Site hosted by Angelfire.com: Build your free website today!
As you push your head deep inside the ivory chest you find a number of items that catch your attention the first is a wand of idenifacation which allows you to be aware of the history and power of the following items....
Potions and Oils Scrolls Rings
Ring of Golem Control by Joseph Faulstick This ring when worn will control the actions of one type of golem.The ring is made of Silver with a diamone face shaped like the element of the golem controlled,(a rock for Stone Golems,Skull for Bone Golems,etc.).It emmits an aura when a detect magic spell is cast on or near it.The table below determines what type of golem it controls. roll 1d100 1-7% Bone, 8-12% Carytid, 13-20% Clay, 21-26% Doll, 27-34% Flesh, 35%-39% Gargoyle, 40-45% Glass, 46-52% Guardian, 53-59% Iron, 60-65% Juggernaut, 66-70% Necrophidius, 71-77% Scarecrow, 78-85% Stone, 86-90% Roll twice, 91-95% Roll three times, 96-100% Controls all types of golems
Rine of dual-classing by Frederic Charlebois Abilities: With this ring, any character can be dual-class even if is kit don't allow him to be. Rods Staves Wands Books,Librams,Manuals,Tomes Jewels,Jewelry,Phylacteries Cloaks and Robes Iperius' magical Robe by Devil
Abilities: This robe can only be worn by a single class mage. It is a +5 robe which gives the spellcaster the following abilities: It DOUBLES the number of spells the mage can cast for all spell levels The wearer can cast at will : Minor globe of invulnerability Protection from normal missiles Fire shield Water breathing Free action Protection from fire It is said that this robe is very difficult to obtain as only Iperius knows how to make it and no one ever saw him. It is believed that he is a very wise golden dragon and that, in order to convince him to make one of his robes, the mage who wants it must start ALONE a short but dangerous quest in order to bring back what the dragon asks for. Description: This robe appears to be a normal robe.If a mage casts detect magic on the robe, he/she will see some magical symbols on it which are not detectable normally.
Boots,Bracers,Gloves
Bigby's Gauntlets of Wondrous Power by Simon Tran This prized item was created by the same wizard who created the Bigby Spells (see Wizard Spells). Many have search for this magnificent pair of gloves but have never found it. Powers: Imbues wearer with hill giant strength (19) Throw ranged weapons twice the normal distance Wearer can climb walls similar to the "spider climb" spell Allows non-thief characters to pick pockets and open locks at 50% chance or provides anaditional 20% to thief characters on the above skills. Description When removed they appear as a thin pair of lavk leather gloves. However, once worn the magic will change the gloves into the same color skin of the wearer and becomes a thin like membrane.(Appearing as though the character is not wearing gloves.) Detect magic will show a faint glow from the character's hands. Girdles,Hats,Helms Bags,Bottles,Pouches,Containers Candles,Dusts,Ointments,Incense,and Stones Household Items and Tools Musical Instruments The Weird Stuff
Ballista of Magic Missiles by Jim This is a normal looking balista. It is magical however (Evocation) and if operated by a wizard, which can use Invocation/Evocation spells, then it can fire magic-balista-arrows (which apear out of thin air & dissapear after they hit) up to 1/round. It however may only fire up to 20 arrows/week at most. Each arrow magic-balista-arrow has a range of 300' and does d8+8 points of damage, no saving throw and no hit roll required. However any magic protection that protects from magic missle attacks will also render protection from magic-balista-arrows. Rare versions may fire up to 30 missles/week. However this should be the absolute maxium. Furthermore if any two Balista of Magic Missles are placed within 200' of each other both balista will automatically explode as per a 6d6 Fireball. XP Value BALISTA OF MAGIC MISSLES (20missles/week) 5,000 IMPROVED BALISTA OF MAGIC MISSLES(30/week) 6,000
