1,000 g.p. base value) of the following sort (roll for each bead):
1-5 BEAD OF ATONEMENT — as the 5th level spell of the same name
6-10 BEAD OF BLESSING — as the 1st level spell of the same name
11-15 BEAD OF CURING — cures blindness, disease, or serious wounds (as the appropriate spell does)
16-17 BEAD OF KARMA — allows the cleric to cast his or her spells as if he or she were 4 levels higher (with respect to range, duration, etc.)
18 BEAD OF SUMMONS — calls the cleric’s deity (90% probability) to come to him or her in material form (but it had better be for a good reason!)
19-20 BEAD OF WIND WALKING — as the 7th level spell of the same name

Each special bead can be used but once per day. If the cleric summons his or her deity, the deity will take the necklace as the least punishment for vain purposes in so doing. The function of each bead is known only when the bead is grasped and a commune spell used. All powers
Necklace of Prayer Bds. 5 (C) 0.5 15000 Neck y Jewelry A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character’s neck. Even then, the true nature of the item will only be revealed if the wearer is a cleric (excluding druids and characters otherwise able to use spells of a clerical or druidic nature such as paladins and rangers). The necklace of prayer beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his or her deity to grant desired spells. There will also be 3-6 special beads (precious stones, gems of 1,000 g.p. base value) of the following sort (roll for each bead):
1-5 BEAD OF ATONEMENT — as the 5th level spell of the same name
6-10 BEAD OF BLESSING — as the 1st level spell of the same name
11-15 BEAD OF CURING — cures blindness, disease, or serious wounds (as the appropriate spell does)
16-17 BEAD OF KARMA — allows the cleric to cast his or her spells as if he or she were 4 levels higher (with respect to range, duration, etc.)
18 BEAD OF SUMMONS — calls the cleric’s deity (90% probability) to come to him or her in material form (but it had better be for a good reason!)
19-20 BEAD OF WIND WALKING — as the 7th level spell of the same name

Each special bead can be used but once per day. If the cleric summons his or her deity, the deity will take the necklace as the least punishment for vain purposes in so doing. The function of each bead is known only when the bead is grasped and a commune spell used. All powers
Necklace of Prayer Bds. 6 (C) 0.5 18000 Neck y Jewelry A magical necklace of this sort appears to be a normal piece of non-valuable jewelry until it is placed about a character’s neck. Even then, the true nature of the item will only be revealed if the wearer is a cleric (excluding druids and characters otherwise able to use spells of a clerical or druidic nature such as paladins and rangers). The necklace of prayer beads consists of 25-30 semi-precious (60%) and fancy (40%) stones. The wearer will be 25% more likely to successfully petition his or her deity to grant desired spells. There will also be 3-6 special beads (precious stones, gems of 1,000 g.p. base value) of the following sort (roll for each bead):
1-5 BEAD OF ATONEMENT — as the 5th level spell of the same name
6-10 BEAD OF BLESSING — as the 1st level spell of the same name
11-15 BEAD OF CURING — cures blindness, disease, or serious wounds (as the appropriate spell does)
16-17 BEAD OF KARMA — allows the cleric to cast his or her spells as if he or she were 4 levels higher (with respect to range, duration, etc.)
18 BEAD OF SUMMONS — calls the cleric’s deity (90% probability) to come to him or her in material form (but it had better be for a good reason!)
19-20 BEAD OF WIND WALKING — as the 7th level spell of the same name

Each special bead can be used but once per day. If the cleric summons his or her deity, the deity will take the necklace as the least punishment for vain purposes in so doing. The function of each bead is known only when the bead is grasped and a commune spell used. All powers
Necklace of Strangulation 0.5 1000 Neck y Jewelry Also covered by enchantments to completely mask its true nature, a necklace of strangulation can be discovered only when placed around a character’s neck. The necklace immediately constricts and cannot be removed short of an alter reality, limited wish or wish spell. The wearer will suffer 6 hit points of strangulation damage per round until the character is dead and the necklace remains clasped until the character is a dry skeleton.
Net of Entrapment (CFT) 5 7500 Slung y Misc Magic na
Net of Snaring (CFT) 5 6000 Slung y Misc Magic na
Nolzurs Marvelous Pigments 2 3000 Slung y Misc Magic na
Obsidian Steed Figurine 0 7000 NA y Mount Carries a single rider. An obsidian steed appears as a small, nearly shapeless lump of black stone. Only careful inspection will reveal that it vaguely resembles some form of quadruped, and of course, if magic is detected for, the piece of rock which is the steed figurine will be noted as radiating some dweomer (magic). Upon speaking the command word, the near formless piece of obsidian becomes a true nightmare. It will allow itself to be ridden, but if the rider is of good alignment, it is 10% likely per use to carry its “master” to the floor of Hades’ first layer and then return to its statuette form. See MONSTER MANUAL for details of the nightmare. The statuette can be used for a 24 hour period maximum, once per week. Note that when the obsidian steed becomes astral or ethereal its rider and gear likewise so become; thus travel to other planes is easily accomplished by means of this item.
Oil of Acid Resistance 2.5 5000 Slung y Potion na
Oil of Disenchantment 2.5 3500 Slung y Potion na
Oil of Elemental Invulnerability 2.5 5000 Slung y Potion na
Oil of Etherealness 2.5 1500 Slung y Potion na
Oil of Fiery Burning 2.5 4000 Slung y Potion na
Oil of Fumbling 2.5 1000 Slung y Potion na
Oil of Impact 2.5 5000 Slung y Potion na
Oil of Sharpness 2.5 1000 Slung y Potion na
Oil of Slipperiness 2.5 750 Slung y Potion na
Oil of Timelessness 2.5 2000 Slung y Potion na
Oynx Dog Figurine 0.2 3000 Slung y Misc Magic na
Padded Armor +1 5 3000 Torso y Armor (Base AC 8)
Padded Armor +2 5 6000 Torso y Armor (Base AC 8)
Padded Armor +3 5 9000 Torso y Armor (Base AC 8)
Padded Armor +4 5 12000 Torso y Armor (Base AC 8)
Padded Armor +5 5 15000 Torso y Armor (Base AC 8)
Partisan +1 8 3000 On Hand y Weapon (Base dmg d6/d6+1)
Pearl of Power Set-Lv1-3 (M) 0.3 12000 Slung y Misc Magic na
Pearl of Power Set-Lv1-4 (M) 0.4 20000 Slung y Misc Magic na
Pearl of Power Set-Lv1-5 (M) 0.5 30000 Slung y Misc Magic na
Pearl of Power Set-Lv1-6 (M) 0.6 42000 Slung y Misc Magic na
Pearl of Power Set-Lv1-7 (M) 0.7 56000 Slung y Misc Magic na
Pearl of Power-Lv1 (M) 0.1 2000 Slung y Misc Magic na
Pearl of Power-Lv2 (M) 0.1 4000 Slung y Misc Magic na
Pearl of Power-Lv3 (M) 0.1 6000 Slung y Misc Magic na
Pearl of Power-Lv4 (M) 0.1 8000 Slung y Misc Magic na
Pearl of Power-Lv5 (M) 0.1 10000 Slung y Misc Magic na
Pearl of Power-Lv6 (M) 0.1 12000 Slung y Misc Magic na
Pearl of Power-Lv7 (M) 0.1 14000 Slung y Misc Magic na
Pearl of Power-Lv8 (M) 0.1 16000 Slung y Misc Magic na
Pearl of Power-Lv9 (M) 0.1 18000 Slung y Misc Magic na
Pearl of the Sirens 0.1 4500 Slung y Misc Magic na
Pearl of Wisdom (C) 0.1 5000 Slung y Misc Magic na
Periapt of Foul Rotting 0.5 1000 Neck y Jewelry This engraved gem is magicked so as to appear to be a gem of small value. If any character claims it as his or her own, he or she will contract a terrible rotting disease, a form of leprosy which can be removed only by application of a remove curse spell followed by a cure disease and then a heal or limited wish or wish spell. The rotting can also be countered by the crushing of a periapt of health and sprinkling of the dust thereof upon the afflicted character. Otherwise, the afflicted loses 1 point each of dexterity and constitution and charisma per week beginning 1 week after claiming the item, and when any score reaches 0, the character is dead. Each point lost due to the disease will be permanent regardless of subsequent removal of the affliction.
Periapt of Health 0.5 10000 Neck y Jewelry This gem appears exactly the same as a periapt of foul rotting, but the possessor will be immune from all diseases save that of the latter periapt so long as he or she has it on his or her person.
Periapt of Proof vs Poison 0.5 12500 Neck y Jewelry The periapt of proof against poison is indistinguishable from any of the other periapts. The character who has one of these magical gems is allowed a 10% saving throw per plus of periapt against poisons which normally disallow any such opportunity, a normal score for poisons which usually are at penalty, and a plus on all other poison saves:

