Magic Items and Weapons

Armour, Shields & Helms Books, Librams & Tomes Cups & Chalices Miscellaneous & Unusual Items
Armour of Convenience
Shield of Protection
Thieves Armour
Tome of the Tower Chalice of Health
Cup Of Plenty
Cup of Unquenchable Thirst
Armband of Accuracy
Fan of Wind
Orb of Recall
Wolf Whistle
Potions Rings Weapons Wands, Rods & Staves
Potion of Extra Portions
Potion of Fascination
Potion of Motion
Potion of Notions
Potion of Pleasing
Potion of Speechlessness
Potion of Wizard Sight
Ring of Confidence
Ring of Fastidiousness
Ring of Retrieving
Cloaking Dagger
Dagger of Embedding
Sword of Birds
Twin Swords of Dochek
Wand of the Waters
Wand of the Winds

Armour of Convenience (2,000 XP)

The armour is the same as plate mail +2 but has the additional property of being able to assemble or disassemble itself on command. At a magic command word the armour leaps onto the frame of the wearer and positions and buckles itself accordingly. Similarly at another magic command word the armour unfastens and removes itself from the wearer's body and stacks into a neat pile. Both assembly and disassembly take 1 round/turn.

Shield of Protection (1,500 XP)

This is a shield +1 but has the additional property of being able to cast a minor globe of invulnerability once per day as per the wizard spell. The spell is centred on the shield which must be relinquished to leave the globe. The globe can be dismissed by the shield wielder at any time.

Thieves Armour (3,000 XP)

This armour is leather armour +3. It also grants any thief who wears it a bonus of +5% on all thieve's skill checks and allows the thief to become invisible, as per the wizard spell, once per day.

Tome of the Tower (10,000 XP)

This book is one of the greatest treasures that can be found by a wizard. Usable only by a single class wizard of 9th level or greater, the tome magically creates a wizard's tower. The tower created is limited only by the imagination of the player character and DM. The tower will have a surrounding garden and defensive wall, with the wall marking the boundary to the tower's power. Once created, the tower is permanent and cannot be dispelled.

Within the tower the wizard wants for nothing, with unseen servants to do his bidding, the lighting and temperature will vary according to the wizard's desire and the tower will always be stocked with fine food and wines. It is however impossible to move anything created by the tome during the tower's construction beyond it's boundaries, although this does not apply to anything subsequently created within the tower's environs by the wizard. The wizard also gains a +2 bonus to all rolls and checks made within the tower's boundaries.

The tower constructed will be styled on the true nature of the caster and the décor will reflect the wizard's level of refinement. Non weapon proficiencies should be used to develop a flavour to the tower. For example, a wizard with a skill for dancing would expect a ballroom or stage to be contained within the tower, or a well equipped laboratory could be expected for any magical proficiencies or special abilities. Should the wizard worship a god, a room will be set aside as a shrine. Guest facilities will depend on the nature of the wizard's personality. If applicable, provision is automatically made for the wizard's familiar. The number of rooms within the tower is equal to the wizard's level + 5d4 additional rooms. The available floor space may not exceed 30ft x 30ft per wizard level, although rooms created may have varying dimensions.

Also created within the tower are 1d4 Stone Guardians, as per the monster description, which will obey the wizard's commands and protect the tower from attack.

Chalice of Health (3,000 XP)

Once per day this chalice will produce one of the following remedies as per the appropriate spell:
  • Cure critical wounds.
  • Cure disease.
  • Cure blindness.

Cup of Plenty (500 XP)

Upon command this cup will fill with any of the following, as desired, three times a day: water, wine or poisoned wine.

Cup of Unquenchable Thirst (0 XP)

Anyone who drinks from this cursed cup will be afflicted with an unquenchable thirst and will drink everything available regardless of danger, situation or cost. Unless a dispel magic or remove curse spell is cast against the effect, at the level of the victim, the following will occur:
  • If water, wine, etc. is available they will drink themselves to death in 1d6+6 turns.
  • If water, wine, etc. is not available they will die of thirst in 1d4 days.

Armband of Accuracy (1,500 XP)

This is a magical leather strap that is adorned with small rubies and tied about the arm. It grants the wearer a +5 bonus to attack rolls for any hand held weapon, but not distance weapons. The +5 bonus does not apply to damage rolls and an attack roll of a natural 1 is still a miss. Unfortunately this item is flawed, not cursed, and each time an attack roll is made while wearing the armband the DM should make a percentage check. On a roll of 99 or 00 the armband's magic misfires and the wearer strikes himself a critical hit with all pertinent bonuses and penalties applied.

Fan of Wind (1,000 XP)

This is an ornate fan made from blades of polished ivory and painted with clouds and trees bending in the breeze. When unfurled and the command word is spoken the fan will produce a strong wind as per the wizard spell gust of wind, with the strength of the wind double that of the wizard spell.

Orb of Recall (1,000 XP)

This wizard's orb allows the user to see past events that he has experienced just as they happened. The view presented is as was seen through the wizard's eyes and is a true dipiction of events. All things are revealed in the recalled images as were seen by the wizard, including invisible things if they were seen at the time. This orb can be used once per day and can recall images covering a period of no longer than 1 hour.

Wolf Whistle (1,000 XP)

This whistle can be used to summon a normal wolf, as per the monster description, to aid the caller. When blown the whistle makes no sound and magical silence will not stop it's power. The wolf appears instantly, will obey all commands to the best of it's ability and will remain with the summoner until it is dismissed, killed or 3 hours have elapsed. The whistle can only ever be used 3 times.

