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Transcendent One



Miscellaneous Magic Items







Most of these items can come in handy when in combat. Others can just be sold for a profit. Most of these items can be found throughout the entire game.







Abyssal Pipe:

This a small pipe wooden pipe, carved to resemble the head of a demon. When used, this pipe billows forth great gouts of deadly fumes from the planes of the Abyss.

Invokes: "cloudkill"

Weight: 0


Adder's Tear:

This glistening green tear is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and gives the user the ability to spit forth spiraling bolts of acidic green energy at an opponent.

Invokes: "adder's kiss"

Weight: 0


Ashes Of The Pabulum:

Not usable by Mages. Usable only by Nameless One. These ashes are all that remains of a school of illusionists called the Pabulum. According to their expedition logs, they traveled to the Plain of Shale in search of the lost works of the Fosterer, a powerful sorcerer who once ruled an empire where the Plain of Shale now lies. The naive illusionists were successful, and they stumbled across one of his lost works: a hive of vicious creatures called the Trelons. The remains of the mages were found days later by two bariaur scouts and were burned over a pyre as a symbol of their folly. To unlock the power of these ashes, one only needs to stir them with the index finger of the left hand, then sprinkle a pinch of the ashes into the air in a circular pattern. The smell of the remains of these dead mages is said to cause a Trelon to appear to serve the user. No one knows where the Trelons originated from, but they seem to combine the worst characteristics of demons and insects. They seem to bear an insane hatred for mages, but the reason for this is unknown.

Summons trelons

Weight: 1


Bandages:

This is a roll of bandages, useful for stanching minor wounds.

Special: heals 3 hit points

Weight: 0


Black-Barbed Charm:

This is a string of black barbed seeds linked together by one of Ravel's long gray hairs. This is one of Ravel's improvised charms; when the string of seeds is sliced in the right spot, the necklace unravels around the caster, surrounding the user with a black-barbed shield that will help protect them from attacks and will also damage anyone attempting to harm the caster.

Invokes: "black-barbed shield"

Weight: 0


Black-Barbed Seed:

Usable only by Mages. These malevolent seeds contain a portion of the black-barbed maze within themselves. Their power is activated when the seed is hurled at the ground in front of an opponent - when the seed strikes the ground, it sprouts into black-barbed black branches that tear hungrily into the victim's body. Each seed contains only one such curse.

Invokes: "black-barbed curse"

Allows user to copy "black-barbed curse" into spell book

Range: 30 feet
Duration: instant
Speed: 2
Area of effect: 1 creature
Saving throw: none

Weight: 0


Black-Barbed Wand:

Usable only by Mages. This twisted branch is actually composed of three black branches that have grown tightly around each other. The branches look much like the ones in Ravel's maze, but the branches have none of the black barbs that covered the trees in her maze. This black-barbed branch is a wand forged from the trees in Ravel's maze and endowed with a fraction of her magical power. By calling on the power within the wand, the wielder may summon forth a shield of black brambles to protect the caster from harm or cause a series of black brambles to rip from the earth around a target and enfold them in their constricting embrace. The wand itself only holds a certain amount of Ravel inside it, and once expended, it becomes useless. NOTE: To change which spell is cast from this item, first place the wand into your quick item slot. Now right click on wand to bring up the description. By selecting the abilities button you will be able to change which spell you may cast.

Invokes: "black-barbed shield"
Invokes: "black-barbed curse"

Weight: 1


Blood Charm:

This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's veins and heart. Like its younger cousin, the clot charm, the blood charm stimulates the user's blood into clotting and scabbing over existing wounds, healing damage the user may have suffered before consuming the charm. However, while the blood charm's initial healing effect is more powerful than the clot charm, it has no other lasting effects.

Special: heals 18 hit points

Weight: 0


Blood Fly Charm:

Blood flies are pests believed to have originated from one of the Lower Planes. In many ways, they resemble mosquitoes with an insatiable appetite -- a cloud of blood flies can suck all the blood from a human body within minutes. Their stingers are capable of penetrating even the skin of fiends. Despite their vicious appetite and temperament, blood flies are used by healers to draw forth diseased blood from an individual or even drain blood from a dead body. On occasion, blood flies are used to siphon off rare types of blood and are then paralyzed with powders or spells and kept in storage for future use. This particular blood fly charm seems to hold the blood of a lesser fiend, an abishai, in its food sac. When this paralyzed fly is consumed, the user heals a small amount of damage immediately and also gains the ability to regenerate for a certain period of time. If the character is already able to regenerate, then the regeneration rate is increased.