1-8 +1
9-14 +2
15-18 +3
19-20 +4
Periapt of Wound Closure 0.5 10000 Neck y Jewelry This magical stone looks exactly the same as the others of this ilk. The person possessing it will never need fear open, bleeding wounds, for the periapt prevents them. In addition, the periapt doubles the normal rate of healing, or allows normal healing of wounds which would not do so normally.
Philosophers Stone 0.2 10000 Slung y Misc Magic na
Philter of Beauty 2.5 1500 Slung y Potion na
Philter of Glibness 2.5 2500 Slung y Potion na
Philter of Love 2.5 300 Slung y Potion na
Philter of Persuasiveness 2.5 850 Slung y Potion na
Philter of Stammering & Stutr. 2.5 1500 Slung y Potion na
Phylactery of Action 0.1 5000 Neck y Jewelry na
Phylactery of Faithfulness (C) 0.1 7500 Neck y Jewelry There is no means to determine what function this device performs until it is worn. The wearer of a phylactery of faithfulness will be aware of any action or item which will adversely affect his or her alignment and standing with his or her deity prior to performing the action or becoming associated with such an item, if a prior moment is taken to contemplate the action. The phylactery must be worn normally by the cleric, of course.
Phylactery of Long Years (C) 0.1 25000 Neck y Jewelry This device slows the aging process by one quarter for as long as the cleric wears it. The reduction applies even to magical aging. Thus, if a cleric dons the phylactery at age 20, he or she will age 9 months every 12; so that in 12 chronological years, he or she will have aged but 9 and will physically be 29 rather than 32. 1 in 20 of these devices are cursed to operate in reverse.
Phylactery of Monstr. Att. (C) 0.1 2000 Neck y Jewelry While this arm wrapping appears to be some sort of beneficial device, it actually draws the attention of supernatural creatures of exactly the opposite alignment of the cleric wearing it. This results in the cleric being plagued by powerful and hostile creatures whenever he or she is in an area where such creatures are or can appear. If the cleric is of 10th or higher level, the attention of his or her deity’s most powerful enemy will be drawn, so as to cause this being to interfere directly. For example, a lawful good cleric attracts various demons and eventually the notice of Orcus or Demogorgon. Once donned, a phylactery of monstrous attention cannot be removed without an exorcism spell and then a quest must be performed to reestablish the cleric in his or her alignment.
Pike, Awl +1 8 3000 On Hand y Weapon (Base dmg d6/d12)
Pipes of the Sewers 0.5 8500 Slung y Instrument na
Plate Barding +1 100 25000 NA y Mountgear (Base AC 6 for Mount)
Plate Barding +2 100 52500 NA y Mountgear (Base AC 6 for Mount)
Plate Barding +3 100 77500 NA y Mountgear (Base AC 6 for Mount)
Plate Mail +1 22.5 5000 Torso y Armor (Base AC 3)
Plate Mail +2 22.5 10500 Torso y Armor (Base AC 3)
Plate Mail +2 Ethereal 22.5 11250 Torso y Armor (Base AC 3)
Plate Mail +3 22.5 15500 Torso y Armor (Base AC 3)
Plate Mail +3 Ethereal 22.5 17500 Torso y Armor (Base AC 3)
Plate Mail +4 22.5 20500 Torso y Armor (Base AC 3)
Plate Mail +4 Ethereal 22.5 23750 Torso y Armor (Base AC 3)
Plate Mail +5 22.5 27500 Torso y Armor (Base AC 3)
Plate Mail +5 Ethereal 22.5 30000 Torso y Armor (Base AC 3)
Plate Mail -2 Vulnerability 22.5 1500 Torso y Armor (Base AC 3)
Plate Mail -3 Vulnerability 22.5 1500 Torso y Armor (Base AC 3)
Plate Mail -4 Vulnerability 22.5 1500 Torso y Armor (Base AC 3)
Portable Hole 2 50000 Slung y Container na
Potion of Animal Control (all) 2.5 400 Slung y Potion Animal Control (all): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (avian) 2.5 400 Slung y Potion Animal Control (avian): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (fish) 2.5 400 Slung y Potion Animal Control (fish): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (mammal/marsupial) 2.5 400 Slung y Potion Animal Control (mammal/marsupial): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (mammal/marsupial/avian) 2.5 400 Slung y Potion Animal Control (mammal/marsupial/avian): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (reptile/amphibian) 2.5 400 Slung y Potion Animal Control (reptile/amphibian): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Animal Control (reptile/amphibian/fish) 2.5 400 Slung y Potion Animal Control (reptile/amphibian/fish): This potion enables the imbiber to empathize with and control the emotions of animals of 1 type, i.e. cats, dogs, horses, etc. The number of animals so controlled depends upon size: 5-20 animals of the size of giant rats, 3-12 animals of about man-size, or 1-4 animals of about ½ ton or more in weight. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Black Dragon Control 2.5 6000 Slung y Potion na
Potion of Blue Dragon Control 2.5 7500 Slung y Potion na
Potion of Brass Dragon Control 2.5 5000 Slung y Potion na
Potion of Bronze Dragon Control 2.5 7000 Slung y Potion na
Potion of Clairaudience 2.5 400 Slung y Potion Clairaudience: This potion empowers the creature drinking it to hear as the third level magic-user spell of the same name (q.v.). It can be used, however, to clairaudit unknown areas within 3”. Its effects last for 2 turns only. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Clairvoyance 2.5 500 Slung y Potion Clairvoyance: This potion empowers the individual to see as the third level magic-user spell, clairvoyance (q.v.). It differs from the spell in that unknown areas up to 3” distant can be seen. Its effects last for 1 turn only. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Climbing 2.5 500 Slung y Potion Climbing: Imbibing this potion enables the individual to climb as a thief, up or down vertical surfaces, with only a base 1% chance of slipping and falling. (Check at the halfway point, d%, 01 equals a fall.) A climbing potion is effective for 1 turn plus 5 to 20 rounds. For every 1,000 g.p. weight equivalent carried by the character, there is an additional 1% added to chance of slipping. If the climber wears armor, there are the following additions to the slipping/falling chance: studded leather 1%, ring mail 2%, scale mail 4%, chainmail 7%, banded or splinted armor 8%, plate mail 10%, magic armor of any type 1%. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Cloud Giant Control 2.5 5000 Slung y Potion na
Potion of Cloud Giant Str. (F) 2.5 1300 Slung y Potion na
Potion of Copper Dragon Control 2.5 6000 Slung y Potion na
Potion of Delusion 2.5 150 Slung y Potion Delusion: This potion affects the mind of the character so that he or she believes the liquid is some other potion (healing, for example, is a good choice — damage is “restored” by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he or she was aided). If several individuals taste this potion, it is still 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at). Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Diminution 2.5 500 Slung y Potion Diminution: When this potion is quaffed, the individual, and all he or she carries and wears, will diminish in size to as small as 5% of normal size. If half of the contents are swallowed, the person shrinks to 50% of normal size. The effects of this potion last for 6 turns plus 2-5 turns (d4 + 1). Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of ESP 2.5 850 Slung y Potion ESP: The ESP potion bestows an ability which is the same as the second level magic-user spell of the same name (q.v.), except that its effects last for 5-40 (5d8) rounds, i.e. 5 to 40 minutes. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Evil Dragon Control 2.5 9000 Slung y Potion na
Potion of Extra Healing 2.5 800 Slung y Potion Extra-Healing: This potion restores 6-27 (3d8 + 3) hit points of damage when wholly consumed, or 1-8 hit points of damage for each one-third potion. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Fire Giant Control 2.5 4000 Slung y Potion na
Potion of Fire Giant Str. (F) 2.5 1200 Slung y Potion na
Potion of Fire Resistance 2.5 500 Slung y Potion Fire Resistance: This potion bestows magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood) upon the person drinking it. It furthermore gives resistance to such fires as generated by molten lava, a wall of fire, a fireball, fiery dragon breath and similar intense flame/heat. All damage from such fires is reduced by −2 from each die of damage, and if a saving throw is applicable, it is made at +4. Note: If but one-half of the potion is consumed it confers invulnerability to normal fires and half the benefits noted above (−1, +2). The potion lasts 1 turn, or 5 rounds for half doses. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Flying 2.5 750 Slung y Potion Flying: A flying potion enables the individual drinking it to fly in the same manner as the third level magic-user spell, fly (q.v.). Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Frost Giant Control 2.5 3000 Slung y Potion na
Potion of Frost Giant Str. (F) 2.5 1100 Slung y Potion na
Potion of Gaseous Form 2.5 400 Slung y Potion Gaseous Form: By imbibing this magical liquid, the individual causes his or her body, as well as what it carries and wears, to become gaseous in form and able to flow accordingly at a base speed of 3”/round. (A gust of wind spell, or even normal strong air currents, will blow the gaseous form backwards at air speed.) The gaseous form is transparent and insubstantial. It wavers and shifts. It cannot be harmed except by magical fires or lightnings, in which case damage is normal. A whirlwind will inflict double damage upon any creature in gaseous form. When in such condition the individual is able to enter any space which is not airtight, i.e., a small crack or hole which allows air to penetrate also allows entry by a creature in gaseous form. The entire potion must be consumed to achieve this result, and the effects last the entire duration. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Gold Dragon Control 2.5 8000 Slung y Potion na
Potion of Good Dragon Control 2.5 9000 Slung y Potion na
Potion of Green Dragon Control 2.5 7000 Slung y Potion na
Potion of Healing 2.5 400 Slung y Potion Healing: An entire potion must be consumed in a single drinking (round) in order for this liquor to restore 4-10 (2d4 + 2) hit points of damage. (Cf. extra-healing). Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Heroism (F) 2.5 500 Slung y Potion na
Potion of Hill Giant Control 2.5 1000 Slung y Potion na
Potion of Hill Giant Str. (F) 2.5 900 Slung y Potion na
Potion of Human Control 2.5 900 Slung y Potion na
Potion of Invisibility 2.5 500 Slung y Potion Invisibility: When this potion is consumed it confers invisibility similar to the spell of the same name (q.v.). As actions involving combat cause termination of the non-visible state, the individual possessing the potion can quaff a single gulp — equal to 1/8 of the contents of the container — to bestow invisibility for 3-6 turns. Potions take effect 2-5 segments after they are imbibed.
Potion of Invulnerability 2.5 500 Slung y Potion Invulnerability: Only fighters can use this potion. This potion confers immunity to non-magical weapons and attacks from creatures with no magical properties (see CREATURES STRUCK ONLY BY MAGICAL WEAPONS) or with fewer than 4 hit dice. Thus, an 8th level character without a magical weapon could not harm the imbiber of an invulnerability potion. It further improves armor class rating by 2 classes and gives a bonus of +2 to the individual on his or her saving throws versus all forms of attack. Its effects are realized only when the entire potion is consumed, and they last for 5-20 rounds. Potions take effect 2-5 segments after they are imbibed.
Potion of Levitation 2.5 400 Slung y Potion Levitation: A levitation potion enables the consumer to levitate in much the same manner as the second level magic-user spell of the same name (q.v.). The potion allows levitation of the individual only, subject to a maximum weight of 6,000 g.p. equivalent, so it is possible that the individual drinking the potion could carry another person. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Longevity 2.5 1000 Slung y Potion Longevity: The longevity potion reduces the character’s game age by from 1-12 years when it is imbibed, but each time one is drunk there is a 1% cumulative chance that it will have the effect of reversing all age removal from previously consumed longevity potions. The potion otherwise restores youth and vigor. It is also useful to counter magical or monster-based aging attacks. The entire potion must be consumed to achieve the results. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Plant Control 2.5 300 Slung y Potion na
Potion of Poison 2.5 0 Slung y Potion na
Potion of Polymorphing 2.5 350 Slung y Potion Polymorph (self): This potion duplicates the effects of the fourth level magicuser spell of the same name (q.v.) in most respects. The imbiber is able to assume the form of any creature - from as small as a wren to as large as a hippopotamus - and its form of locomotion as well. The spell does not give the other abilities (attack, magic. etc.), nor does it run the risk of changing personality and mentality. No system shock check is required. Thus, someone changed to an owl could fly, but his or her vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive or defensive capabilities. Naturally, the strength of the new form must be sufficient to allow normal movement. The person can change his or her form as often as desired, the change requiring only 5 segments. Damage to the polymorphed form is computed as if it were inflicted upon the imbiber, but when the person returns to his or her own form, from 1 to 12 (d12) points of damage are restored. Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will last one-half as long in some cases. Potions take effect 2-5 segments after they are imbibed.