Potion of Extra Portions (300 XP)

This potion has no effect when consumed. However if it is mixed with another magic potion it's effect is to adapt itself to the potion it has been mixed with, creating double the quantity of potion. Similarly if a second potion of extra portions is added there is three times the amount of potion, and so on. The resultant mixture is a larger quantity of the other potion that is in no way diluted or changed.

Potion of Fascination (0 XP)

This potion causes the drinker to become totally fascinated by the first object they find or are given after consuming the potion, for a duration of 1d4+4 turns. Their interest and talk is focussed totally upon the item of fascination and their attention can only be broken by physical or magical attacks and harm or similar event. The effects can be removed by a dispel magic spell. If tested, this potion's effect is revealed as a healing potion or similar to disguise it's true effect.

Potion of Motion (400 XP)

This potion's effect lasts for 1 round/turn only and allows the user to use one of the following abilities for that time:
  1. Move at triple the normal speed per round/turn with no ill effects. Note. this does not allow multiple attacks, etc.
  2. Climb and travel as per the wizard spell spider climb.
  3. Travel instantly as per the wizard spell dimension door except the distance is reduced to 10 feet/yards per level.

Potion of Notions (100 XP)

This potion enables the user to come up with unusual and innovative ideas and increases their Intelligence by 3. Note. The DM may need to help the PC with ideas and clues regarding any situation in which the potion is used.

Potion of Pleasing (0 XP)

Anyone drinking this will be compelled to perform any tasks in order to please others, even if they don't want them to. A dispel magic or remove curse will cancel the potion's effect.

Potion of Speechlessness (0 XP)

Any creature drinking this will be unable to make any vocal noise or sound for 1d8+2 hours. A dispel magic or remove curse will cancel the potion's effect.

Potion of Wizard Sight (250 XP)

This potion has the same effect as the magic spell wizard eye.

Ring of Confidence (500 XP)

This cursed ring makes the wearer sure of his abilities and adds +1 to all skill checks due to the positive attitude it evokes. The effect is also such that the wearer may behave a little recklessly and take chances that they might not otherwise do and so imposes a -1 penalty to Wisdom. The ring's effect can be broken by a remove curse spell.

Ring of Fastidiousness (0 XP)

This cursed ring causes the wearer to become obsessed with their physical appearance and to ensure that at all times they look their best and that nothing is out of place, with virtually no regard for the situation or danger they may be in whilst correcting their attire. They will find themselves compelled to purchase the finest clothes available and the most expensive equipment. The ring's effect can be broken by a remove curse spell.

Ring of Retrieving (1,000 XP)

With the aid of this ring the wearer can summon a known object to his hand. The required object must have been previously touched by the ring and the ring can only retrieve the last object touched, which must not weigh more than 10 lbs. The object to be retrieved can be any distance away but must reside on the same dimensional plane. This ring can only be used once per day.

Cloaking Dagger (2,000 XP)

This is a dagger +2. Additionally it permits the holder to become invisible, as per the magic spell, once per day. Also if the dagger is owned by a thief it improves their move silently and hide in shadows skill checks by +5%.

Dagger of Embedding (1,000 XP)

In all respects this dagger is identical to a dagger +1 and inflicts normal damage. Upon uttering it's magical command word at the time of a successful strike, the dagger will remain embedded in the victim and continue to inflict 1d4+1 points of damage per round. The dagger cannot be removed until it is released by the magic command word, it's power is disrupted by a dispel magic spell or the victim is dead.

Sword of Birds (4,000 XP)

This is a normal sword +3 in all respects, but in addition has the following abilities:
  • The wielder can invoke a fly spell as per the wizard spell once per day, at the level of the user.
  • The sword can cast a polymorph self spell as per the wizard spell on the wielder once a day, although the altered form is limited to normal birds.
  • The wielder can speak freely with any bird.
  • The sword does minimum damage against any birds or avian-like creatures and when any attack is made the wielder must make a saving throw vs. death ray or take 2d6 points of electrical damage and drop the sword.

Twin Swords of Dochek (3,000 XP)

Originally made for the warrior-king Dochek, these swords are identical, beautifully crafted with diamond pommel stones and are both short swords +3. They can be used simultaneously by any warrior and endow dual weapon skill without any attack penalties. Alternatively they can be used by different people like any other magical sword. Additionally if the swords are wielded by one warrior and are brought together pointing away from the wielder they produce a lightning effect as per the wizard spell. This power can be invoked once per day. While the swords are within 120 feet of each other they retain their powers. If the swords are ever more than 120 feet apart they become non-magical, except for the ability to 'point' toward their twin, irrespective of the distance or even dimension separating them.

Wand of the Waters (4,000 XP)

This powerful wand may be employed by wizards only and creates the following spell effects:
  • Wall of fog for 1 charge.
  • Water breathing for 1 charge.
  • Wall of ice for 1 charge.
  • Conjure elemental for 2 charges and limited to water elementals only.

Wand of the Winds (4,000 XP)

This powerful wand may be employed by wizards only and creates the following spell effects:
  • Whispering wind for 1 charge.
  • Gust of wind for 1 charge.
  • Wind wall for 1 charge.
  • Conjure elemental for 2 charges and limited to air elementals only.


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