Special: heals 3 hit points
increases regeneration

Weight: 0


Bone Charm:

This old finger bone charm has been hollowed out and tiny symbols have been scratched on its surface. A user must snap it in two to activate it. When snapped, the bone charm temporarily strengthens the user's skeleton and acts as a ward against breaks and fractures. The charm gives the user an overall bonus to their armor class and additional resistance against crushing attacks.

Special: +2 to armor class
+2 to armor class vs. crushing attacks
+15% resistance to crushing attacks

Weight: 0


Charcoal Charm:

This piece of charcoal is a charred bone fragment of some creature, perhaps a finger bone or a talon. Various symbols have been scratched onto its surface... the scratchings are so faint you almost missed them. This charcoal charm temporarily protects the user against flames and extreme heat. To use the charm, the charred bone is snapped and both halves are ground to powder, then the charcoal dust is rubbed over the heart of the user.

Special: +50% resistance to fire
+25% resistance to magical fire

Weight: 0


Charm Of Infinite Recall:

While practicing, some Mage students discovered a means to condense and store knowledge into a charm form. This particular charm contains the entire resource library of the famed Charon School of Mages. Unfortunately, the effects of this charm are fleeting and the user is rendered unintelligible for a short period of time. NOTE: This charm can be used to "identify" unknown items. It can *only* be used on the quick item menu on the world screen. After the charm is used, the user must then enter their inventory screen and right-click (i.e., "examine") each item they want to identify. The charm will only allow the user to identify objects that are in his possession -- items in other character's inventories cannot be identified this way. The effects of this charm are temporary and must be used quickly.

Special: lore skill set to 100

Weight: 0


Clipped Copper Charm:

This copper piece has been "clipped"... most of the copper has been shaved off, no doubt to still keep the appearance it is a coin and allowing the 'clipper' to use the shaved copper to make another coin. Although many Hive dwellers practice this method of "making money," when the Fated faction practices it, they do so with a frightening sense of purpose, creating charms that reflect their own miserly natures. In order to create these charms, the Fated faction seek out failed business owners and other individuals who once possessed great wealth, then had a reversal of fortune and were left desitute. These individuals are then given enchanted carving blades and asked to "clip a copper" for the Fated in a tedious day-long ritual, which infuses the copper coin with the last traces of their former luck. The ritual and the nature of the individual clipping the copper allows a minor enchantment to seep into the coin and affect the fortune of the whoever uses it. When the clipped copper charm is flipped into the air, it will spill into a rain of copper pieces, and bestow some luck upon the user.

Special: minor copper blessing
+1 to luck (temporary)

Weight: 0


Clot Charm:

This glistening blood drop is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's bloodstream. The charm stimulates the user's blood into clotting and scabbing over existing wounds, healing any minor damage the user may have suffered before consuming the charm. Furthermore, as long as the charm is in effect, the player's blood becomes more "aware" of new wounds that occur, especially any attacks that draw blood. The charmed individual becomes more resistant to slashing and piercing attacks, as their blood clots and scabs over the wound as soon as the flesh is torn.

Special: heals 9 hit points
+5% resistance to slashing attacks
+10% resistance to piercing attacks

Weight: 0


Cockroach Charm:

Cockroaches are as common on the Planes as other scavengers. The shell of this particular dead cockroach has been dotted with paints and faint arcane symbols. The magic contained within the charm is activated when the roach is consumed. When swallowed, the recipient temporarily gains the protection of the cockroach. Their skin hardens, taking on the strength of a suit of chain mail armor, and the charmed individual becomes difficult to squash, giving them added protection vs. crushing attacks.

Special: +4 to armor class
+2 to armor class vs. crushing attacks
+10% resistance vs. crushing attacks

Weight: 0


Corpse Fly Charm:

This corpse fly looks like it was frozen; it appears to be dead, but you can't be sure. The magic contained within the charm is activated when the insect is consumed. When swallowed, the recipient suddenly becomes extremely nauseous... a few seconds later, the charmed individual expels a stream of insects from their nose and mouth. Provided the charmed individual can keep their wits about them after the casting, the caster can send this cloud to attack a target.