Potion of Rainbow Hues 2.5 800 Slung y Potion na
Potion of Red Dragon Control 2.5 8000 Slung y Potion na
Potion of Silver Dragon Control 2.5 7500 Slung y Potion na
Potion of Speed 2.5 450 Slung y Potion Speed: A potion of speed increases the movement and combat capabilities of the imbiber by 100%. Thus, a movement rate of 9” becomes 18”, and a character normally able to attack but once per round would gain double attacks in a round. Note that this does not reduce spell casting time, however (Cf. haste spell). Use of a speed potion ages the individual by 1 year. The other effects last for 5-20 rounds, the aging is permanent. Potions take effect 2-5 segments after they are imbibed.
Potion of Stone Giant Control 2.5 2000 Slung y Potion na
Potion of Stone Giant Str. (F) 2.5 1000 Slung y Potion na
Potion of Storm Giant Control 2.5 6000 Slung y Potion na
Potion of Storm Giant Str. (F) 2.5 1400 Slung y Potion na
Potion of Super-Heroism (F) 2.5 750 Slung y Potion na
Potion of Treasure Finding 2.5 2000 Slung y Potion Treasure Finding: A potion of treasure finding empowers the drinker with a location sense, so that he or she can point to the direction of the nearest mass of treasure. The treasure must be within 24” or less, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination thereof. Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewelry, of course) are located; worthless metals or magic without precious metals/gems are not found. The consumer of the potion can “feel” the direction in which the treasure lies, but not its distance. Intervening substances other than special magical wards or lead-lined walls will not withstand the powers which the liquor bestows upon the individual. The effects of the potion last for from 5-20 rounds. (Clever players will attempt triangulation.). Potions take effect 2-5 segments after they are imbibed.
Potion of Undead Control 2.5 2500 Slung y Potion na
Potion of Ventriloquism 2.5 800 Slung y Potion na
Potion of Vitality 2.5 2500 Slung y Potion na
Potion of Water Breathing 2.5 900 Slung y Potion na
Potion of White Dragon Control 2.5 5000 Slung y Potion na
Pouch of Accessibility 4 12500 Slung y Container na
Pouch of Holding 0.6 1000 Slung y Container na
Prison of Zagyg (M) 5 25000 Slung y Misc Magic na
Quaals Feather Token (ANCHOR) 0.2 2000 Slung y Misc Magic ANCHOR — a token useful to moor a craft so as to render it immobile for 1 full day (or at any time prior upon command from the tokens possessor).
Quaals Feather Token (BIRD) 0.2 3000 Slung y Misc Magic BIRD — a token which can be used to drive off any sort of hostile avian creatures or as a vehicle of transportation equal to a roc of the largest size in all respects (1 day duration).
Quaals Feather Token (FAN) 0.2 4000 Slung y Misc Magic FAN — a token which forms a huge flapping fan which can cause a strong breeze (Cf. THE ADVENTURE, WATERBORNE ADVENTURES) in an area large enough to propel one ship. This wind is not cumulative with existing wind speeds — if there is already a strong breeze blowing, this cannot be added to it to create a gale. It can, however, be used against it to create an area of relative calm or lesser winds (though this will not effect wave size in a storm, of course). The fan can be used up to eight hours a day. It will not function on land.
Quaals Feather Token (SWAN BOAT) 0.2 5000 Slung y Misc Magic SWAN BOAT — a token which forms a huge swan-like boat capable of swimming at 24” speed, and carrying 8 horses and gear or 32 men or any combination equal thereto (duration 1 day).
Quaals Feather Token (TREE) 0.2 6000 Slung y Misc Magic TREE — a token which causes a great oak to spring into being — 6ft diameter trunk, 60ft height, 40ft top diameter.
Quaals Feather Token (WHIP) 0.2 7000 Slung y Misc Magic WHIP — a token which causes a huge leather whip to appear and be wielded against any opponent desired (+1 weapon, 9th level fighter to hit probability, 2-7 hit points damage plus save versus magic or be bound fast for 2-7 rounds) for up to 6 turns. (Cf. Dancing Sword.)
Quiver of Ehlonna 3 10000 Slung y Container na
Ranseur +1 5 3000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Ring Mail +1 12.5 2500 Torso y Armor (Base AC 7)
Ring Mail +2 12.5 6000 Torso y Armor (Base AC 7)
Ring Mail +3 12.5 13000 Torso y Armor (Base AC 7)
Ring Mail +4 12.5 18000 Torso y Armor (Base AC 7)
Ring Mail +5 12.5 25000 Torso y Armor (Base AC 7)
Ring of Animal Friendship 0.1 5000 Finger y Jewelry When the wearer of this ring approaches within 10ft of any animal(s) of neutral alignment and animal intelligence, the creature(s) must save versus spell. If they succeed, they will then move rapidly away from the ring wearer. If the saving throw fails, then the creature(s) will become docile and follow the ring wearer around. The dweomer of the item functions at 6th level, so up to 12 hit dice of animals can be affected by this ring. Those feeling friendship for the wearer will actually guard and protect that individual if he or she expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed hit dice worth of animals (24 rather than 12), and a ranger is able to influence 18 hit dice worth of animals.
Ring of Blinking 0.1 5000 Finger y Jewelry When the wearer of this ring issues the proper verbal command, the dweomer of the item activates, and he or she is then affected exactly as if a blink spell (qv) were operating upon his or her person. The effect always lasts for 6 rounds. The ring then ceases to function for 6 turns (1 hour) while it replenishes itself. The command word is usually engraved somewhere on the ring. The ring will activate whenever this word is spoken, even though the command might be given by someone other than the wearer, provided that the word is spoken within 10 feet of the ring.
Ring of Boccob 0.1 2500 Finger y Jewelry This ornate piece of jewelry initially appears to be a valuable but non-magical ring. Even magical detection of the most powerful sort will not reveal the dweomer of the item. The function of the ring comes into play whenever the wearer is assailed by some magical device which actually contacts his or her person — the magical device will malfunction, failing to affect its intended target, and if it does not save versus the power of the ring, it will furthermore be turned into a non-magical item. Whenever the ring cancels the power of an item in this fashion, it will cease to function for 1-4 hours thereafter. After this period of quiescence, it will operate normally again. Note that single-use magic items, such as a magic arrow or crossbow bolt or a javelin of lightning, will not have their function cancelled by the ring, but will merely give the wearer protection from their magical effects. This immunity from magical effect does not prevent normal damage from being administered by such an item. Saving throws for items against the cancellation power of the ring are as follows:
1 Automatic failure for any item
2 Saving throw for relics
3 Saving throw for artifacts
4 Saving throw for hand-held weapons
5 Saving throw for rods and staves
6 Saving throw for all other items
7-20 Any item saves on a roll in this range
Ring of Chameleon Power 0.1 5000 Finger y Jewelry Whenever the wearer of this ring desires, he or she is able to magically blend in with the surroundings. This enables 90% invisibility in foliage, against walls, and so forth. If the wearer is associating with creatures with intelligence of 4 or greater at a distance of 6? or less, the dweomer of the ring enables the wearer to seem to be one of those creatures, but each turn of such association carries a 5% cumulative chance that the creatures will detect the ring wearer for what he or she actually is. Thus, such an association can never persist for more than 20 turns without the wearer being detected, because at the end of that time the chance of detection has risen to 100%. In addition, creatures with 16 or greater intelligence use their intelligence score as an addition to the base chance of detection — i.e., 21% at the end of turn 1, 26% at the end of turn 2, and so forth, if a creature of 16 intelligence is involved. Creatures with 3 or lower intelligence will instinctively and automatically detect the wearer if they come within a 1? radius of him or her.
Ring of Clumsiness 0.1 3000 Finger y Jewelry This cursed ring typically radiates another dweomer to disguise its baneful nature. The possible secondary powers are:
01-10 Free action
11-20 Feather falling
21-35 Invisibility
36-50 Jumping
51-60 Swimming
61-80 Warmth
81-00 Water walking
The secondary power works normally, except when the wearer is under stress — combat, stealth, delicate activity — at which time the clumsiness dweomer takes effect. Dexterity is lowered to half normal, rounded down. Chances for stealth and precise actions are also lowered by one-half, rounded down. Any attempt at spell casting that requires the handling of a material component or the accomplishment of a somatic component will only succeed if the wearer makes a saving throw versus spell; otherwise, the spell is botched and annulled. The ring can only be taken off by a successfully cast dispel magic spell (vs. 12th-level magic). Success destroys both the primary and secondary dweomer of the ring.
Ring of Contrariness 0.1 1000 Finger y Jewelry This specially dweomered ring is given by the grey elves to their closest associates and allies only. Each ring is aligned either toward evil (5%), good (75%), or neutrality (20%). It enables the wearer to perform certain functions as if he or she were an elf: Concealment in woodlands is such that the wearer can be detected only by those creatures able to detect invisible objects. If alone and not in metal armor, the wearer can move silently with a 662/3% chance of success, enabling him or her to achieve surprise on a roll of 1-4 on a d6. An attempt to move silently will succeed on a roll of 01-67; if the number rolled is 68 or higher, then noise generated by the wearer’s movement will be discernible up to that number of feet away from the individual. Infravision to a range of 60 feet is bestowed by the ring. Concealed doors are noted 16 2/3% of the time (roll of 1 on d6) when going past them, 50% of the time when actively searched for. Secret doors are found 33 1/3% of the time (1-2 on d6) when actively searched for. Rings of an alignment not corresponding to that of the wearer will not function.
Ring of Delusion 0.1 2000 Finger y Jewelry A delusion ring will convince the wearer that it is some other sort of ring, a ring of whatever sort the wearer really desires. As the wearer will be completely convinced that the ring is actually one with other magical properties, he or she will unconsciously use his or her abilities of any sort (including those of other magical items available) to actually produce a result commensurate with the supposed properties of the delusion ring. As referee, you will have to be most judicious in determining how successful the self-delusion can be, as well as how observers can be affected and what they will observe. The ring can be removed at any time.
Ring of Djinni Summoning 0.1 20000 Finger y Jewelry One of the many fabled rings of fantasy legend, the “genie” ring is most useful indeed, for it is a special “gate” by means of which a certain djinni can be summoned from the Elemental Plane of Air. When the ring is rubbed the summons is served, and the djinni will appear on the next round. The djinni will faithfully obey and serve the wearer of the ring, but if the servant of the ring is ever killed, the ring becomes non-magical and worthless. See ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, for details of a djinni’s abilities and capabilities.
Ring of Elemental Command 0.1 25000 Finger y Jewelry The 4 types of elemental command rings are very powerful. Each appears to be nothing more than a lesser ring (detailed below), but each has certain other powers as well as the following common properties:
1. Elementals of the plane to which the ring is attuned cannot approach within 5’ of or attack the wearer; or, if the wearer desires, he or she may forego this protection and instead attempt to charm the elemental (saving throw applicable at ?2 on the die). If the latter fails, however, total protection is lost and no further attempt at charming can be made, but the secondary properties given below will then function with respect to the elemental.
2. Creatures, other than normal elementals, from the plane to which the ring is attuned attack at ?1 on their “to hit” dice, the ring wearer takes damage at ?1 on each hit die, makes applicable saving throws from the creature’s attacks at +2, all attacks are made by the wearer of the ring at +4 “to hit” (or ?4 on the elemental creature’s saving throw), and the wearer does +6 damage (total, not per die) adjusted by any other applicable bonuses and/or penalties. Any weapon used by the ring wearer can hit elementals or elemental creatures even if it is not magical.
3. The wearer of the ring is able to converse with the elementals or elemental creatures of the plane to which the ring is attuned, and they will recognize that he or she wears the ring, so they are at least going to show a healthy respect to the wearer. If alignment is opposed, this respect will be fear if the wearer is strong, hatred and a desire to slay if the wearer is weak.
4. In addition, the possessor of a ring of elemental command will suffer a saving throw penalty as follows:
Air ?2 vs. fire
Earth ?2 vs. petrification
Fire ?2 vs. water or cold
Water ?2 vs. lightning/electricity

