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Miscellaneous Items

Miscellaneous Magic Items

B: d10X: d%Item
01–03Amulet of Protection Against Scrying
1 04–05Bag of Devouring
2 06–11Bag of Holding
12–16Boots of Levitation
17–21Boots of Speed
22–26Boots of Travelling and Leaping
3 27–31Broom of Flying
4 32–35Crystal Ball
36–37Crystal Ball w/ Clairaudience
38 Crystal Ball with ESP
39–40Displacer Cloak
41 Drums of Panic
42 Efreeti Bottle
43 Elemental Device: Air
44 Elemental Device: Earth
45 Elemental Device: Fire
46 Elemental Device: Water
5 47–56Elven Cloak and Boots
57 Flying Carpet
6 58–64Gauntlets of Ogre Power
65–66Girdle of Giant Strength
7 67–77Helm of Alignment Changing
78–82Helm of Reading Languages and Magic
8 83 Helm of Telepathy
84 Helm of Teleportation
85 Horn of Blasting
9 86–90Medallion of ESP 30′
91–93Medallion of ESP 90′
94 Mirror of Life Trapping
10 95–97Rope of Climbing
98–00Scarab of Protection

B: Beginner characters (levels 1–3)
X: Expert characters (level 4+)

Usage

Usage: All characters (unless noted).
Activating: Unless an item’s description states otherwise, it may be used any number of times per day and is activated by concentration.

Amulet of Protection Against Scrying

An amulet that provides protection from remote viewing and mind-reading.
Crystal balls: The person wearing this amulet cannot be viewed in a crystal ball.
ESP: The wearer is immune to all forms of ESP.

Bag of Devouring

A normal-looking, small sack that devours objects placed inside it.
Objects: Anything placed inside the bag vanishes from existence after 1d6+6 turns.
Living creatures: May be affected, but only if the entire creature fits inside the bag.

Bag of Holding

A normal-looking small sack that can magically hold large objects and weights.
Size: Objects of up to 10′ × 5′ × 3′ can fit inside the bag.
Weight: Up to 10,000 coins of weight can be placed in the bag.
When full: The bag weighs 600 coins.

Boots of Levitation

Allow the caster to move up and down through the air:
Vertical: Vertical movement as desired, at up to 20′ per round.
Horizontal: The wearer can move laterally by pushing against solid objects.
Weight: A normal amount of weight can be carried while levitating.
Usage: The enchantment may be used without limit of frequency or duration.

Boots of Speed

The wearer is able to move at up to 240′ (80′)—the speed of a riding horse.
Duration: This can be maintained for up to 12 hours.
Rest: Afterwards, the wearer must rest for 1 day.

Boots of Travelling and Leaping

The wearer is able to travel without tiring and leap great distances.
Tirelessness: The normal need for rest when travelling may be ignored (see Wilderness Adventuring).
Jumping: The wearer can leap up to 10′ high and 30′ horizontally.

Broom of Flying

A broom that can be commanded to Fly, carrying the owner aloft.
Speed: The broom flies at 240′ (80′).
Passengers: An additional passenger may be carried. When carrying two people, the broom’s speed is 180′ (60′).

Crystal Ball

Allows an arcane spell caster to view any place or object that is brought to mind:
Duration: The vision lasts for one turn.
Clarity: The clarity of the vision is dependent on the scryer’s familiarity with the subject.
Usage frequency: A crystal ball may be used at most 3 times a day.
Casting spells: It is not possible to cast spells through a crystal ball into the viewed scene.

Crystal Ball With Clairaudience

The scryer can hear, as well as see, the desired scene.

Crystal Ball With ESP

Allows the scryer to spy on the thoughts of creatures viewed in the crystal ball:
Reading thoughts: The thoughts of a single creature viewed through the crystal ball may be read.
Meaning: The scryer can magically understand thoughts in languages they do not speak.
Obstructions: ESP is obstructed by a thin layer of lead or by rock of 2′ thick or greater.

Displacer Cloak

A cloak that bends Light, making one who wears it appear to be 5′ away from their true location.
Save bonus: The wearer gains a +2 bonus to saving throws against petrification, rods, spells, staves, and wands.
Melee attacks: Against the wearer are penalised by –2.

Drums of Panic

Large war drums that induce panic in those who hear their sound.
Range: Creatures up to 240′ away are affected when the drums are played. Those within 10′ of the drums are not affected.
Affected creatures: Are afflicted by the drums’ enchantment of fear: they must save versus spells or make a morale check with a –2 penalty (if the optional morale rules are being used—see Morale).
Effects: Creatures that fail the saving throw or morale check flee from the sound of the drums at full running speed for 30 rounds.

Efreeti Bottle

A 3′ tall, weighty jug with a sealed stopper. Breaking the seal and removing the stopper releases a trapped lesser efreeti, who will serve the character.
Frequency of service: The efreeti will serve the one who freed it (and only that character) once per day.
Duration: After 101 days, its service ends. The creature then returns to its home—the legendary City of Brass.
If the efreeti is killed: Its service ends.

Elemental Summoning Device

Ritual items enchanted with the power to summon beings from the elemental planes. Each elemental plane has a different type of device:
Air: A censer.
Earth: A 6″ diameter stone.
Fire: A brazier.
Water: A 3′ diameter bowl.
Usage: The items may be used as follows:

  • Frequency: The summoning power may only be used once per day.
  • Before use: The device must be prepared. This takes one turn.
  • Activation: Once prepared, activating the device takes one round.
  • Summoned elemental: A 12 HD elemental is conjured to do the summoner’s bidding.
  • Command over the elemental: Concentration is required to command an elemental. If the character moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the character and any who get in its way. While control over the elemental is maintained, the character may dismiss it at any time, sending it back to its plane of origin.