Invokes: "swarm curse"

Weight: 0


Cranium Rat Charm:

The body of this cranium rat has been specially prepared: its insides have been hollowed out and stuffed with various herbs and shreds of papyrus containing arcane symbols. When the charm is consumed, the user gains a temporary increase to their reasoning and perception abilities; it feels as if the player is looking through several pairs of eyes and sifting through several minds at once... the sensation is somewhat dizzying for a minute or two, but there are no harmful side effects.

Special: +5% detect traps skill bonus
+5 to lore skill
+1 to intelligence

Weight: 0


Decanter Of Endless Water:

This is an ordinary-looking, stoppered flask that somehow holds an endless supply of water. It might be useful for putting out fires or some such task.

Weight: 2


Decanter Of Endless Water 2:

This is an ordinary-looking, stoppered flask that somehow holds an endless supply of water. You know the command word for this item - "Nildenosaj" - and you're confident you can put out most any fire, no matter how intense. NOTE: This item can only be used through dialogue with an object or creature.

Weight: 2


Deva's Tears:

This is a small glass phial labeled as 'Deva's Tears.' They were collected from a deva who was captured during a Blood War skirmish. The fiends tormented the imprisoned angel for eons before he at last escaped - this small bottle holds the twelve tears he shed in that time. Deva's tears are said to soothe the most savage anger... even that of a fiend's tongue.

Weight: 1


Divine Censer:

When lit, this censer has the power to entice the soul back of the recently departed. Unfortunately, there is only a limited amount of incense left in it.

Invokes: "raise dead"

Weight: 3


Elixir Of Horrific Separation:

This vial of Elixir of Horrific Separation was compounded by a scholar who'd found she possessed a darker half - a side of her which took control, at times, and bade her do awful things. This potion was to have 'split' the darker half away from her, creating two separate beings. Mercykillers, however, found and executed her for a string of depraved murders before she could use it. Unless the imbiber is actually more than one being existing within a single body - possessed by a fiend, for instance - the elixir will have no effect.

Weight: 1


Embalming Fluid:

Usable only by the Nameless One and Morte. This is a sealed jar of embalming fluid. It is used as a preservative for dead bodies. As an added benefit, the smell of the fluid is more than sufficient to mask the smell of any rotting bodies it is used on. Effects are temporary.

Special: +2-8 hit points
+1 to armor class

Weight: 1


Fanged Mirror Of Yehcir-Eya:

The Fanged Mirrors of Yehcir-Eya were the hope of an empire. The last Great Matriarch of the Sea of Black Sand, Yehcir-Eya, found herself slowly dying. Surrounded by rival nations that wished to claim her lands for her own, Yehcir-Eya sought to choose one of the Lesser Matriarchs from the surrounding nations and enter into an alliance, preserving her nation against invasion. Yet she knew not which of the Lesser Matriarchs to trust. Consulting her oracles, she asked them for a means of testing the hearts of the Lesser Matriarchs. They told her to travel to the edges of the Sea of Black Sand - there, where the shifting black sand gave way to slate, she would find what she sought. The Great Matriarch journeyed many leagues, travelling on foot until she reached the edges of the Great Sea. There, her feet fell upon a great plate of silvered glass the size of a courtyard embedded in the floor of the desert. Her oracles instructed her to cut the great glass and fashion thirty-three mirrors. These mirrors were sent to the Lesser Matriarchs of the surrounding nations as gifts. The mirrors would test their hearts, the oracles predicted. No one is certain what happened on that final night, but with every mirror that was delivered, a Lesser Matriarch fell dead. There were wild tales of spectral forms that crawled from the bodies of the Lesser Matriarchs as they gazed upon the mirrors, and the howling cries as they strangled their owners. In response to the assassination of their leaders, the surrounding nations attacked the nation of Yehcir-Eya and razed it to the ground. The Fanged Mirrors of Yehcir-Eya were scattered and lost. According to several planar scholars, the Fanged Mirrors had the ability to cause a soul to slip from its owner and take on physical form. Whether it was because the Lesser Matriarchs were consumed by greed and a desire for conquest or whether the great plate of silvered glass found on the edges of the Sea of Black Sand was evil in itself, the mirrors created a vicious reflection of their owners. Their souls took on substance and killed their owners. The fanged mirror can be used against an opponent - when used, it will reflect a spectral version of the target that will appear and attempt to kill him.

Invokes: "soul exodus"

Weight: 1


Fiend's Tongue:

This is a fiend's silvery tongue floating in a jar of brine. It's said that, once placed into the mouth of any living thing, it will give the ability of speech, even if there was none before.