5. Only one power (whether major or minor) of a ring of elemental command can be in use at one time.
—Air: The wearer can at will produce the following magical effects:
gust of wind (once per round)
fly
wall of force (once per day)
control winds (once per week)
invisibility

The ring will appear to be nothing other than an invisibility ring until a certain condition is met (such as having the ring blessed, slaying an air elemental, or whatever you determine as necessary to activate its full potential).
—Earth: The wearer can at will produce the following magical effects:
stone tell (once per day)
passwall (twice per day)
wall of stone (once per day)
stone to flesh (twice per week)
move earth (once per week)
feather fall

The ring will appear to be nothing other than a ring of feather falling until the condition you establish is met.
—Fire: The wearer can at will produce the following magical effects:
burning hands (once per turn)
pyrotechnics (twice per day)
wall of fire (once per day)
flame strike (twice per week)
fire resistance

The ring will appear to be nothing other than a ring of fire resistance until the condition you establish is met.
—Water: The wearer can at will produce the following magical effects:
purify water
create water (once per day)
water breathing (5’ radius)
wall of ice (once per day)
airy water
lower water (twice per week)
part water (twice per week)
water walking

The ring will appear to be nothing other than a ring of water walking until the condition you establish is met. Rings operate at 12th level of experience, or the minimum level needed to perform the equivalent magic spell, if greater, with respect to range, duration, or area of effect determinations which might apply. The additional powers take only 5 segments to bring forth.
Ring of Faerie 0.1 7500 Finger y Jewelry This specially dweomered ring is given by the grey elves to their closest associates and allies only. Each ring is aligned either toward evil (5%), good (75%), or neutrality (20%). It enables the wearer to perform certain functions as if he or she were an elf: Concealment in woodlands is such that the wearer can be detected only by those creatures able to detect invisible objects. If alone and not in metal armor, the wearer can move silently with a 662/3% chance of success, enabling him or her to achieve surprise on a roll of 1-4 on a d6. An attempt to move silently will succeed on a roll of 01-67; if the number rolled is 68 or higher, then noise generated by the wearer’s movement will be discernible up to that number of feet away from the individual. Infravision to a range of 60 feet is bestowed by the ring. Concealed doors are noted 16 2/3% of the time (roll of 1 on d6) when going past them, 50% of the time when actively searched for. Secret doors are found 33 1/3% of the time (1-2 on d6) when actively searched for. Rings of an alignment not corresponding to that of the wearer will not function.
Ring of Feather Fall 0.1 5000 Finger y Jewelry This ring protects its wearer by automatic activation of a feather fall if the individual falls 5’ or more. (Cf. feather fall spell.)
Ring of Fire Resistance 0.1 5000 Finger y Jewelry The wearer of this ring is totally immune to the effects of normal fires — torches, flaming oil, bonfires, etc. Very large and hot fires, molten lava, demon immolation, hell hound breath, or a wall of fire spell will cause 10 hit points of damage per round (1 per segment) if the wearer is directly within such conflagration. Exceptionally hot fires such as red dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc. are saved against at +4 on the die roll, and all damage dice are calculated at ?2 per die, but each die is never less than 1 in any event. (As a rule of thumb, consider very hot fires as those which have a maximum initial exposure of up to 24 hit points, those of exceptional heat 25 or more hit points.)
Ring of Free Action 0.1 5000 Finger y Jewelry This ring enables the wearer to move and attack freely and normally whether attacked by a web, hold, or slow spell, or even while under water. In the former case the spells have no effect, while in the latter the individual moves at normal (surface) speed and does full damage even with such cutting weapons as axes and scimitars and with such smashing weapons as flails, hammers, and maces, insofar as the weapon used is held rather than hurled. This will not, however, enable water breathing without the further appropriate magic.
Ring of Human Influence 0.1 10000 Finger y Jewelry This ring has the effect of raising the wearer's charisma to 18 with respect to encounter reactions with humans/humanoids. The wearer can make a suggestion to any human or humanoid conversed with (saving throw applies). The wearer can also charm up to 21 levels/hit dice of human/humanoids (saving throws apply) just as if he or she were using the magic-user spell, charm person. The two latter uses of the ring are applicable but once per day. Suggestion or charm requires 3 segments of casting time.
Ring of Invisiblity 0.1 7500 Finger y Jewelry The wearer of an invisibility ring is able to become invisible at will, instantly, This non-visible state is exactly the same as the magicuser invisibility spell (q.v.), except that 10% of these rings also have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he or she breaks all silence features in order to do so.
Ring of Jumping 0.1 5000 Finger y Jewelry In a single segment the wearer of this ring is able to call forth its power so as to be able to leap 30 feet ahead, or 10 feet backwards or straight up, with an arc of about 2 feet for every 10 feet traveled (cf. 1st-level magic-user spell, jump). The wearer must use the ring’s power carefully, for it can perform only four times per day.
Ring of Mammal Control 0.1 5000 Finger y Jewelry This ring enables its wearer to exercise complete control over mammals with intelligence of 4 or less (animal or semiintelligent mammals). Up to 30 hit dice of mammals can be controlled. Control extends to such limits as to enable the wearer to have the creatures controlled actually kill themselves, but complete concentration is required. (Note: the ring does not affect bird-mammal combinations, humans, semi-humans, and monsters such as lammasu, shedu, manticores, etc.) If you are in doubt about any monster, it is NOT a mammal. Obviously, rats, weasels, herd animals, dolphins, and even unicorns are mammals, but intelligence will preclude control of the better ones. Control time is 3 segments.
Ring of Mind Shielding 0.1 5000 Finger y Jewelry This form of magic ring is usually of fine workmanship and wrought from heavy gold. The wearer is so shielded as to be completely immune to ESP, detect lie, know alignment, and telepathic reading of the mind. If the wearer is also possessed of psionic power, he or she has the benefit of a thought shield defense at no point cost, and all psionic attack damage suffered by the wearer is at ?2 points while the ring is worn. Furthermore, the wearer is more capable of dealing with a psionic blast attack, gaining +1 on saving throws versus such attacks if the wearer is not psionically endowed, or ?3 on damage if the wearer does possess psionics.
Ring of Multiple Wishes 0.1 25000 Finger y Jewelry This ring contains from 2-8 (2d4) wish spells (q.v.). As with any wish, you must be very judicious in how you handle the request. If players are greedy and grasping, be sure to ”crock” them. Interpret their wording exactly, twist the wording, or simply rule the request is beyond the power of the magic. In any case, the wish is used up, whether or not (or how) the wish was granted. Note that no wish is able to cancel the decrees of godlike beings, unless it comes from another such creature.
Ring of Protection +1 0.1 10000 Finger y Jewelry A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +1 ring raises AC by 1, say from 10 to 9 and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one — the strongest, if applicable — will function, so a pair of +2 protection rings are still only +2.
Ring of Protection +2 0.1 15000 Finger y Jewelry A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +1 ring raises AC by 1, say from 10 to 9 and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one — the strongest, if applicable — will function, so a pair of +2 protection rings are still only +2.
Ring of Protection +3 0.1 20000 Finger y Jewelry A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +1 ring raises AC by 1, say from 10 to 9 and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one — the strongest, if applicable — will function, so a pair of +2 protection rings are still only +2.
Ring of Protection +4 0.1 25000 Finger y Jewelry A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +4 ring raises AC by 4, say from 10 to 6 and gives a bonus of +2 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one — the strongest, if applicable — will function, so a pair of +2 protection rings are still only +2.
Ring of Protection +6 0.1 25000 Finger y Jewelry A ring of protection increases the wearer’s armor class value and saving throws versus all forms of attack. A +6 ring raises AC by 6, say from 10 to 4 and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not add to armor value if magical armor is worn, although it does add to saving throw die rolls.
2. More than 1 ring of protection operating on the same person, or in the same area, do not combine protection; only one — the strongest, if applicable — will function, so a pair of +2 protection rings are still only +2.
Ring of Regeneration 0.1 40000 Finger y Jewelry There are 2 forms of this ring:
-The standard regeneration ring restores 1 hit point of damage (and will replace lost limbs or organs eventually also) per turn. It will bring its wearer back from death (but if poison is the cause, the saving throw must be made or else the wearer dies again from the poison still in his or her system). Only total destruction of all living tissue by fire or acid or similar means will prevent regeneration. Of course the ring must be worn, and its removal stops regeneration processes.

-The rare form is the vampiric regeneration ring. This ring bestows one-half of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, non-missile, non-spell) combat immediately upon its wearer fractions dropped). It does not otherwise cause regeneration or restore life, limb or organ. To determine which type of ring is discovered roll percentile dice: 01-90 = ring of regeneration, 91-00 = vampiric regeneration ring. In no case can the wearer’s hit point total exceed that initially generated.
Ring of Shocking Grasp 0.1 5000 Finger y Jewelry This ordinary-seeming ring will radiate only a faint, unidentifiable aura of magic when examined, but it contains a strong dweomer when used to inflict damage upon an opponent. If the wearer attacks an enemy, attempting to touch that individual with the hand upon which the ring is worn, a successful “to hit” roll indicates that the touch has taken place, and from 7-14 points of damage (d8 + 6) are delivered to the target creature. After three discharges of this nature, regardless of the time elapsed between them, the ring will be inert for 1 turn. It is of note that when actually functioning, this ring causes a circular, charged extrusion to appear on the palm of the wearer’s hand.
Ring of Shooting Stars 0.1 15000 Finger y Jewelry This ring has 2 modes of operation, both working only in relative darkness. During night hours, under the open sky, the shooting stars ring will perform the following functions:

dancing lights (once per hour) — as the spell
light (twice per night), 12” range — as the spell
ball lightning (once per night) — see below
shooting stars (special) — see below

The ball lightning function releases 1 to 4 balls of lightning at the wearer's option. These glowing globes exactly resemble dancing lights, and the ring wearer controls them as he or she would control dancing lights. These spheres have a 12' range and a 4 round duration. They can be moved at 4' per round. Each sphere is about 3' in diameter, and any creature it touches or comes near to dissipates its charge (save versus magic equals one-half damage as the contact was across an air gap). The charge values are:

4 lightning balls 2-8 hit points damage each
3 lightning balls 2-12 hit points damage each
2 lightning balls 5-20 hit points damage each
1 lightning ball 4-48 hit points damage

Release can be simultaneous or singular, during the course of 1 round or as needed throughout the night. The shooting stars are glowing missiles with fiery trails, much like a meteor swarm. 3 shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 hit points of damage and burst (as a fireball) in a 1” diameter sphere for 24 hit points of damage. Any creature struck will take full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must save versus magic to take only one-half damage, i.e. 12 hit points of damage, otherwise they too take the full 24 hit points of damage. Range is 7', at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must save versus magic or be impacted upon by the missile, and saving throw rolls are at ?3 within 2' of the ring wearer, ?1 within 2' to 4', normal beyond 4'. Indoors at night, or underground, the ring has the following properties:

faerie fire (twice per day) — as the spell
spark shower (once per day) — see below

The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for 20' to a breadth of 10'. Creatures within this area take from 2-8 hit points of damage each if no metallic armor is worn or no metallic weapon is held, 4-16 otherwise. Range, duration, and area of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5 segments.
Ring of Spell Storing 0.1 22500 Finger y Jewelry A ring of spell storing will contain 2-5 (d4 + 1) spells which the wearer can employ just as if he or she were a spell user of the level appropriate to use the spell in question. The class of spells contained within the ring is determined in the same fashion as the spells on scrolls. The level of each spell is determined as follows:

cleric: d6, if 6 is rolled roll d4 instead
druid: as cleric
magic-user: d8, if 8 is rolled roll d6 instead
illusionist: as cleric

Which spell type of any given level is contained by the ring is also randomly determined. The ring has the empathic ability to impart to the wearer the names of its spells. Once class, level, and type are determined, the properties of the ring are fixed and unchangeable. Once a spell is cast from the ring, it can only be restored by a character of appropriate class and level of experience, i.e. a 12th level magic-user is needed to restore a 6th level magic-user spell to the ring. Spells stored require 5 segments each to cast.
Ring of Spell Turning 0.1 17500 Finger y Jewelry na
Ring of Sustenance 0.1 3500 Finger y Jewelry na
Ring of Swimming 0.1 5000 Finger y Jewelry na
Ring of Telekinesis 0.1 10000 Finger y Jewelry na
Ring of the Ram 0.1 7500 Finger y Jewelry This ornate ring can be of any hard metal, usually a silver alloy or iron. It has the head of a ram (or possibly a buck goat) as its device. When magic is detected for, it will reveal an evocation dweomer upon the ring. The wearer is able to cause the ring to give forth a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram (or goat). This force strikes one target for 1-6 points of damage if 1 charge is expended, 2-12 points if 2 charges are used, or 3-18 points if 3 charges (the maximum) are used. The ring is quite useful, for instance, for knocking opponents off of walls or ladders, or over ledges; the force of the blow is considerable, and if a victim fails to save versus spell, it is knocked free — or down. The range of this power is 3'. The target of the blow must take any applicable adjustments to its saving throw from the following list:

Smaller than man-sized ?1
Larger than man-sized +2
Strength under 12 ?1
Strength of 18-20 +3
Strength over 20 +6
4 or more legs +4
Over 1,000 lbs. weight +2
2 charges expended ?1
3 charges expended ?2