Armor
Suit of armor by Loki Abilities: this suit of armor give the following powers: jump20'vert40'horiz climb walls 90% str22 dex22 burning hands chill touch at will hide in shadows mv silently 100% this seems good right but as soon as these garments are donned they meld into the characters skin and the character begins a transformation that last 1d6 days the characters int lowers to 8 or raisesto it but maintains any langages spoken their wisdom scores become8 and their char becomes5 that was the tecnical stuff the characters body devlops faint spots like a jaguars and grows a tail and claws the character removes all armor due to dis comfort after 1d3 hours of donning the equipment and may only where minimal clothing after words ie loincloth ect the character may summon 1d4 jaguars after the trans formation is complete i.e. they are 1/2 jaguar 1/2 humanoid any local tribes people spotting the ccharacter will attack them wizards,priests except druids,rougesand palidins will become fighters of the same level Description: a fine set of magical wooden chain mail armor that is light enoug to be worn by wizards has a pair of fine jaguar skin boots gauntlets with the claws attatched a fine belt and a jaguar cloak with skull helm attached is attractive to any charaacter
Armor of Bending by Jason Rangel Abilities: On a attack roll of 1 with any weapon against the wearer of this Field Plate +2 the attacking PC must make a saving throw vs crushing blow (with a +1 for magical weapons.) for the attacking weapon. A failed save means that the weapon is irreparably damaged (i.e. bent, cracked, warped.) Description: It appears to be the usual field plate +2 (subject to DM's discretion.) Armor of Sunshine by Devil Abilities: This armor was forged by the Sun God himself and it is said that there's only one and only the bravest and purest Sun Knight can wear it. As you probably understood, this armor is only allowed to Sun Knights. It is a +10 full plate mail and it gives the wearer the following powers and abilities: 23 in strength 23 in dexterity 23 in charisma All saving throws are improved by 4 It enables the wearer to cast clerical AND wizard spells as follows Wearer's level Clercal spells Wizard spells 10 2 2 2 2 1 1 3 2 2 2 2 1 1 11 2 2 2 2 2 1 1 3 3 2 2 2 2 1 1 12 3 2 2 2 2 2 1 3 3 3 2 2 2 2 2 1 13 3 3 2 2 2 2 2 4 3 3 3 2 2 2 2 2 14 3 3 3 2 2 2 2 4 4 3 3 3 2 2 2 2 15 4 3 3 3 2 2 2 4 4 4 3 3 3 2 2 2 16 4 4 3 3 3 2 2 5 4 4 4 3 3 3 2 2 17 4 4 4 3 3 3 2 5 5 4 4 4 3 3 3 2 18 5 4 4 4 3 3 3 5 5 5 4 4 4 3 3 3 19 5 5 4 4 4 3 3 6 5 5 5 4 4 4 3 3 20 5 5 5 4 4 4 3 6 6 5 5 5 4 4 4 3 21 6 5 5 5 4 4 4 6 6 6 5 5 5 4 4 4 22 6 6 5 5 5 4 4 7 6 6 6 5 5 5 4 4 23 6 6 6 5 5 5 4 7 7 6 6 6 5 5 5 4 24 7 6 6 6 5 5 5 7 7 7 6 6 6 5 5 5 25 7 7 6 6 6 5 5 8 7 7 7 6 6 6 5 5 The ability of casting spells starts from 10th level and ends at 25th level. Before 10th level the Sun Knight cannot wear the armor and after 25th level the Sun Knight cannot gain more spells but he still retains all of the other abilities given by the armor. If the Sun Knight wants to find the armor, he must go on a special quest where his braveness and purity will be tested (the DM decides what sort of quest) Description: It looks like a normal plate mail but it has engraved in the centre a golden sun. ANY OTHER CHARACTERS ARE NOT ALLOWED TO WEAR IT.
