Magical Items of the Realms:
Harper Pin5,000 XP40,000 GP
A Harper pin gives its wearer a +5 bonus to saving throws vs. all enchantment/charm spells (and equivalent psionic powers). It also confers absolute immunity to all detection, mind- and alignment-reading magics and psionics; the wearer simply "isn't there." (It does not prevent magical detection linked to specific objects carried by a Harper, howver, except itself; a locate object spell used to find "a Harper pin" would fail, but one used to find a specific item that a Harper is known to be carrying—a particular crown, for instance—would find that item, but still not reveal the Harper carrying it.)

A Harper pin also absorbs all magic missile and lightning/electricity attacks into itself, protecting a bearer from all damage.

Harper pins are made by certain skilled (and secretive) smiths in Evermeet, Mintarn, Waterdeep, Neverwinter, Everlund, Silverymoon, Evereska, High Horn, Shadowdale, Deepingdale, Lyrabar, and Starmantle. The smiths make and give pins only to specific senior Harpers known to them—not just to anyone who shows up on their doorstep asking for one.

Harper pins are never attuned to a specific being or wearer. They are of silver treated to be everbright (never tarnish) and as hard as adamantine. They are AC -2, have 9 hit points, and suffer no damage from magical attacks. They gain a +5 bonus to all item saving throws.

Some Harper pins turn black in one round when worn by an evil-aligned being, and thereafter utter discordant jangling sounds, as if a metal-stringed harp was being savagely struck.

Ice Claw2,600 XP13,000 GP
This sword was forged by the dwarves of Citadel Adbar centuries ago to stern the onslaught of dragons in the Ice Mountains. Their high king maintained the weapon in his personal armory and bestowed it on a select group of champions for specific quests; it had no exclusive wielder and was only seldom used. Dwarven tradition holds that Ice Claw has slain at least one dragon and three fiends during its colorful history, as well as many lesser foes.

One hero failed in his appointed gask and lost Ice Claw to treachery; he shaved his beard in shame, then left in exile to recover the blade. He died without success 116 winters ago.

The sword remained lost for the better part of four decades before it eventually found its way into the hands of one Captaion Farzahd of an obscure mercenary company. When he later tried to force himself on an elf maiden named Ulshanya, she slew him with sorcery and took the sword for herself. She is still an active adventurer and travels across the Realms with the weapon.

Ice Claw is a unique short sword with a polished off-white blade that is cool to the touch. The pommel is silver, twined with black adamantite thread and set with a large diamond (worth 5,000 gp). It is of lawful neutral alignment (Intelligence 17, Ego 20), communicates by speech (in Common or Dwarf) or telepathy, and can read mundate and magical writing when touched to the script.

This sword acts as a frost brand +3 with a special purpose to defeat dragons of any alignment. The wielder gains a +2 to all saving throws and takes -1 point per die of damage sustained in combat against dragons (to a minimum of 1 point per die). Ice Claw's bearer is also immune to the aura of fear surrounding some dragons.

Ilbratha, Mistress of Battle1,500 XP7,500 GP
Ilbratha is a bronze sword with a row of six matched bloodstones set into the fuller of the blade along one side only. Each bloodstone is worth 70 gold pieces; as an undamaged set of stones, they might bring 500 to 600 gp if sold shrewdly. Ilbratha does not glow and bears no inscriptions. It is +1 on attack and damage rolls, and, when grasped by a fighter of any alignment, its powers are communicated to the holder. This is a feature of its magical manufacture—it is not sentient.

Ilbratha gains its name from its powers, which are very useful in combat. When held (bare flesh on the handgrip) and mentally ordered, Ilbratha can jump (as the spell; one leap only) with its bearer three times a day, blink itself and its bearer once a day, and create a mirror image of itself and its bearer once a day. It also rings like struck chimes or tubular bells when it touches magic; this includes spell effects from devices and physical contact with enchanted items, but not physical effects (such as a stinking cloud or gust of wind) caused by spell casting. This power is a warning only, and is not a protection against magic.

