M A G I C I N I L N Y A U
P E
The Philosopher's
Stone
This magical stone looks like a
normal piece of limestone. Its powerful magic cannot be detected by anyone
who cannot use the stone's power. The only people who have been permitted
to use the stone are Alchemists who have an 18 or higher in Wisdom. The
correct use of the stone requires a short but complex, 15 minute ritual
during which absolute concentration is required. During this time, if the
alchemist is disturbed in any way, he must roll a Wisdom check at -17 to
keep his concentration. Otherwise, the attempt fails and the stone is useless
for a month. If the Alchemist succeeds, however, the stone can turn up
to 100 pounds of iron and lead into pure gold. The stone, provided the
concentration was kept, can be reused in a few hours.
The Rod of Energy
The Rod of Energy is an unusually
smooth, 3 foot long steel pipe which is extremely light. When held and
concentrated upon by any class, the Rod will cause its possessor to shake
back and forth violently. After the first two rounds, the holder begins
to lose hit points from the tossing about at the rate of 40/round. At the
end of 20 round minus the user's level, the user is shaking so fast that
he begins to be in two places at once, and stops taking damage. One round
after this occurs, the user turns into pure energy, unable to be harmed
by anything. This, in turn, prevents the energy from harming anything
as well.
Wand of Magic Mastery
This wand is usable by members of
any spell casting class. This wand can be used to channel spells. Any spells
cast through this wand inflicts an extra +1 per hit dice of damage, and
all saves vs. these spells are at a -1 penalty. In addition to that, the
wand user may also sacrifice any spell within his memory to project a spell
bolt that has a range of 10 yards/ level, and does 1d10 points of damage
per spell level sacrificed, plus 1 point per level. This wand was originally
created by the half-elven mage, Devlyn, and a priest of Nimbra. Over the
years, more and more of these wands have been manufactured by the priesthood
of Nimbra.
Item by: Victor Seow <libram@hotmail.com>
Arrow
of Cold
These magical arrows are crafted
from pure ice crystals and enchanted so that they would not melt in warm
temperature. It is said that only the barbarian priests of Glaggerk know
the secret of crafting these magical bolts. The arrows are treated as +3
weapons and inflict 1d6 +3 points of damage. When the arrow hits the individual,
it explodes into a wave of cold, causing 5d6 points of damage on all individuals
within a 10 foot radius.
Item by: Victor Seow <libram@hotmail.com>
Acid Sword
This sword was made by a hermit
who lived deep in the mountainside. It is a 2-Handed sword that hits
for 3d6+6 points of damage. If an enemy is successfully hit, he takes
1d6 points of damage from acid every round unless he/she is immune to acid.
This sword is a magical sword and gives it's owner immunity to acid, magical
or non-magical.
Item by: Dark Soul <digger@peganet.com>
Pen Of Lore
Every land has folklore
or ancient wisdom which has been hidden through the generations by those
who know of its power. Ancient lores can be helpful and just as often
be harmful. These quil pens eminate a faint
magical aura to anyone of a spellcasting class. With a brief
meditation (5-10 min.), a spellcaster can activate the pens magic.
The pen will quiver slightly before scribbling madly in mid-air.
If there is not a blank sheet of parchment present, the writing will, obviously,
be lost. There is a fifty-fifty chance (1d20) that the pen will write something
of the history of Ilnyaupe (useful or not, DM's discretion). If this is
not the case, then the pen will scribe the name of some monster (preferably
a spirit, ghost, phantasm, etc.) which will imediately appear and engage
the players in combat. (NOTE - The sheet of parchment does not have
to be present for the monster to appear.) Pens are of unknown origin, highly
sporadic(magically), and easily lost.
Item by: Gerald West <wolvie@grove.ufl.EDU>
Dundra
It is a metal chain that has two metal balls on each end. It is swung
around the user's head to gain momentum. The the user crouches down and
releases the dundra to his enemies ankles, if the dundra hits, it will
wrap around his ankles and make take a dexterity check with a -5 penalty.
If he passes, he staggers along until it falls off, if he fails, he falls
to the ground recieving 3 damage, he then must spend 2 rounds getting himself
togethor and back on his feet. This weapon is only useful against a moving
target. There is a variant with spiked balls on the end causing 2d4 additional
damage it hits. (Stats Below)
Item Wght SZ Spd Type Damage (SM/L)
-----------------------------------------------------------------
Dundra 8 L 8 B 3/2
Dundra,spkied 9 L 8 B,P 2d4+3/1d4+2
Item by: J & M Potts <jpotts@redrose.net>
Gauntlets of Narku
Narku is a legendary mercenary without morals or scruples. He
often worked for the highest reward no matter the cause. Upon retrival
of a lost spell book, a powerful wizard created for Narku the Gauntlet
of Fire. This is a right handed metal guantlet that has the power
to shoot forth an arc of fire causing 2d8 points of damage per round.
The wizard then requested Narku's services again and Narku was paid with
a Gauntlet of Ice. This is a left handed leather guantlet that has
the power to shoot forth a cone of cold causing 2d8 points of damage per
round. However, Narku soon discovered that when he gripped a solid
item with both hands and willed the power for 1d4 + X turns (where
X is determined by the DM depending on hardnest of the item)
he could freeze and heat the item alternatively and break the item.
This worked on the hardest of adamite to even living beings. Through
out the next decade the Guantlets of Narku became legendary, however they
have never been recreated by the mysterious wizard. The guantlets
have disappeared with Narku and no one has seen them since.
Item by: Ken <Kswails@aol.com>
Have you a magical item to share with the world? If so, please contact
us.
Last updated: 1/1/98.