Weapons Claidmore by Martichi Abilities: the claidmore deals 2d6 x 4 hp damage when wielded two handed it can be used as a parrying weapon giving -4 bonus to ac(along with other parrying bonuses mages of 10 level or higher can place spells into the claidmore without the "enchant an item" it can also absorb spells and release them with 2x damage Description: one SLIGHT problem non lawful good chars need to save vs spell each month or suffer 50hp damage oh yea if more than 4 spells are contained in it at once it explodes as a staff of magi
Sword of Sunshine by Devil Abilities: This weapon, when used by a Sun Knight(new class), gives him a +8 bonus to damage adjustment. Once every three days this sword has the power to fire a Sunshine Explosion which does 3d20 of damage to everyone who stands in a 20 foot radius from the Sun Knight. The saving throw for half damage is allowed (vs magic). Even if the victims' saving throw is successful, anybody which is hit is blinded afterwards for 1d10 rounds. The Sunshine Explosion works only if the sword is wielded by a Sun Knight. To all other classes it works as a +3 sword. Description: This sword looks like a normal sword and its magical powers can only be detected by a Sun Knight or by a very high level mage (at least 25th level).The spell detect magic, if cast by a lower level mage, will not work. Its blade, if put under direct sunlight, seems to be golden.
Sword by Jeff Hancock Abilities: Doubles damage --- Always lets user attack first --- Gives infravision up to 200'. Craetes shield against normal missiles and halves damage from normal weapons Description: appears like a long sword, but glows blue-green, and has a ruby as the pommel-stone. Hilt is wrapped in a gold wrap
Kraagenskull by Devil Abilities: This sword is also known as "The Demon's Claw".It is made with absolutely black metal:its blade is so dark that it doesn't reflects light. If it is wielded by an evil character it gives him the following powers: Protection from good(25 times/day) Disintegrate(10 times/day) ESP(3 times/day) Flying(5 times/day) Ethereal form(2 times/day) Invisibility(4 times/day) NO EVIL CHARACTER CAN BE HARMED BY THIS SWORD If a GOOD or NEUTRAL aligned character is hit by Kraagenskull roll 1d20: 1-2:the wounds are infected and the victim is diseased 3-4:the victim loses 50% of his/her hit points 5-6:the victim is killed an turned into a wraith 7-8:the victim explodes causing 1d20 to every GOOD character in a 20' radius 9-10:the victim loses 95% of his/her hit points 11:the victim burns alive and dies with tremendous pain 12:the victim dissolves into acid 13:the victim is injected with any kind of worms which will start to eat him/her alive (This process cannot be stopped and the victim is destined to die) 14:the victims starts to wither and eventually will become a pile of bones (The victim cannot be brought back to life) 15:the victim's body temperature will increase so much that the victim will eventually melt 16:the victim is turned into ice which will eventually melt 17:the victim's stats are reduced dramatically:he/she loses 10 points in all characteristics.He/she will also lose 10 levels of experience and 25% of his/her actual hit points.THESE CHANGES ARE PERMANENT. 18:the victim's body will twist in impossible positions.This will lead to the cracking of the bones of the legs,arms and spine causing a slow very painful death. 19:the victim is killed instantly because the sword drains all ot the victim's life force.It will use then to create an explosion which will make 8d20 points of damage to all GOOD AND NEUTRAL characters. 20:nothing happens (The victim will take normal sword damage) If a good or neutral character tries to wield this sword it will take 5d20 points of damage and he/she will go mad because of the vision of the evil contained in Kraagenskull.The madness cannot be cured. Longsword of Parrying by Saint Lupus Pariah Abilities: This is a long sword that was obviously enchanted by a defensive mage. When used for parrying, the wielder receives a +2 bonus to all parrying rolls and a -2 bonus to armor class. If it is used to attack, it functions as a normal +2 long sword. Also, any creature that attacks the wielder and rolls a 1 or a 2 with a hand-held weapon must save vs. paralysis or have the weapon knocked from their hand. If the weapon is non magical, it must save vs. crushing blow at +2 or shatter.