Ilbratha was created by unknown hands at the behest of Azoun I, long-dead king of Cormyr. He bore it once into battle, at Ithmong in his war with Tethyr, and then lost it in a storm that wrecked his ship on the rocks of the Neck. The swords was found by the fishers of Teziir and sold to a rich merchant, Sevan of Amnwater. He took it west on a caravan along the Trader's Road and the river Chionthar to Scornubel, where he sold it to Phelas Urm, a merchant of Thentia. Phelas brought it overland through Cormyr, where it was recognized in Arabel. Agents of King Azoun I attempted to recover it, and slew Phelas, but in the confusion the blade was either lost or stolen by one of the agents.

All trace of it was lost until, 200 winters later, the sage Thallastam of Procampur was offered the blade for 1,500 gold pieces by a peddler from a nearby town who seemed ignorant of its true nature. Thallastam brought the blade to Elminster in Shadowdale, the only loremaster with an interest in swords whom he trusted.

Elminster identified the blade from the writings of Azoun I (the old king's great-grandson had just come to the throne), and Thallastam bore it back toward Procampur by way of Tilver's Gap and Essembra. But he was never seen again, and did not reach Procampus. His ruined diary, staff, and a skeleton were found some years later when the Pool of Yeven in Battledale was dragged, but the sword was never found. Elminster believes it is in the hands of brigands, or perhaps mercenaries, who have not drawn the blade since, at least not in battle near the Dales.

Ironstar Mace800 XP? GP
These all-metal weapons are fashioned by the fabled Ironstar dwarven clan, and are both rare and costly. Always of the "footman's" variety, and always made of a single piece of darksteel, Ironstar maces are said to be able to shatter armor at a blow.

What they actually do is deal double damage (2d6 + 2 versus small and man-sized, 2d6 versus large), seem almost weightless (weighing less than one pound) and unbreakable (see "darksteel" in the chapter Dwarven Craft), and have a special power: the shattering strike.

A shattering strike can only be called upon once in every 2 turn period. If an intended strike misses, the power is not wasted, and can be used on a subsequent attack. A shattering strike causes a dull, rolling, booming, like distant thunder.

A struck target suffers 2d12 damage and must save vs. spell or be stunned (unable to make any voluntary action) for 2d8 rounds. Even if the save is successful, the struck being is stunned for the round following the strike.

If a target is wearing field or full plate (rigid) armor, the damage taken by the target is halved, but the armor must save (metal vs. crushing blow with a -4 penalty) or shatter and fall off. If armor has resisted an earlier shattering strike successfully, the penalty is -5. If multiple strikes have been saved against (note that this requires a passage of considerable time), the armor's saving throw penalty is cumulative.

Mace of Faith1,000 XP18,000 GP
These +2 weapons are finely crafted, and their hafts are usually made of carved and polished wood. However, in the hands of someone with an alignment that matches the mace, the weapon is +3. Further, if the wielder of the mace of faith is a priest, the mace can cast the following spells upon its wielder once a day, provided the priest is of the same alignment: bless, cure serious wounds, cure disease and neutralize poison. The spells cannot be cast on other individuals. Roll 1d8 and consult the following chart to determine the alignment of the mace discovered. True neutral maces are not believed to exist. The maces can be used by any class.

1 Lawful Good2 Lawful Neutral
3 Lawful Evil4 Neutral Good
5 Chaotic Evil6 Neutral Evil
7 Chaotic Good8 Chaotic Neutral

Pickaxe of Piercing2,000 XP? GP
This rare item is simply an enchanted adamantine pickaxe, used in mining. It does 1d6+2 damage (2d6 against larger than man-sized creatures), and has a special property: it can pierce magical defenses.

A creature with a high (20% or more) natural magic resistance (such as a dragon of advanced age) suffers a temporary 10% loss of personal magic resistance, lasting for one full turn, after suffering a blow from a pickaxe of piercing. Such losses are cumulative: three blows of a pickaxe of piercing robs a creature of 30% magic resistance. This loss is always temporary, even if the creature's resistance drops to zero. (A pickaxe of piercing will not cause negative magic resistance.)