The DM should note that circumstantial adjustments must be made according to need. For instance, a fire giant balanced on a narrow ledge should not gain any benefit from strength and weight unless he knows that he is about to be struck by the force of the ring. This is a case where common sense will serve best. In addition to its attack mode, the ring of the ram also has the power to open doors as if a person of 18/00 strength were doing so. If 2 charges are expended, the effect is as for a character of 19 strength, and if 3 charges are expended, the effect is as if a 20 strength were used. Magically held or locked portals can be opened in this manner. Structural damage from the ramlike force is identical to an actual battering ram (see Dungeon Masters Guide) if the ring is used in this mode, with double of triple damage accruing for applications of 2 or 3 charges. Magic items struck by the ramlike force must save versus crushing blow if 3 charges are used; otherwise, the force will not affect them. Other (non-magical) items which are the target of the force will always have to save versus crushing blow from the impact. A ring of this sort will have from 6-60 charges when discovered. It can be recharged by a magic-user employing enchant an item and Bigby's Clenched Fist in combination. The original ring of this sort was created by the renowned magic-user Lythargyrhum.
Ring of Three Wishes 0.1 15000 Finger y Jewelry na
Ring of Truth 0.1 5000 Finger y Jewelry na
Ring of Warmth 0.1 5000 Finger y Jewelry na
Ring of Water Walking 0.1 5000 Finger y Jewelry na
Ring of Weakness 0.1 1000 Finger y Jewelry na
Ring of Wizardry (M) 0.1 50000 Finger y Jewelry na
Ring of X-Ray Vision 0.1 35000 Finger y Jewelry na
Robe of Blending 2.5 35000 Torso y Clothing This ordinary appearing robe cannot be detected by magical means. When it is put on, however, the wearer will detect a dweomer and know that the garment has very special properties. A robe of blending enables its wearer to appear to be part of a rock wall, a plant, a creature of another sort — whatever is appropriate. The coloration, form, and even odor are produced by the robe, although it will not make its wearer appear to be more than twice/one-half normal height, and it does not empower language/noise capabilities — either understanding or imitating. (In situations where several different forms are appropriate, the wearer is obliged to state which form he wishes the robe to camouflage him or her as.) Creatures with exceptional (15+) or better intelligence have a 1% per intelligence point chance of detecting something amiss when they are within 3” of a robe of blending, and those creatures with low intelligence (5+) or better and 10 or more levels of experience or hit dice have a 1% per level or hit die chance of likewise noting something unusual about a robe-wearing character. (The latter is cumulative with the former chance for detection, so an 18 intelligence magic-user of 12th level has a 30% chance — 18% + 12% — of noting something amiss.) There must be an initial check per eligible creature, and successive checks should be made each turn thereafter, if the same creatures are within the 3” range. All creatures acquainted with and friendly to the wearer will see him or her normally.
Robe of Eyes (M) 2.5 50000 Torso y Clothing This garment is most valuable (though it appears as a normal robe until it is put on), for its wearer is able to “see” in all directions at the same moment due to the scores of magical “eyes” which adorn the robe. The wearer is empowered with infravisual capability to 12” range, ultravisual abilities, and the power to see displaced or out of phase objects and creatures in their actual positions. The robe of eyes sees all forms of invisible things within a 24” normal vision range (or 12” if infravision is being used). Of course, solid objects obstruct even the robe’s powers of observation. While invisibility, dust of disappearance, a robe of blending, or even improved invisibility are not proof against observation, astral or ethereal things cannot be seen by means of this robe. Illusions and secret doors also cannot be seen, but creatures camouflaged or hidden in shadows are easily detected, so ambush or surprise of a character wearing a robe of eyes is impossible. Furthermore, the robe enables its wearer to track as if he or she were a 12th level ranger. A light spell thrown directly on a robe of eyes will blind it for 1-3 rounds, a continual light for 2-8 rounds.
Robe of Powerlessness (M) 2.5 1000 Torso y Clothing A robe of this nature appears to be a robe of another sort, and detection of any sort will discover nothing more than the fact that it has a magic aura. As soon as a character dons this garment, he or she drops to 3 intelligence, forgets all spells and magical knowledge, and becomes weak as well (3 strength). The robe can be removed easily, but in order to restore mind and body, the character must have a remove curse spell and then a heal spell placed upon his or her person.
Robe of Scintill. Colors (CM) 2.5 25000 Torso y Clothing This garment appears quite normal, but a magic aura is detectable. Unless the wearer has an intelligence of 15 or higher and a wisdom of 13 or more, he or she will be unable to cause a robe of scintillating colors to function. If intelligence and wisdom are sufficient, the wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. Although this effect sheds light in a 40’ diameter sphere, it also has the powers of hypnotizing opponents and causing them to be unable to attack the wearer. It requires a full round for the wearer to cause the colors to begin “flowing” on the robe, but each round that they scintillate and move, any opponent not making its saving throw versus magic (or magic resistance check, then save) will stand transfixed for 2-5 rounds, hypnotized, and even when this effect wears off, additional saves must again be made in order to successfully attack. Furthermore, every round of continuous scintillation of the robe makes the wearer 5% more difficult to hit with missile attacks or hand-held or body weaponry (hands, fists, claws, fangs, horns, etc.) until a maximum of 25% (?5) is attained — 5 continuous rounds of the dazzling play of hues. After the initial round of concealment, the wearer is able to cast spells or engage in all forms of activity which do not require movement of more than 1” from his or her starting position. In non-combat situations, the robe will simply hypnotize creatures failing their saving throws versus magic for a period of 2-5 turns.
Robe of Stars (M) 1.25 6000 Torso y Clothing This rather ordinary-appearing garment seems typical of any such item of apparel worn by a magic-user. However, it will radiate a strong aura of alteration and evocation if examined for magic. The robe enables its wearer to travel on the Astral Plane, physically, along with all that he or she wears or carries. The garment similarly enables the wearer to survive comfortably in the void of outer space, as well as on the Astral Plane. In other situations, the robe gives its wearer a +1 on all saving throws, and in addition, he or she is able to employ up to six of the stars embroidered on the robe as missile weapons, provided the magic-user is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage, having a maximum range of 6' and base damage of 2-8 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day — but if all six are used, then all of the robe’s power is gone forever.
Robe of Stars Darts (M) 1.25 6000 On Hand y Weapon (Base dmg 1-4/1-3) This rather ordinary-appearing garment seems typical of any such item of apparel worn by a magic-user. However, it will radiate a strong aura of alteration and evocation if examined for magic. The robe enables its wearer to travel on the Astral Plane, physically, along with all that he or she wears or carries. The garment similarly enables the wearer to survive comfortably in the void of outer space, as well as on the Astral Plane. In other situations, the robe gives its wearer a +1 on all saving throws, and in addition, he or she is able to employ up to six of the stars embroidered on the robe as missile weapons, provided the magic-user is proficient with darts as a weapon. Each star is a throwing weapon of +5 value, both to hit and damage, having a maximum range of 6' and base damage of 2-8 points per hit. The special star weapons are located on the chest portion of the robe. If the wearer does not use all of these missiles, they will replace themselves magically at the rate of one per day — but if all six are used, then all of the robe’s power is gone forever.
Robe of the Archmagi (M) 2.5 65000 Torso y Clothing This normal-appearing garment can be white (45% — good alignment), gray (30% — neutral, but neither good nor evil, alignment), or black (25% — evil alignment). Its wearer gains the following powers:
1. It serves as armor equal to AC 5;
2. The robe confers a 5% magic resistance;
3. It adds +1 to saving throw scores; and
4. The robe reduces magic resistance and/or saving throws by 20%/?4 when the wearer casts any of the following spells: charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion.
Color of a robe of the archmagi is not determinable until donned by a magicuser. If a white robe is donned by an evil wizard, he or she will take 18-51 (11d4 + 7) hit points of damage and lose 18,000-51,000 experience points, and the same is true with respect to a black robe donned by a good aligned magic-user. An evil or good magic-user putting on a gray robe, or a neutral magic-user donning either a white or black robe, incurs 6-24 hit points damage, 6,000-24,000 experience points loss, and the wearer will be moved towards the alignment of the robe by its enchantments, i.e. he or she should be vocally urged to change alignment to that of the robe, and the magic-user will have to take steps to keep his or her old alignment pure.
Robe of Useful Items (M) 2.5 15000 Torso y Clothing Although this appears to be an unremarkable item of apparel, if the robe of useful items is worn, the magic-user will note that it has small cloth patches in various shapes sewn onto it. The wearer, and only the wearer of the robe, can see, recognize, and detach any 1 of these patches in 1 round. Detaching a patch causes it to become an actual item as indicated below. A robe will always have 2 each of the following patches:
dagger pole (10’)
lantern (filled and lit) rope (50’ coil)
mirror (large) sack (large)
Additionally, the robe will have 4-16 of the following items which must be diced for:
01-08 Bag of 100 gold pieces
09-15 Coffer (½’ Χ ½’ Χ 1’), silver (500 g.p. value)
16-22 Door, iron (up to 10’ wide and 10’ high and barred on 1 side — must be placed upright, will attach and hinge itself)
23-30 Gems, 10 of 100 gold piece value each
31-44 Ladder, wooden (24’ long)
45-51 Mule (with saddle bags)
52-59 Pit (10 cubic feet), open
60-68 Potion of extra healing
69-75 Rowboat (12’ long)
76-83 Scroll of 1 spell
84-90 War dogs, pair
91-96 Window (2’ Χ 4’ — up to 2’ deep)
97-00 Roll twice more
Multiple items of the same kind are permissible. Once removed, any item may never be replaced.
Robe of Vermin (M) 2.5 1000 Torso y Clothing This magical-seeming garment will radiate a dim aura of enchantment if magic is detected for. The wearer will notice nothing unusual when the robe is donned, and it will actually convey some magic power at that time — protection +1, for example. However, as soon as the wearer is in a situation which requires his or her concentration and action against hostile opponents, the true nature of the garment will be revealed. The wearer will immediately suffer a multitude of bites from the vermin which will magically infest the garment. He or she will have to cease all other activities in order to scratch, shift the robe, and generally evidence all signs of extreme discomfort from the movement and biting of these pests. Thus, the wearer is unable to gain initiative, and he or she will certainly have a 50% chance of actually being unable to complete a spell due to the vermin. All other actions and attack forms requiring manual/locomotive/somatic activity are at only one-half normal probability. The dweomer of the garment prevents its removal except by means of a remove curse spell or similar magic.
Rod of Flailing (Footman) +3 7.5 10000 On Hand y Weapon (Base dmg d6+1/2d4) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges.
Rod of Flailing (Horsem.) +3 7.5 10000 On Hand y Weapon (Base dmg d4+1/d4+1) This magical weapon radiates a faint dweomer of the alteration sort when magic is detected for. Upon the command of its possessor, the weapon activates, changing from a normal-seeming rod to a double-headed flail. In close quarters, or if the wielder is mounted, it is the small, horseman’s weapon; otherwise, it is a footman’s weapon, i.e. base damage done is 2-5/2-5 (S-M/L) or 2-7/2-8 (S-M/L). The rod has special features beyond this: In either form, the weapon is +3 for hitting and damage. Better still, each of the weapon’s two heads is checked for when the possessor attacks, so double hits can be scored, either on a single opponent or on two opponents who are man-sized or smaller and standing side by side. If the holder of the rod expends 1 charge, that character gains +4 on protection and +4 on saving throws for 1 turn. The rod need not be in weapon form for this protection benefit to be employed, and transforming it into a weapon (or back into a rod) does not expend any charges.
Rod of Lordly M B Axe (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Fl Sword (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Mace (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Spear (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Lordly M Spear, Thr (F) 2 4000 On Hand y Weapon This rod has functions which are spell-like as well as uses as a magic weapon of different sorts. It also has several more mundane workings. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and various studs along its length. It weighs 10 pounds, thus requiring 16 or greater strength to wield properly (?1 on “to hit” die rolls for each point of strength below 16). The spell-like functions of the rod are: 1. Paralyzation upon touch if the wielder so commands 2. Fear upon all enemies viewing it if the wielder so desires (6” maximum range) 3. Drain 2-8 hit points from the opponent touched and bestow them upon the rod wielder (up to the rod wielder’s normal maximum; Cf. ring of regeneration) Each such function draws off 1 charge from the rod. The functions entitle victims to saving throws versus magic, with the exception of function 3. above which requires a successful “hit” during melee combat. The weapon uses of the rod are: 1. +2 mace as is 2. +1 sword of flame when button #1 is pushed — a blade springs forth from the ball, which becomes the hilt, while the handle shortens the weapon to an overall length of 3’ 3. +4 battle axe when button #2 is pushed — blade springs forth at the ball, and the whole lengthens to a 4’ length 4. +3 spear when button #3 is pushed — the sword blade springs forth, and the handle can be lengthened up to 12’, for an overall length of from 6’ minimum to 15’ maximum (the latter length highly suitable for lance employment). These functions do not use charges.The mundane uses of the rod are: 1. Climbing pole — when button #4 is pushed a spike which can anchor in granite is extruded from the butt, while the tip sprouts 3 sharp hooks; the rod lengthens 5’ per segment until button #4 is pushed again or until 50’ is reached. In either case, horizontal bars of 3 inch length then fold out from the sides, 1’ apart, in staggered progression. The rod is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight. It retracts by pushing button #5. 2. The same function will force open doors if the rod’s base is planted 30’ or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength. 3. When button #6 is pushed the rod will indicate magnetic north and give the possessor a knowledge of approximate depth beneath the surface (or height above it) he or she is. These functions do not use charges either. The rod of lordly might cannot be recharged. When its charges are exhausted, all spell-like functions cease as do weapon functions 2 and 3, but the rod continues to work in all other ways.
Rod of Smiting (CF) 5 15000 On Hand y Weapon This rod is a +3 magic weapon which inflicts 4-11 (d8 + 3) hit points of damage. Against golems the rod does 8-22 (2d8 + 6) hit points of damage, any score of 20 or better completely destroys the monster, but any hit upon a golem drains 1 charge. The rod does normal damage (4-11) versus creatures of the outer planes such as demons, devils, and night hags. Any score of 20 or better draws off 1 charge and causes triple damage: (d8 + 3) Χ 3. The rod cannot be recharged.
Rope of Climbing 2.5 10000 Slung y Misc Magic na
Rope of Constriction 2.5 1000 Slung y Misc Magic na
Rug of Smothering 5 1500 Slung y Misc Magic na
Rug of Welcome (M) 0.25 45000 Slung y Misc Magic na
Saw of Mighty Cutting (F) 10 12500 Slung y Misc Magic na
Scale Barding +1 50 15000 NA y Mountgear (Base AC 8 for Mount)
Scale Barding +2 50 33750 NA y Mountgear (Base AC 8 for Mount)
Scale Barding +3 50 62500 NA y Mountgear (Base AC 8 for Mount)
Scale Mail +1 20 3000 Torso y Armor (Base AC 6)
Scale Mail +2 20 6750 Torso y Armor (Base AC 6)
Scale Mail +3 20 12500 Torso y Armor (Base AC 6)
Scale Mail +4 20 15500 Torso y Armor (Base AC 6)
Scale Mail +5 20 17500 Torso y Armor (Base AC 6)
Scarab of Death 0.5 2500 Neck y Jewelry na
Scarab of Enraging Enemies 0.5 8000 Neck y Jewelry na
Scarab of Insanity 0.5 11000 Neck y Jewelry na
Scarab Protection 0.5 25000 Neck y Jewelry na
Scarab vs Clay Golems 0.5 3500 Neck y Jewelry na
Scarab vs Fl./Cl./Wd. Golems 0.5 6000 Neck y Jewelry na
Scarab vs Flesh Golems 0.5 3200 Neck y Jewelry na
Scarab vs Golems 0.5 12500 Neck y Jewelry na
Scarab vs Iron Golems 0.5 5000 Neck y Jewelry na
Scarab vs Stone Golems 0.5 4000 Neck y Jewelry na
Scarlet Egg of Desire 0.2 3500 Slung y Misc Magic na
Scimitar +1 4 2000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +1, Sharpness 4 35000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +1, Wounding 4 22000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +2 4 6000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +3 4 10000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +4 4 20000 On Hand y Weapon (Base dmg d8/d8)
Scimitar +5 4 20000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +1 4 9000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +2 4 12000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +3 4 15000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +4 4 18000 On Hand y Weapon (Base dmg d8/d8)
Scimitar of Speed +5 4 21000 On Hand y Weapon (Base dmg d8/d8)
Scroll, Protection from Demons 2 15000 Slung y Misc Magic

Protection from Demons: This scroll requires 1 full round to read if it is to protect against all sorts of demons, including demon princes, 7 segments to protect against demons of type VI or lower, and only 3 segments to protect against type III or lower. The circle of protection generated springs out-wards from the scroll reader in a 10’ radius. No demon protected against can penetrate the circle physically or magically or in any way, but the person(s) within can launch attacks, if otherwise possible, upon demons. The protection moves with the reader of the scroll. Its effect lasts for 5-20 (5d4) rounds.