Diamond Blade by Foster Kane Armstrong Description: It is made of Pure diamond and the handle is made of Adamatite
Spear of Light by Frederic Charlebois Abilities: Can kill any undead on 20. permanent globe of invulnerability on possessor. Description: The spear of light is a very powerful magic item. People who knows about it think they were put there by the gods. Only a few of those spear can be found in any world. Artifacts
The Dragon's Claws by Andrew Gedrich These two identical yet different artifacts were sent to me by Andrew Gedrich.Here is his description. They look identical in that they are inornate, but look as though they were made of a strong but unknown metal. In truth they are made of the rarest, strongest metal in the multiverse. It is an alloy of Tarrsque Adamite, mithril-steel and is known as Tarmirs. There is a set of three bumps on each glove, one above the three middle fingers. The gloves, when worn, meld into the skin, altering in shape and color to match exactly the hand of the wearer, except for the three small bumps behind the knuckles. This not only keeps the claw hidden, but it also prevents the covered hand from being damaged in any way, as the gloves absorb or deflect all damage delt to the hands. This artifact was made to directly aid Cecil when he was not in his Dragon form. Powers
Constantly gives AC 0 and magic resistance of 80% Hands wearing gloves cannot be damaged. Invoked- At will, the owener may make either gauntlet sprout three claws, on from each bump. These claws deal 2d10+5 points of damage per hit and armor is useless against them, there for only dexterity bonuses are counted for AC. Magical armor reduces damage by 1 point for every plus, to a minimum of 1. However, magic non-armor items which give AC bonuses are still counted. Rings,cloaks, and bracers fall into this exception. Right glove "Blur" is always in effect when it is worn. Energy drain (1/week) Major Malison (7/day) Harm (1/week) Slay living (1/week) Curse-If a preserver or character touches it, he suffers 30 hit points of damage. If (s)he wears it, (s)he dies unless (s)he passes a save vs. death -5. If they pass they lose 30,000 exp. Also, they must repeat this save every day they wear it, and the claws cannot be removed except by casting wish.(wishes from a magic item like a wing of wishes will *not* work! Also, the caster of the wish *must* suffer the negative side effects of wish, he/she cannot be protected from them. The owner will have a strong compulsion to become a defiler/psionicist, the artifact will seek to possess it's owner to do so. Left glove Lightning bolt (1/day) Power word kill (1/week) Finger of death (1/week) Power word stun (1/day) Bigby's crushing hand (1/day) Curse-If a preserver or non-evil character touches it, he suffers 30 hit points of damage. If (s)he wears it, (s)he will die.The artifact will also cause a transformation into a handsome (20 charisma) half-elf. It will also shift the owner's alignment to neutral-evil. Resonating powers Heal (1/day) Forcecage (1/day) Immunity to Energy Drain Dispel Magic (3/day) Major creation (2/day) Shadow Monsters (3/day) Plane shift (1/week) Anti-magic Shell (1/day) Fire Shield (1/day) Resonating curse- In addition to the individual curses,the owner will feel compulsed to serve/worship and aid Cecil even if Cecil is dead. If the owner dies while wearing the gauntlets, he will become a wraith in Cecil's power.The compulsion cannot be fought. The owner will know where Cecil is at all times and will seek him out. If the gauntlets are worn for more than 7 days the transformation and possession are unstoppable except by divine intervention by a Greater Power. Ways to destroy: not known
Items Use these items for your party or modify them to fit your game. Battle Axe of Immortality: S-M 1D8 L 1D8 for every point of damage the Axe does the wielder gets 1/3 of the damage added to his/her HP. Can only be used by Warriors
Holy Mace: S-M 1D6+1 L 1D6, Unlike most magical weapons which are made by a preast or magic user blessing them these are made by Gods and given to devoute followers. They can range from a +1 to +5 and will have 1 special power attacted to it. It will be something to show what god gave it to this person. (ie God of healing the spell could have heal light wounds or another healing spell) How powerful the spell is determanded by how faithful and loyal the follower has been. t cost 1 charge each time the spell is cast. Can only be used by Priest, Cleircs,Druids, and Paladins of the same belife as the god who gave it to them other wise the Mace acts as a +1 Mace. 10 charges. can be recharged
Long Sword +5 Decapitar: S-M 1D8 L 1D12, on 18-19 does double Damage 20 does triple.(this in place of a natural 20 doing double damage)
Necklace of Telportation: Can teleport to wearer as if he was 12th level Mage. If the wearer is a 12th level or higher Mage it acts acourding to him level. 30 charges. CAN'T be recharged.