Weight: 2


Gorgon Salve:

A small bottle labeled as 'Gorgon Salve.' Smeared onto the surface of any being turned to stone, it will revert them to flesh.

Weight: 1


Healing Scroll:

This tissue-thin vellum scroll was part of Deionarra's legacy. The scroll is neatly rolled up and wrapped with a red ribbon. When the ribbon is opened, the healing magic contained within the scroll is released. The scroll will heal even the most critical of wounds. It disintegrates into powder when used.

Special: heals 33 hit points

Weight: 0


Heart Charm:

This glistening drop of blood is as hard and smooth as a pearl. When placed on the tongue, it dissolves instantly and spreads through the character's veins and heart. The heart charm is more powerful than the blood and clot charms, and it heals a number of wounds instantly, even serious or critical injuries. Furthermore, the user will also gain a rush of energy, removing any fatigue they may be otherwise feeling.

Special: heals 27 hit points
reduces fatigue
+10% resistance to slashing attacks
+20% resistance to piercing attacks

Weight: 0


Kasseg, Cerebral Parasite:

The *kasseg* are a species of mental parasite feeds on the nervous energy of sentient creatures. Believed to be a deviant branch of the dreaded intellect devourers, the kasseg is different in that it soothes the mind and bolster its host's higher mental processes, taking over certain mundane thinking tasks in exchange for feeding on his nervous energy for a time. To "use" the *kasseg*, the user simply attaches it to his bare skin. The *kasseg* then excretes a mucus-like resin that acts as a means of communication between the victim in itself. Once "attached," the *kasseg* lifespan drops to only a few hours.

Special: +3 to intelligence
+1 to wisdom
immunity to panic

Weight: 1


knot Charm:

This charm is made from a small piece of hemp knotted into a loop. No matter how much you study it, however, you cannot seem to figure out how the knot was tied... it looks like it has been wrapped around, inside and even *through* itself several times. Ironically, despite the knot's complexity, it comes undone easily when pulled. The person undoing the knot charm temporarily gains a rush of strength, allowing them to do more damage with melee attacks and carry more weight.

Invokes: "strength"

Weight: 0


Maslow's Pyramid:

Maslow's Pyramid removes the need for food and drink, and also deadens the user's feelings toward pain. It initially holds thirty-three charges, which can remove fatigue remove intoxication effects, and heal a character for nine points of damage per charge.

Special: reduces fatigue
reduces intoxication
heals 9 hit points

Weight: 7


Mirror Of Imaging:

This magical mirror creates duplicates of anyone reflected in it's surface. The effect is similar to the wizard spell 'Magic Mirror'. From 1 to 4 images are created. Each image is identical to the user of the mirror and may confuse enemies. There is a chance that an image will be targeted rather than the mirror user.

Special: creates 1-4 mirror images of self

Weight: 2


Murk:

This is a small bottle containing some dark liquid. The liquid contained within seems to be thicker and blacker than ordinary liquid. The blackness of the liquid is so dark that light seems to be absorbed into the liquid.

Invokes: "blacksphere"

Weight: 0


Needle And Thread:

This is a spool of thread and a small bone needle. They look like they're used for stitching up wounds... in living or dead bodies. When used on a creature, it heals 6 hit points of damage.

Special: heals 6 hit points

Weight: 0


Negative Token:

This is a "negative token": a flat, black disk that appears to have no substance to it at all. Turning it over reveals that it has no third dimension - there is no thickness to this item at all. It gives you some command over creatures of shadow - you can command them to stand still for a few precious seconds. The more powerful the shadow, the less likely it will obey your command. As an added benefit, as long as this token is carried by *any* of your party members, it acts as a ward against shadows. It will not prevent shadows from attacking your group, but the shadows will find it more difficult to harm you while the Token is carried.

Special: ward against shadows
holds shadow creatures temporarily

Weight: 0


Quint's Poison Charm:

This is a necklace made of pointed teeth. Examining it more closely, you see that each of the teeth has been hollowed out, as if it could carry a small amount of liquid. It is Quint's poison charm. When used it has the ability to cure various types of poisons.

Special: cures poison

Weight: 1


Rat Charm:

Usable only by Chaosmen. This strange charm of woven rat tails was made by Barking-Wilder, and it has been infused with some of his chaotic spirit. When worn, it helps the wearer shrug off physical attacks and gives him an insane rush of strength and energy (but reduces the wearer's wisdom accordingly). When held in the hand, it can also be used to confound others for a limited period of time. This item can be used only by Xaositects.