Note that the protection radius is not an actual physical globe, and if the user forces a demon into a place from which further retreat is impossible (e.g., a corner), and then continues forward until the demon would be within the radius of the circle, the demon is not harmed, and the protection is considered voluntarily broken and disappears. There is no way in which this can be used as an offensive weapon.

Scroll, Protection from Devils 2 15000 Slung y Misc Magic

Protection from Devils: This scroll is nearly identical to the protection from demons scroll. It requires 1 round to read if it is to protect against all kinds of devils, including arch-devils, 7 segments to protect against greater devils or lower, and 3 segments to protect against lesser devils or lower. The circle of protection generated springs out-wards from the scroll reader in a 10’ radius. No devil protected against can penetrate the circle physically or magically or in any way, but the person(s) within can launch attacks, if otherwise possible, upon devils. The protection moves with the reader of the scroll. Its effect lasts for 5-20 (5d4) rounds.

Note that the protection radius is not an actual physical globe, and if the user forces a demon into a place from which further retreat is impossible (e.g., a corner), and then continues forward until the demon would be within the radius of the circle, the demon is not harmed, and the protection is considered voluntarily broken and disappears. There is no way in which this can be used as an offensive weapon.

Scroll, Protection from Elementals (Air Elementals) 2 15000 Slung y Misc Magic Protection from Elementals (Air Elementals): Reading time: 6 segments. The magic protects the reader and all within 10’ of him or her from the kind of elemental noted, as well as elemental creatures of the same plane, including aerial servants, djinn, invisible stalkers, and wind walkers. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures — those in excess of the protected number of hit dice being able to enter and attack.
Scroll, Protection from Elementals (All) 2 15000 Slung y Misc Magic Protection from Elementals (All): Reading time: 6 segments. The magic protects the reader and all within 10’ of him or her from the kind of elemental noted, as well as elemental creatures of the same, or all, planes. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures — those in excess of the protected number of hit dice being able to enter and attack.
Scroll, Protection from Elementals (Earth Elementals) 2 15000 Slung y Misc Magic Protection from Elementals (Earth Elementals): Reading time: 6 segments. The magic protects the reader and all within 10’ of him or her from the kind of elemental noted, as well as elemental creatures of the same plane, including xorn. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures — those in excess of the protected number of hit dice being able to enter and attack.
Scroll, Protection from Elementals (Fire Elementals) 2 15000 Slung y Misc Magic Protection from Elementals (Fire Elementals): Reading time: 6 segments. The magic protects the reader and all within 10’ of him or her from the kind of elemental noted, as well as elemental creatures of the same plane, including efreet and salamanders. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures — those in excess of the protected number of hit dice being able to enter and attack.
Scroll, Protection from Elementals (Water Elementals) 2 15000 Slung y Misc Magic Protection from Elementals (Water Elementals): Reading time: 6 segments. The magic protects the reader and all within 10’ of him or her from the kind of elemental noted, as well as elemental creatures of the same plane, including tritons and water weirds. The circle of protection affects a maximum of 24 hit dice of elemental creatures if the scroll is of a specific elemental type, 16 hit dice if it is against all sorts of elementals. The spell lasts for 5-40 (5d8) rounds. Attack out of the circle is possible, as is attack into it by any elemental creature with more hit dice than are protected against or by several elemental creatures — those in excess of the protected number of hit dice being able to enter and attack.
Scroll, Protection from Lycanthropes (All) 5 15000 Slung y Misc Magic Protection from Lycanthropes (All): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Scroll, Protection from Lycanthropes (Shape-Changers) 5 15000 Slung y Misc Magic Protection from Lycanthropes (Shape-Changers): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The protection from shape-changers scroll protects against monsters (except gods and god-like creatures) able to change their form to that of man; i.e. dopplegangers, certain dragons, druids, jackalwere, and those under the influence of polymorph spells, as well as all actual lycanthropes. The magic lasts for 5-30 rounds.
Scroll, Protection from Lycanthropes (Werebears) 2 15000 Slung y Misc Magic Protection from Lycanthropes (Werebears): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Scroll, Protection from Lycanthropes (Wereboars) 2 15000 Slung y Misc Magic Protection from Lycanthropes (Wereboars): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Scroll, Protection from Magic 2 15000 Slung y Misc Magic Protection from Magic: Reading time: 8 segments. This scroll invokes a very powerful and invisible globe of anti-magic in a 5’ radius from the reader. It prevents any form of magic from passing into or out of its confines, but normal things are not restricted by it. As with other protections, the globe of anti-magic moves with its invoker. Any magical item which touches the globe must be saved for with a 50% likelihood of the object being drained of all magic from the power of the globe, i.e. save equals 11 or better with d20. The protection lasts for 5-30 (5d6) rounds. If multiple magic items encounter the globe simultaneously, the leading item (a magic sword held in advance of its holder, for instance) is the first affected, then the others are checked in order of decreasing power until the first item fails its save, at which time the globe is cancelled and the item is drained of its magic.
Scroll, Protection from Petrification 2 15000 Slung y Misc Magic Protection from Petrification: Reading time: 5 segments: A 10’ radius circle of protection extends from, and moves with, the reader of this scroll. All within its confines are absolutely immune to any attack forms, magical or otherwise, which cause flesh to turn to stone. The protection lasts for 5-20 (5d4) rounds.
Scroll, Protection from Possession 2 15000 Slung y Misc Magic Protection from Possession: Reading time: 1 round. This scroll generates a magic circle of 10’ radius which extends from, and moves with, the reader. All creatures within its confines are protected from possession by magical spell attacks such as magic jar; attack forms aimed at possession or mental control or psychic energy drain which are psionically based or magically based; or demon, devil, night hag, or similar creature possession (obsession). This protects even dead bodies if they are within the magic circle. The protection lasts for 10 to 60 rounds in 90% of these scrolls; 10% have power which lasts 10 to 60 turns, but the protection is stationary.
Scroll, Protection from Undead 2 15000 Slung y Misc Magic Protection from Undead: Reading time: 4 segments. When this scroll is read a 5’ radius circle of protection extends from, and moves with, the reader. It protects all within its circumference from all physical attacks from undead (ghasts, ghosts, ghouls, shadows, skeletons, spectres, wights, wraiths, vampires, zombies) but not magic spells or other attack forms. If a creature leaves the protected area it is then subject to physical attack as well. The protection will restrain up to 35 hit dice/levels of undead; excess hit dice/levels can pass through the circle. It remains in effect for 10-80 (10d8) rounds. Note: some protection scrolls of this nature will protect only against certain types of undead (one or more) rather than all undead, at the DM’s option. (Cf. POTIONS, Undead Control for a die roll table.)
Scroll, Spells 2 0 Slung y SpellScroll Arcane and divine magics may be found on or scribed upon a magic scroll.
Serpentine Owl Figurine 0.2 4000 Slung y Misc Magic na
Shadow Lanthorn 6 6000 Slung y Misc Magic na
Sheet of Smallness 1 12500 Slung y Misc Magic na
Shield +1 5 2500 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shield +2 5 5000 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shield +3 5 8000 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shield +4 5 12000 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shield +5 5 17500 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shield -1,Missile Attractor 5 750 Shield y Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Shoes of Fharlanghn 3 20000 Feet y Footwear na
Short Bow +1 5 3500 On Hand y Weapon (Base dmg d6/d6)
Short Bow +2 5 7000 On Hand y Weapon (Base dmg d6/d6)
Short Bow of Accuracy +3 5 15000 On Hand y Weapon (Base dmg d6/d6)
Short Bow of Distance +2 5 12000 On Hand y Weapon (Base dmg d6/d6)
Short Bow of Speed +1 5 12000 On Hand y Weapon (Base dmg d6/d6)
Silver Horn of Valhalla 5 15000 Slung y Instrument na
Skull Ring with Jade Eyes 0.1 1000 Finger y Jewelry When removed from a deceased wearer, the wearer rises as a zombie or skeleton.
Sling of Seeking +2 (uses Bullets) 0 7000 On Hand y Weapon (Base dmg d4+1/d6+1)/ bullet
Sling of Seeking +2 (uses Stones) 0 7000 On Hand y Weapon (Base dmg d4/d4)/ stone
Slippers of Kicking 3 6000 Feet y Footwear na
Slippers of Spider Climbing 3 10000 Feet y Footwear na
Sovereign Glue 2 750 Slung y Misc Magic na
Spade of Colossal Excav. (F) 10 6500 Slung y Misc Magic na
Spear +1 5 3000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +1, Cur. Backbiter, Thr. 5 1000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +1, Cursed Backbiter 5 1000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +1, Thrown 5 3000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +2 5 6500 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +2, Thrown 5 6500 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +3 5 15000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +3, Thrown 5 15000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +4 5 25000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +4, Thrown 5 25000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +5 5 30000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear +5, Thrown 5 30000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Sphere of Annihilation (M) 15 30000 Slung y Misc Magic na
Splint Mail +1 20 4000 Torso y Armor (Base AC 4)
Splint Mail +2 20 8500 Torso y Armor (Base AC 4)
Splint Mail +3 20 14500 Torso y Armor (Base AC 4)
Splint Mail +4 20 19000 Torso y Armor (Base AC 4)
Splint Mail +5 20 25000 Torso y Armor (Base AC 4)
Spoon of Stiring 0.1 5000 Slung y Misc Magic na
Staff +1 5 1500 On Hand y Weapon (Base dmg d6/d6)
Staff +2 5 3000 On Hand y Weapon (Base dmg d6/d6)
Staff +3 5 4500 On Hand y Weapon (Base dmg d6/d6)
Staff +4 5 6000 On Hand y Weapon (Base dmg d6/d6)
Staff +5 5 7500 On Hand y Weapon (Base dmg d6/d6)
Staff of Command (CM) 5 25000 On Hand y Weapon (Base dmg d6/d6)
Staff of Curing (C) 5 25000 On Hand y Weapon (Base dmg d6/d6)
Staff of Power (M) 5 60000 On Hand y Weapon (Base dmg d6/d6) The staff of power is a very potent magic item, with offensive and defensive abilities. It has these powers which cost 1 charge each: continual light, magic missile (or lightning bolt), darkness (5’ radius), ray of enfeeblement, levitation, cone of cold (or fireball). The following powers drain 2 charges each: shield (5’ radius), globe of invulnerability, paralyzation (Paralyzation is a ray from the end of the staff which extends in a cone 4” long and 2” wide at its base.) The wielder of this staff gains +2 on armor class and saving throws. He or she may use the staff to smite opponents. It strikes as a +2 magic weapon and does 3-8 hit points of damage; if 1 charge is expended, the staff does double damage, but 2 charges do not triple damage. A staff of power can be broken for a retributive strike (Cf. staff of the magi). The staff can be recharged. DM may determine alternate powers shown by random die roll.
Staff of Slinging (D) (uses Stones) 5 10000 On Hand y Weapon (Base dmg d6/d6)
Staff of Slinging, Sling (D) (uses Bullets) 5 10000 On Hand y Weapon (Base dmg d6/d6)
Staff of Striking (CM) 5 15000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Adder (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Magi (M) 5 75000 On Hand y Weapon (Base dmg d6/d6) This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device. The staff has the following powers which do not drain charges: detect magic, enlarge, hold portal, light, protection from evil/good. - The following powers drain 1 charge per usage: invisibility, fireball, knock, lightning bolt, pyrotechnics, ice storm, web, wall of fire, dispel magic, passwall. - These powers drain 2 charges per usage: whirlwind, conjure elemental, plane travel, telekinesis. The whirlwind is identical to that caused by a djinni (q.v.). Plane travel is similar to the psionic ability of probability travel (q.v.), but travel is possible only to the various planes. The staff can be used to conjure 1 elemental (q.v.) of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 pounds maximum weight. The staff of the magi adds +2 to all saving throws versus magic. The staff can be used to absorb magic-user spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a retributive strike (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption. Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged. Retributive strike is a breaking of the staff. It must be purposeful and declared by the magic-user wielding it. When this is done all levels of spell energy in the staff are released in a globe of 3” radius. All creatures within 1” of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1”-2” take 6 Χ levels, and those 2”-3” distant take 4 Χ levels. Successful saving throws versus magic indicate only one-half damage is sustained. The magic-user breaking the staff has a 50% chance of plane travelling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. This, and the staff of power, are the only magic items capable of a retributive strike.
Staff of the Python (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff of the Woodlands +1 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +1 confers the powers pass without trace and barkskin plus the power of the tree spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +2 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +2 has the powers of pass without trace and barkskin. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +3 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. In addition to these powers, each such staff has a magical weapon value, and those with a lesser value also have additional magical powers, which do not require charges and can be employed once per day. The staff +3 also confers upon the user the power of a pass without trace spell. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of the Woodlands +4 (D) 5 40000 On Hand y Weapon (Base dmg d6/d6) This sort of staff is always made from oak, ash, or yew, finely grained, beautifully carved, and bound and shod with bronze. It is effective only in the hands of a druid. Each such staff has the following powers, which each expend one charge per use: Wall of thorns, Animal friendship and speak with animals, Animate tree: This function duplicates the ability of a treant to cause a large tree to move at a 3? rate and attack as if it were a largest sized treant, and in all other respects become a virtual treant for eight rounds per charge expended. Note that one round is required for the tree to animate, and it will return to rooting on the eighth, so only six of the initial eight rounds are effectively available for attack function. The staff of the woodlands +4 has no additional powers. To determine which sort of staff has been discovered, assign even chances for each of the four types.