Elven Cloak and Boots

A set of enchanted boots and a matching cloak, of elven origin.
Stealth: The wearer of the boots is able to move silently.
Near Invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted.
Attacking: The cloak’s power of Invisibility is nullified for one turn, if the wearer attacks.

Flying Carpet

An enchanted carpet that can Fly through the air, carrying up to three passengers (and their gear). The movement rate depends on the number of passengers:
1 passenger: 300′ (100′).
2 passengers: 240′ (80′).
3 passengers: 180′ (60′).

Gauntlets of Ogre Power

A character who wears these gauntlets has a Strength score of 18, gaining all the usual bonuses (see Ability Scores).
Melee attacks: 18 STR grants a +3 bonus to attack and damage rolls, in melee.
Unarmed attacks: With 18 STR deal 1d2+3 damage.
Encumbrance: If using the optional rules for detailed encumbrance: the gauntlets also increase the character’s ability to carry weight by 1,000 coins. (i.e. the character can carry 1,400 coins without becoming encumbered.)

Girdle of Giant Strength

A character who wears this girdle gains the strength of a hill giant.
Combat ability: The wearer’s ability in combat is augmented: the character attacks with THAC0 12 [+7]. (If the character already has better attack probabilities, the girdle does not alter these.)
Damage: The wearer inflicts 2d8 damage in combat, or twice normal damage, if using the optional variable weapon damage rules (see Weapons and Armour).

Helm of Alignment Changing

A beautifully crafted but cursed helmet.
Putting on the helmet: Instantly causes the wearer’s alignment to change. The new alignment is determined at random.
Removing: The curse is such that the wearer cannot remove the helmet, once in place, and will resist attempts to remove it.
Dispelling: The curse can be removed by magic (e.g. Remove Curse), or (at the referee’s option) by performing a special Quest.

Helm of Reading Languages and Magic

A fragile helmet that grants the wearer the ability to read writing of all kinds.
Normal text: Text in any language can be understood.
Magical text: Even magical writing is comprehensible. (This does not grant the ability to cast spells, however.)
Fragility: Each time the wearer is hit, there is a 1-in-10 chance of the helm being destroyed. If the wearer is killed, the helm is destroyed.

Helm of Telepathy

A beautifully crafted helmet that grants the magical ability of telepathy: reading and sending thoughts.
Range: The range of the power is 90′.
Concentration: To read a creature’s thoughts, the wearer must remain still and concentrate on that creature.
Comprehension: The creature’s thoughts are made comprehensible to the wearer of the helm.
Bidirectional communication: The wearer may initiate bidirectional, telepathic communication, though the creature is not compelled to respond.

Helm of Teleportation

A magical helm that gives an arcane spell caster the ability to cast the teleport spell.
Subject: The wearer may Teleport themselves, another creature, or an object.
Resisting: If used on another creature or object, a save versus spells is allowed to resist being teleported.
When first found: The helm’s power is usable only once.
Recharging: To be used again, a Teleport spell must be cast upon the helm.
Once recharged: The wearer may use the helm an unlimited number of times (at most once per round). If the helm is used on an unwilling subject, it once again loses its power and must be recharged, as above, to be used again.

Horn of Blasting

A horn that can be blown to release a blast of destructive noise.
Creatures: Within a 100′ long cone (20′ wide at the end) suffer 2d6 damage.
Deafness: Affected creatures are also deafened for one turn (save versus spells to avoid).
Buildings: At the referee’s discretion, the horn may also be able to damage objects and buildings (e.g. a single blast might be enough to destroy a simple cottage; a 10′ section of castle wall might require three blasts).
Frequency: The horn may be used once per turn.

Medallion of ESP 30′

A medallion on a chain, enchanted with the power of reading thoughts.
Focus: By concentrating for 1 round, the wearer may target a creature within 30′.
Resisting: At the referee’s option, the target may save versus spells to resist.
Concentration: While reading thoughts, the wearer may move, but cannot cast spells or attack.
Misfires: The medallion is not entirely reliable. Per usage, there is a 1-in-6 chance of it misfiring, instead sending the wearer’s thoughts to all within 30′.

Medallion of ESP 90′

A medallion on a chain, enchanted with the power of reading thoughts. This works in the same way as the magic-user spell ESP.

Mirror of Life Trapping

A mirror with the ability to magically trap living creatures behind its pane.
Gazing into the mirror: Any creature of human size or smaller who gazes into the mirror is sucked inside (save versus spells to resist), with all its belongings.
Capacity: Up to 20 creatures can be trapped in the mirror. When this number is reached, it becomes safe to look into the mirror.
Inside the mirror: A creature will live indefinitely, without the need for air or sustenance, and unaffected by ageing.
Communication: Trapped creatures may converse with those outside, but are utterly powerless.
Breaking the mirror: Releases those trapped.

Rope of Climbing

A coil of thin, strong rope, 50′ in length.
Commanding: The owner may command it to climb in any direction.
Attaching: The rope can also be commanded to attach to a surface.
Load: Up to 10,000 coins of weight can be suspended from the rope.

Scarab of Protection

Protects the bearer from baleful magic.
Curses: Of all kinds are nullified.
Finger of death: (see the cleric spell) is nullified.
Charges: The scarab’s enchantment works 2d6 times before it is spent.

treasures/miscellaneous_items.txt · Last modified: by 127.0.0.1

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