Ring Of Doubling: Allows the wearer to wear an extra ring on the hand that has Ring of Doubling. (the Ring of Doubling does not count as a ring)
Staff of Fire- This is a thin staff only about 1/2 inch thick. And about 5ft long. 1- can cast fireball as a 8th level wizard. (2 charges) 2- Casts Pyrotechnics (1 charge) 3- Casts Affect normal Fires (free) 4- Casts Fire Sheild (3 charges), 4- Casts Fire Trap (3 charges) 30 charges. can be recharged
Staff of Undead Control 1- Control number of undead equal to your cha. (free) 2- can create up to 4 undead a turn.(3 charges) 3- can turn undead as a 14th level cleric.(3 charge) 4- you can not be harmed by undead of 4 hd or less while holding the staff.(free) 30 charges. can be recharged
Sword of Genral Zems: A long Sword +1 that in addition to the magical +1 bonus. It gives a +3 on initiative.
Sword of Haste: Can be any sword. Has the ablity to cast Haste. It is also a +1 weapon. 8 charges. can be recharged
Torch of Daylight: The light provided by this torch is treated like sunlight. And has a range of 200ft. It never burns out. Artifacts
Sword of K'Mlor: This sword looks like a 2-handed sword with a large dimond on the bottom of the hilt. Along the blade their are drawings of serpants that are red in color. this is not paint or blood and can not be removed. The sword belonged to K'Mlor the leader of a barbrion tribe. He lead his tribe to many victories while wealing this sword. It was made by his God to lead his people aginst the empire that was trying to conqure his tribe. He lead his tribe in many battles aginst empires that wanted to conqure his tribe. However soon he was leading his tribe into battle in attepts to conqure nations. He conqured 2 small but strong nations and killed all their leaders. Instead of adding the cities to his empire he distoryed them and left the area. The sword has shown up twice since K'Mlor. Once a Paladen found it after he fought a blue dragon. He soon started to rebell aginst his lord and started a upriseing aginst the leaders of his kingdom. When he finally defeated the Kings army instead of proclaiming himself king killed all the people who tried to become king and left the country in anarcy. He left to go lead a reblion aginst another kingdom but never arived. The second time it apperad was when a low ranking soldier stubled apon a crypt. When the army searched the crypt they found the sword. The Genral of the troops took the sword and lead his army to victory after victory. However he soon cared less about adding the kingdoms he conqured to his kings empire but to just distorying them. He lead a revolt aginst the king when he tried to have the genral arsted for disobaying orders. The genral over trough the king and killed every even distantly related to the king. After this he lead his army to the mountains were they kived like barbrions striking at kingdom with any form of orgized goverment. He was killed when some of his troops rebeld aginst him. However they could not find the sword. The sword is evil in the way it slowly controls the person who trys to control it. It will slowly convice the owner that governments of any kind are evil and must be distoryed. But his followers will become jelous of him and attemped to kill him after he leads them through his orginal objectives.(conqures the nation he set out to) The weilders algiment will slowly become C. Evil. The sword gives the weilder an AC0. However he cannot wear armor while weilding the sword. The weilder is also immun to non-magical missle attacks. It raises the weilders str to 20 and rases his cha to 18. To distroy the artifact someone must find out witch god created it and ask him or her to distory it. This is not easy for know one knows which god made it.