Besides shattering dragonscales, armor, or solid rock, and sundering magic resistance, the pointed, double-ended head of a pickaxe of piercing is also effective against magical barriers of all sorts—walls, shells, spheres, and mantles. Each contact between the head of a pickaxe and a barrier has a 10 percent chance (not cumulative) of causing the magical field to instantly collapse, dispelled. If the field survives, it is unharmed, and has normal effects. A single field can only be tested once per round by a single pickaxe of piercing, but multiple pickaxe of piercing blows will force multiple checks.

Shock Blade1,200 XP6,000 GP
There are perhaps a score or more of these magical weapons throughout the Realms. While of many different sizes, the swords are often identified by the large opals fitted to their hilts.

A shock blade inflicts a bonus of 2 points of electrical damage (over and beyond its normal bonus) on every strike; metallic armor and shields (even if magical) are discounted for attack roll purposes, as the tiny arc of energy can hit its target even though the sword itself may have missed. In addition, the wielder is protected as if by a ring of shock resistance (+3 on saving throws vs. electricity, -2 per die of damage). Finally, the bearer may call lightning twice daily if a storm is in the area.

Singing Sword1,600 XP10,000 GP
The favored weapons of priests of Eilistraee are singing swords. Some are sentient and aligned to chaotic good, but most can be wielded by any being capable of lifting them. A singing sword is a silver bastard sword +3 that sings constantly and loudly when unsheathed. When and if silenced, the weapon loses its attack and damage bonuses. Its song makes its wielder more confident, so she need never make any morale checks while using the singing sword. The sword also renders its wielder immune to charm, command, confusion, fear, friends, repulsion, scare, and suggestion. If emotion is cast on the wielder, the only result is rage directed at the caster of the emotion spell. The sword's song also negates the songs of harpies, stills shriekers, and can entrance creatures of 2 Hit Dice or less (except undead beings or creatures from other planes). Such creatures must succeed at a saving throw vs. spell whenever they are within 60 feet of the song or be subject to an automatically successful suggestion from the sword wielder. This suggestion ability functions as the spell of the same name. Note that the sword wielder can enact a different suggestion on each creature affected. Also note that a bard can easily negate this latter power of the blade by singing a countersong.
Spellblade1,000 + 100/spell level XP6,000 + 2,000/spell level GP
These slim-bladed long swords were once plentiful in the Realms. Recently, someone has found or rediscovered the screts of making them again; new blades have begun to appear in the Dragonreach area, probably from a source in Sembia.

A spellblade is a +2 magical weapon. A single wizard spell is cast as part of its making, and thereafter, the sword is immune to and paramount over that particular spell. Anyone with a spellblade on his person who is attacked by the particular spell that the blade is linked to is utterly protected against all of that spell's effects. This immunity applies even if the spell is magic missile or another 'unerring' spell, or one that a weapon would normally be of no use against.

The blade- bearer can reflect a offensive spell back upon its caster, choose to negate its local effects entirely (allowing a fireball to flow directly around the wielder with no effect), or direct it at another target of his own choosing. This decision must be made the round the spell is cast, or the spell is negated. There is no known limit to the negation ability of a spellblade against its specific spell. This power does not prevent normal use of the weapon in the same round.

As an item, the spellblade is usable by all classes; as a weapon, it is usable only by those allowed to wield long swords. To gain the protection of the spellblade, it must be drawn from its scabbard with some part of its hilt or blade resting on the bearer's flesh (a warrior's hand or strapped to the leg of a wizard). Spellblades guard against specific spells and identical magical effects, such as the fireball spell and the fireball emitted by a wand of fireballs. They do not guard against merely similar effects; for example, a fireball- specific spellblade would not guard against normal fires, a wall of fire, a meteor swarm, a flaming sphere, or a delayed blast fireball.

Most spellblades are crafted to protect against offensive spells such as fireballs, lightning bolts, magic missiles, or charm person spells; a rare few are made for specific purposes, and can breach prismatic spheres or walls of force.

Tooth of Torm1,000 XP? GP
This special sort of magical dagger, developed by priests and wizards loyal to Torm in ages past, is customarily borne only by high-ranking servants of the Lord of Loyalty.