Staff of Thunder & Lightning 5 20000 On Hand y Weapon (Base dmg d6/d6)
Staff of Withering (C) 5 35000 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Footman) 10 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Horseman) 5 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Mace (Quarterstaff) 5 12500 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear (Ranseur) +3 5 25000 On Hand y Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Staff-Spear +1 5 5000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +1, Thrown 5 5000 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear +2 5 7500 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +2, Thrown 5 7500 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear +3 5 10000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +3, Thrown 5 10000 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear +4 5 15000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +4, Thrown 5 15000 On Hand y Weapon (Base dmg d6/d6)
Staff-Spear +5 5 20000 On Hand y Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Staff-Spear +5, Thrown 5 20000 On Hand y Weapon (Base dmg d6/d6)
Stone of Contr. Earth Elemt. 5 12500 Slung y Misc Magic na
Stone of Good Luck (Luckstone) 0.1 25000 Slung y Misc Magic na
Stone of Weight (Loadstone) 0.1 1000 Slung y Misc Magic na
Stones for Sling +3 (perm.) 0.2 450 Slung y Ammo (Base dmg d4/d4)
Studded Leather +1 10 2500 Torso y Armor (Base AC 7)
Studded Leather +2 10 6500 Torso y Armor (Base AC 7)
Sweet Water 2.5 250 Slung y Potion na
Sword, Bastard +1 10 2000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +2 vs MU 10 3000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +3 vs Lyc. 10 3500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +3 vs Reg. 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, +4 vs Rep. 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Cursed 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Flame T. 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Luck Blade 10 5000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Sharpness 10 35000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +1, Wounding 10 22000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2 10 4000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Dr. Slayer 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Gt. Slayer 10 4500 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Life St. 10 40000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Nine L. St. 10 25000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +2, Sun Blade 3.5 20000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3 10 7000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3, Fr. Brand 10 8000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +3, Vorpal 10 50000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +4 10 10000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +4, Defender 10 15000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5 10 15000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5, Defender 10 18000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +5, Holy Av. 10 20000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +6, Defender 10 30000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard +6, Holy Av. 10 40000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard -2, Cur. Bers. 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard -2, Cursed 10 0 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Bastard of Dancing 10 50000 On Hand y Weapon (Base dmg 2d4/2d8)
Sword, Broad +1 7.5 2000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +2 vs MU 7.5 3000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +3 vs Lyc. 7.5 3500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +3 vs Reg. 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, +4 vs Rep. 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Cursed 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Flame T. 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Luck Blade 7.5 5000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Sharpness 7.5 35000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +1, Wounding 7.5 22000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2 7.5 4000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Dr. Slayer 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Gt. Slayer 7.5 4500 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Life St. 7.5 40000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +2, Nine L. St. 7.5 25000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3 7.5 7000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Final Word 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Fr. Brand 7.5 8000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +3, Vorpal 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +4 7.5 10000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +4, Defender 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5, Defender 7.5 18000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +5, Holy Av. 7.5 20000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +6, Defender 7.5 30000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad +6, Holy Av. 7.5 40000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad -2, Cur. Bers. 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad -2, Cursed 7.5 0 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad of Dancing 7.5 50000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Broad of the Planes 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6+1)
Sword, Falchion +1 7 2000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +2 vs MU 7 3000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +3 vs Lyc. 7 3500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +3 vs Reg. 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, +4 vs Rept. 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Cursed 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Flame T. 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Luck Blade 7 5000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Sharpness 7 35000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +1, Wounding 7 22000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2 7 4000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Dr. Slayer 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Gt. Slayer 7 4500 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Life St. 7 40000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +2, Nine L. St. 7 25000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3 7 7000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3, Fr. Brand 7 8000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +3, Vorpal 7 50000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +4 7 10000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +4, Defender 7 15000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5 7 15000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5, Defender 7 18000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +5, Holy Av. 7 20000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +6, Defender 7 30000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion +6, Holy Av. 7 40000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion -2, Cur. Bers. 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion -2, Cursed 7 0 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Falchion of Dancing 7 50000 On Hand y Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Khopesh +1 7.5 2000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +2 7.5 6000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +3 7.5 10000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh +4 7.5 20000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +1 7.5 9000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +2 7.5 12000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +3 7.5 15000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +4 7.5 18000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Khopesh of Speed +5 7.5 21000 On Hand y Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Long +1 6 2000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +2 vs MU 6 3000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +3 vs Lyc. 6 3500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +3 vs Reg. 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, +4 vs Rept. 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Cursed 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Flame T. 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Luck Blade 6 5000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Sharpness 6 35000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +1, Wounding 6 22000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2 6 4000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Dr. Slayer 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Giant Slayer 6 4500 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Life Stealing 6 40000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +2, Nine L. St. 6 25000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3 6 7000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3, Frost Brand 6 8000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +3, Vorpal 6 50000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +4 6 10000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +4, Defender 6 15000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5 6 15000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5, Defender 6 18000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +5, Holy Av. 6 20000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +6, Defender 6 30000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long +6, Holy Av. 6 40000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long -2, Cur. Bers. 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long -2, Cursed 6 0 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Long of Dancing 6 50000 On Hand y Weapon (Base dmg 1d8/1d12)
Sword, Short +1 3.5 2000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +2 vs MU 3.5 3000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +3 vs Lyc. 3.5 3500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +3 vs Reg. 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, +4 vs Rept. 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Cursed 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Flame T. 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Luck Blade 3.5 5000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Sharpness 3.5 35000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +1, Wounding 3.5 22000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2 3.5 4000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Dr. Slayer 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Gt. Slayer 3.5 4500 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Life Stealing 3.5 40000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Nine Lives St. 3.5 25000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +2, Quickness 3.5 8000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3 3.5 7000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3, Frost Brand 3.5 8000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +3, Vorpal 3.5 50000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +4 3.5 10000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +4, Defender 3.5 15000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5 3.5 15000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5, Defender 3.5 18000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +5, Holy Av. 3.5 20000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +6, Defender 3.5 30000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short +6, Holy Av. 3.5 40000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short -2, Cur. Bers. 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short -2, Cursed 3.5 0 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Short of Dancing 3.5 50000 On Hand y Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Two-Handed +1 25 2000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +2 vs MU 25 3000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +3 vs Lyc. 25 3500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +3 vs Reg. 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, +4 vs Rept. 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Cursed 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Flame T. 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Luck Blade 25 5000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Sharpness 25 35000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +1, Wounding 25 22000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2 25 4000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Dr. Slayer 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Giant Slayer 25 4500 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Life Stealing 25 40000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +2, Nine Lives St. 25 25000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3 25 7000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3, Frost Brand 25 8000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +3, Vorpal 25 50000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +4 25 10000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +4, Defender 25 15000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5 25 15000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5, Defender 25 18000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +5, Holy Av. 25 20000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +6, Defender 25 30000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed +6, Holy Av. 25 40000 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed -2, Cursed 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed -2, Cursed Bers 25 0 On Hand y Weapon (Base dmg 1d10/3d6)
Sword, Two-Handed of Dancing 25 50000 On Hand y Weapon (Base dmg 1d10/3d6)
Talisman of Pure Good (C) 0.5 27500 Neck y Jewelry na
Talisman of the Sphere (M) 0.5 10000 Neck y Jewelry na
Talisman of Ultimate Evil (C) 0.5 32500 Neck y Jewelry na
Talisman of Zagy 0.5 10000 Neck y Jewelry na
Throwing Hand Axe +2 5 4500 On Hand y Weapon (Base dmg d6/d4)
Tome of Clear Thought 20 48000 Slung y Misc Magic na
Tome of Leadership & Infl. 20 40000 Slung y Misc Magic na
Tome of Understanding 20 43500 Slung y Misc Magic na
Trident (Military Fork) +3 5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Fish Comm (CFT) 5 4000 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Submission (F) 5 12500 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Warning (CFT) 5 10000 On Hand y Weapon (Base dmg d6+1/3d4)
Trident of Yearning 5 1000 On Hand y Weapon (Base dmg d6+1/3d4)
Ultimate Solution 2 7000 Slung y Misc Magic na
Unholy Water 1 25 Slung y Religious 8oz (0.5lbs) of Unholy water. Must be carried in a liquid container.