Invokes: "confusion"

Special: +2 to armor class
+1 to strength
+1 to constitution
-2 to wisdom

Weight: 0


Rat Tail Charm:

Usable only by Thieves This cranium rat tail charm is particularly filthy and smells faintly of vomit. The tail is stiff, like a wire, and it can be bent into different shapes... it would almost make a great lockpick, except it is too thick. en this rank charm is consumed, the user temporarily becomes much stealthier and shiftier, giving them a greater chance of success with hiding in shadows and picking pockets. People viewing the charmed individual will detect something unsavory about him, however, reducing first impressions accordingly. This unsavoriness will last only as long as the charm is in effect, however.

Special: +10% stealth skill bonus
+5% pickpocket skill bonus
-1 to charisma

Weight: 0


Rod Of Modron Might:

This magical rod allows the user to summon Modron constructs to do battle with his enemies. From one to three constructs are summoned. The constructs will fight fearlessly to the death.

Special: summons 1-3 modron constructs

Weight: 5


Sadistic Frame:

When used, this item causes an attacker to feel the same pain and hurt that he has inflicted upon the user. NOTE: This item must be used from the Quick Items menu.

Invokes: "pain mirror"

Weight: 1


Scent Of The Storm:

This is a perfume bottle. A small atomizer is attached to the bottle that produces a fine mist when used. There seems to be a small amount of liquid left in the bottle. Spraying this into the air will call forth a storm of acid to fall upon your enemies.

Invokes: "acid storm"


Shackles Of Light:

Somehow someone or something has managed to transform the power of lightning and turn it into a solid form. These shackles contain all the power and fury of a lightning storm and at one time could probably contain even the most powerful of creatures. Now, it looks as if the spells that have bound the lightning are failing, as evident by the constant discharge of energy. Throwing the chains should be enough to release the energy contained in the chains.

Invokes: "chain lightning storm"

Weight: 10


Shamanic Rod:

Usable only by Mages. This is the severed foot of some large bird. For whatever reason, someone has enchanted it, making it capable of casting the spell "Magic Missile" for a limited number of times.

Invokes: "magic missile"

Range: 180 feet + 30 feet/level
Duration: instant
Speed: 1
Area of effect: 1 creature
Saving throw: none

Damage: 2-5 points of damage per missile

Weight: 1


Tears Of Sorrow:

Contained in this bottle are the tears of sorrow that were shed by this persons relatives. All the rage and anguish of this person's senseless death in battle are contained in this smiling bottle. By throwing this bottle at an enemy, their wrath can be unleashed.

Invokes: "elysium's tears"

Weight: 1


Thrice-Blind Charm:

These three cranium rat tails have been woven into a small charm. Despite the separation from their owners, however, they still twitch occasionally, as if irritated. To use this charm, the caster must select a target within his line of sight, then, while remaining focused on the target, untie the charm. The target's vision will turn black for several minutes, rendering them helpless and reducing their combat ability drastically.

Invokes: "blindness"

Weight: 0


Unfolding Portal:

Usable only by Nameless One. This is a shimmering piece of filigreed metalwork that you picked up in the Great Foundry. It looks almost gauzy. Sharp edge protrude from it. You have no idea where it goes right now, but it must be important if you commissioned it for yourself. All you need to do to activate it is find the proper key.

Weight: 10


Whispering Flask:

Usable only by Githzerai. This container holds a peculiar powder called "Whispering Motes" (loose translation of the Gith expression), a form of healing powder commonly used by the githzerai on the Plane of Limbo. When the stopper is pulled and the spice touched on the skin of a wounded person, the spice travels through the injured person's body, generating raw matter to fill up the "holes" in his physical form, no matter how small or large. In order for the spice to work, the user must concentrate on its healing effects... with the proper discipline, a practiced githzerai can even heal the greatest of wounds. In addition to its curative properties, it is also the element in several of their rites of passage... it is believed that the spice also fills in the "holes" in a person's psyche, removing doubts and giving them focus and purpose.

Invokes: "aid"

Special: +2 to strength


Whistle Of Warding:

Carved of human bone, the Whistle of Warding is a favorite artifact of the practicing Necromancer. The enchantments placed upon the item allow its possessor to invoke its magic simply by blowing a tune on the whistle. The whistle can only be blown one time, for once its enchantment is released, its power is spent and the item crumbles to dust.

Invokes: "anti-magic shell"

Weight: 0













Items Index