It is a silver-bladed, +2 weapon that will never tarnish, break, or lose its sharpness. When grasped and commanded, it empowers the wielder to see invisible creatures and objects within a 60-foot range. This sight also shows the alignment auras and dweomers of beings and items viewed.

A tooth of Torm is not wielded in battle, but if released while under a command to strike, it will blink away to attack any selected target creature up to 30 feet away, striking and returning within a round. It cannot be grasped while attacking or returning, and will come to float beside its commander's shoulder. No living creature can travel with it, but hand-sized or smaller nonliving items strapped or tied to the blade will be carried along with it.

It will obey only lawful good beings, and will burn (for 1d2 points of damage per touch, or per round of continual contact) chaotic evil creatures upon contact.

A tooth of Torm can also be commanded to guard. The commander holds the dagger with its point toward the object or area to be guarded (such as a door, altar, or archway), positions it as desired, and then releases it. The commander then repeats the word "guard" continuously until the dagger has reached or is touching the area or object to be guarded.

The dagger will then hover in place indefinitely, until it is affected by dispel magic or the guarded area is violated, whereupon it will blink to the attack. The dagger will strike repeatedly, once per round, until the guarded object or area is no longer touched or disturbed, or until the dagger itself is destroyed. (An intruder who flees empty-handed will thus suffer only a single attack from the dagger.)

Note that the commander of the dagger, or any lawful good creature, will not cause the dagger to activate even if such a creature does disturb or enter the guarded item or area. An avatar or high servant of Torm will also not cause a tooth of Torm to strike. The presence of all other worshipers of Torm who are not lawful good will cause the dagger to strike.

Any number of teeth can be combined to guard a single object; it was a common practice of old to place a ring of teeth in the air above a coffer containing temple treasures each night, as an inner guard on the valuables.

Wand of Woodland Wonder500 XP12,000 GP
A variation on the wand of wonder, the wand of woodland wonder is closely tied to nature. Often overlooked, the wand appears to be nothing more than a twig or sprig of mistletoe. By expending a charge and speaking the command word, the wielder rolls percentile dice and consults the chart below for the wand's effect. Although useable by any class, such a wand is most effective in the hands of a druid. A druid can call for a specific effect from the wand. A wand of woodland wonder is typically found with 10-100 (10d10) charges.

D100 RollEffect
01-10Wand transforms into a staff +1 for the following 5 rounds.
11-18Target is healed for 1-8 hit points.
19-25Target is polymorphed into a rabbit for the following 2 turns. A successful saving throw versus spells negates the effect.
26-30Target is polymorphed into a tree for the following 2 turns. A successful saving throw versus spells negates the effect.
31-33Charm person or mammal spell is cast on target.
34-36Entangle is cast on target.
37-46Faerie fire is cast on target.
47-49Heat metal is cast on target.
50-53Rain falls on target for 1 turn.
54-58Heat metal is cast on wielder.
59-62A blueberry bush, three feet high, three feet wide, and three feet deep grows in front of target. The bush is filled with lucious, ripe blueberries.
63-65Barkskin is cast on target.
66-69Target sprouts leaves from all exposed skin. Leaves remain for 1 turn, worsening target's attack rolls and initiative rolls by 1.
70-79Lightning strikes target, causing 6d6 points of damage, save for half damage.
80-84Lightning strikes wielder, causing 6d6 points of damage, save for half damage.
85-87Invisibility to animals is cast on the wand's wielder. The spell's duration is 1 turn, 4 rounds.
88-90Target is covered by hundreds of crawling, biting ants. Target suffers 1d4 points of damage for 4 rounds and is -1 on all attack and damage rolls.
91-97A dig spell is cast on the ground under the wielder's feet, creating a 10-cubic-foot hole. The wielder and those standing near him fall into the hold and suffer 1d6 points of damage.
98-100A dig spell is cast on the ground under the target's feet, creating a 10-cubic-foot hole. The target and those standing near him fall into the hold and suffer 1d6 points of damage.