Vacuous Grimoire 20 1000 Slung y Spellbook na
Voulge +1 12.5 3000 On Hand y Weapon (Base dmg 2d4/2d4)
Wand of Conjuration 5 500 Slung y Wand Grasping of this device enables a magic-user to immediately recognize any cast or written magic-user conjuration/summoning spell (unseen servant, monster summoning, conjure elemental, death spell, invisible stalker, limited wish, symbol, maze, gate, prismatic sphere, wish). The wand has the following powers which require expenditure of 1 charge: unseen servant, monster summoning* * A maximum of 6 charges may be expended, 1 per level of the monster summoning, or 6 monster summoning I, 3 monster summoning II, 2 monster summoning III, or any combination totalling 6. The magic-user must be of a sufficient experience level to cast the appropriate summoning spell. The monster summoning takes 5 segments. The wand can also conjure up a curtain of blackness — a veil of total black which absorbs all light. The curtain of blackness can cover a maximum area of 600 square feet (60’ Χ 10’, 40’ Χ 15’, 30’ Χ 20’), but it must stretch from ceiling to floor, wall to wall. The curtain costs 2 charges to conjure. The veil of total lightlessness can be penetrated only by physical means or magic. The wand also enables its wielder to construct a prismatic sphere (or wall), one color at a time, red to violet, at a 1 charge per color cost. Each function of the wand takes 5 segments of time, and only 1 function per round is possible. The wand may be recharged.
Wand of Enemy Detection 5 500 Slung y Wand This wand gives off a pulse and points in the direction of any hostile creature(s) intent upon the bearer of the device. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 6” sphere. The function requires 1 charge to operate for 1 turn. The wand can be recharged. Wand of Fear: When the fear wand is activated a pale amber ray springs from the tip of the wand, a cone 6” long by 2” in base diameter, which flashes on in 1 segment and instantly disappears. Each creature touched by the ray must save versus a wand or react as per the fear spell (first level cleric spell, remove fear reversal), i.e. turn and move at fastest possible speed away from the wand user for 6 rounds. Each usage costs 1 charge. It can operate but once per round. The wand can be recharged.
Wand of Fire 5 500 Slung y Wand This wand can be employed in 4 separate functions which duplicate the following magic-user spells: 1. Burning hands: The wand emits a plane of fire, a fan-shaped sheet 10’ wide at its terminus and 12’ long. Each creature touched takes 6 hit points of damage. The plane appears in 1 segment, shoots forth its dark red flames, and snuffs out in less than 1 second. It expends 1 charge. 2. Pyrotechnics: This function exactly duplicates the spell of the same name. It requires 2 segments to activate. It expends 1 charge. 3. Fireball: The wand coughs forth a pea-sized sphere which streaks out to the desired range (or to a maximum range of 16”) and bursts in a fiery violet-red blast, exactly as a fireball cast by a spell of that name would. The function takes 2 segments. It expends 2 charges. The fireball does 6 hit dice of damage, but all 1’s rolled are counted as 2’s, i.e. the burst does 12-36 hit points. A saving throw versus wand is applicable. 4. Wall of fire: The wand can be used to draw a fiery curtain of purplishred flames which exactly duplicates the wall of fire spell cast by a magic-user, i.e. a sheet of flame 12 square ” (1” Χ 12”, 2” Χ 6”, 3” Χ4”, etc.) which lasts for 6 rounds, causes 8-18 hit points damage (2d6 +6) if touched (2-8 hit points if within 1” of the fire, 1-4 if within 2”), and can also be made as a ring-shape around the wand user (but the circle is only 2Ό” in diameter). This function requires 3 segments. It expends 2 charges. The wand of fire can operate but once per round. It can be recharged.
Wand of Frost 5 500 Slung y Wand A frost wand can perform 3 functions which duplicate magic-user spells: 1. Ice storm: A silvery ray springs forth from the wand and in 1 segment an ice (or sleet) storm occurs up to 6” distant from the wand holder. This function requires 1 charge. 2. Wall of ice: The silvery ray will form a wall of ice, 6 inches thick, and a square area equal to 6” (1” Χ 6”, 2” Χ 3”, etc.) in 2 segments at a cost of 1 charge. 3. Cone of cold: Dancing white crystalline motes spray forth from the wand in a cone with a 6” length and a terminal diameter of 2”. The cold comes forth in 2 segments but lasts but 1 second. The temperature is c. -100° F., and damage is 6 hit dice, treating all 1’s rolled as 2’s (6d6, 12-36). The cost is 2 charges per use. Saving throw versus a wand is applicable. The wand can function but once per round, and may be recharged.
Wand of Illumination 5 500 Slung y Wand This wand has 4 separate functions, 3 of which approximate magic-user spells, and 1 of which is singular: 1. Dancing lights: In 1 segment the wand will produce this effect at a cost of 1 charge. 2. Light: The illumination wand sends forth light in 2 segments time at an expenditure of 1 charge. 3. Continual light: This function requires only 2 segments to perform, but the cost is 2 charges. 4. Sunburst: When this effect is called forth the wand delivers a sudden flash of brilliant greenish-white light, with blazing golden rays. The range of this sunburst is 12” maximum, and its duration is but 1/10 of a second. Its area of effect is a globe of 4” diameter. Any undead within this globe take 6-36 hit points of damage, with no saving throw. Creatures within or facing the burst must save versus a wand or be blinded for 2-12 segments and unable to do anything during that period. (Of course, the creatures in question must have ocular organs sensitive to the visible light spectrum). The function requires 3 segments and expends 3 charges. The wand can be recharged.
Wand of Illusion 5 500 Slung y Wand The illusion wand creates both audible and visual illusions (Cf. audible glamer, phantasmal force). The wand emits an invisible ray, with a 14” maximum range. The effect takes 3 segments to commence. The wand wielder must concentrate on the illusion in order to maintain it, but he or she may move normally (not melee) and still do so. Each portion — audible and visual — costs 1 charge to effect and 1 per round to continue. The wand may be recharged.
Wand of Lightning 5 500 Slung y Wand This wand has 2 functions which closely resemble magic-user spells: 1. Shock: This function causes the recipient to take 1-10 hit points of damage, with no saving throw, when struck in melee combat. Any “to hit” score discounts metallic armor and shield (giving opponents armor class 10) but not plain leather or wood. Magic bonuses on metallic armor do not affect armor class, but such items as a ring of protection do. The shock uses 1 charge. 2. Lightning bolt: The possessor of the wand can discharge a bolt of lightning. The stroke can be either the forked or straight bolt (Cf. magic-user spell, lightning bolt). Damage is 12-36 (6d6, treating 1’s as 2’s), but a saving throw is applicable. This function uses 2 charges. It requires 2 segments to discharge. The wand may be recharged. It can perform but 1 function per round.
Wand of Magic Detection 2 500 Slung y Wand This wand is similar in operation to the enemy detection wand. If any form of magic is in operation, or a magic item exists, within a 3” radius, the magic detection wand will pulse and point to the strongest source. Note that the wand will point to a person upon whom a spell has been cast. Operation requires 1 round, and successive rounds will point out successively less powerful magic radiations. The category of magic (abjuration, alteration, etc.) can be determined if one round is spentconcentrating on the subject emanation. 1 charge is expended per turn (or fraction thereof) of use. Starting with the second round of continuous use, there is a 2% cumulative chance per round that the wand will temporarily malfunction and indicate non-magical items as magical, or vice-versa. The wand may be recharged.
Wand of Magic Missiles 5 500 Slung y Wand The wand discharges magic missiles which are similar to those of the first level magic-user spell, magic missile. The device fires a magic missile which causes 2-5 hit points of damage. It operates as the spell of the same name, always hitting its target when wielded by a magic-user, otherwise requiring a “to hit” die roll. Each missile takes 3 segments to discharge, and costs 1 charge. A maximum of 2 may be expended in 1 round. The wand may be recharged.
Wand of Metal and Mineral Detection 5 500 Slung y Wand This wand also has a 3” radius range and pulses and points to the largest mass of metal within its effective area of operation. However, the wielder can concentrate on a specific metal or mineral type (gold, platinum, quartz, beryl, diamond, corundum, etc.); if the specific type is within range the wand will point to any and all places it is located, and the wand possessor will know the approximate quantity as well. Each operation requires 1 round. Each charge powers the wand for 1 full turn. The wand may be recharged.
Wand of Negation 5 500 Slung y Wand This device operates to negate the spell or spell-like function(s) of rods, staves, wands and other magical items. The individual with the negation wand points the device, and a pale gray beam shoots forth to touch the target — device or individual. This will totally negate any wand function, and make any other spell or spell-like function from a device 75% likely to be negated, whether it is a low-level spell, or even if it is an ultrapowerful spell. Operation of the wand requires but 1 segment of a round. It can function but once per round, and each negation drains 1 charge. The wand cannot be recharged.
Wand of Paralyzation 5 500 Slung y Wand This wand shoots forth a thin ray of bluish color to a maximum range of 6”. If the ray touches any creature it must save versus wands or be rigidly immobile for from 5-20 rounds. A save indicates the ray missed, and there is no effect. Each operation takes 3 segments and costs 1 charge. The wand may operate once per round. It may be recharged. (Note that as soon as the ray touches 1 creature it stops; the wand can attack only 1 target per round.)
Wand of Polymorphing 5 500 Slung y Wand The polymorphing wand emits a green beam, a thin ray which darts forth to a maximum distance of 6”. If this beam touches any creature, it must make its saving throw versus wands (success indicating a miss) or be polymorphed (others) as the spell of the same name (q.v.). The wand wielder may opt to form the victim into a snail, frog, insect, etc. as long as the result is a small and inoffensive creature. The possessor of the wand may elect to touch a creature with the device instead. When this is done (unwilling creatures must be hit and they are also entitled to a saving throw) the recipient is surrounded by dancing motes of sparkling emerald light, and then transforms into whatever creature-shape the wand wielder has stated. This is the same magical effect as the polymorph (self) spell (q.v.). Either function requires 3 segments. Each draws 1 charge. Only 1 function per round is possible. The wand may be recharged.
Wand of Secret Door and Trap Location 5 500 Slung y Wand This wand has an effective radius of 1½” for secret door location, 3” for trap location. When the wand is energized it will pulse and point to whichever thing it is to locate if a secret door/trap is within location range. Note that it locates either one or the other, not both during one operation. It requires 1 round to function and draws 1 charge. The wand may be recharged.
Wand of Wonder 5 500 Slung y Wand The wand of wonder is a strange and unpredictable device which will generate any number of strange effects, randomly, each time it is used. The usual effects are shown on the table below, but you may alter those for any or all of these wands in your campaign as you see fit, although it is recommended that you follow the pattern shown. The functions of the wand are: 01-10 slow creature pointed at for 1 turn 11-18 deludes wielder for 1 round into believing the wand functions as indicated by a second die roll 19-25 gust of wind, double force of spell 26-30 stinking cloud at 3” range 31-33 heavy rain falls for 1 round in 6” radius of wand wielder 34-36 summon rhino (1-25), elephant (26-50) or mouse (51-00) 37-46 lightning bolt (7” Χ ½”) as wand 47-49 stream of 600 large butterflies pour forth and flutter around for 2 rounds, blinding everyone (including wielder) 50-53 enlarge target if in 6” of wand 54-58 darkness in a 3” diameter hemisphere at 3” center distance from wand 59-62 grass grows in area of 16” square before wand, or grass existing there grows to 10 times normal size 63-65 vanish any non-living object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal) 66-69 diminish wand wielder to 1” height 70-79 fireball as wand 80-84 invisibility covers wand wielder 85-87 leaves grow from target if in 6” of wand 88-90 10-40 gems of 1 g.p. base value shoot forth in a 3” long stream, each causing 1 h.p. of damage to any creature in path — roll 5d4 for number of hits 91-97 shimmering colors dance and play over a 4” Χ 3” area in front of wand — creatures therein blinded for 1-6 rounds 98-00 flesh to stone (or reverse if target is stone) if target is within 6”. The wand uses 1 charge per function. It may not be recharged. Where applicable, saving throws should be made.
Well of Many Worlds 2 12000 Slung y Container na
Wind Fan 0.5 2500 Slung y Instrument na
Winged Boots 3 20000 Feet y Footwear These boots always appear to be nothing more than ordinary footgear. If magic is detected for, they will radiate a faint dweomer of both the enchantment and alteration sorts. When they are on the possessor’s feet and he or she concentrates on the desire to fly, the boots will sprout wings at the heel and empower the wearer to fly, without having to maintain the concentration. The wearer may use the boots for up to two hours per day, taken either all at once or in one or more shorter flights. If the wearer tries to use them for a longer duration, the power of the boots will rapidly fade (but not abruptly disappear), and the wearer will slowly descend to the ground. For every 12 hours of uninterrupted non-use, the boots will regain one hour of flying power, but will never be capable of more than the two-hour maximum duration. Each set of these boots is of a certain type, as follows: Flying Speed 15', Class A Flying Speed 18', Class B Flying Speed 21', Class C Flying Speed 24', Class D
Wings of Flying 2.5 7500 Shoulders y Cloak These devices are maneuverability class C and the wearer must be moving at least half speed to maintain flight. Though the wings leave the aviator’s hands free for fighting, it is impossible to concentrate enough to cast spells due to the continual bodily motion involved. This does not prohibit the use of some magical devices that duplicate spell effects (rings, wands, etc.). Like an eagle, the wearer of wings of flying can plummet a great distance and still pull out safely if the wings have not been previously damaged.
Zagygs Flowing Flagon 6 3500 Slung y Misc Magic na
Zagygs Sp. Comp. Case 2 (M) 0.5 2000 Slung y Container na
Zagygs Sp. Comp. Case 3 (M) 0.5 3000 Slung y Container na
Zagygs Sp. Comp. Case 4 (M) 0.5 4000 Slung y Container na
Zagygs Sp. Comp. Case 5 (M) 0.5 5000 Slung y Container na
Zagygs Sp. Comp. Case 6 (M) 0.5 6000 Slung y Container na
Zagygs Sp. Comp. Case 7 (M) 0.5 7000 Slung y Container na
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