Potions Balm of Gresan: This white balm, when applied to a wound, regenerates it back to normal at a rate of 1 hit point a round. Each wound must be applied to separately. Several doses can be used at the same time. A typical jar, when found, usually holds 2-8 doses. Elixir of Lycanthropy: This cursed potion will inflict lycanthropy, random one, upon the imbiber. Healloam: This magical mud, usually found at the edge of magical pools or lakes, heal 1-8 points of damage per application. 2-8 doses of this mud is usually found at a time. Healloam cannot be taken away and stored for later use, because it will loose its healing ability when taken away from the waters. Holy Oil of Protection: When this holy oil is rubbed on the forehead and a prayer is offered up to the corresponding deity, it will protect the user as a protection from evil spell. It will last for 2-8 turns. A vial of this oil will have 2-12 doses. Kaff: When consumed, this black liquid allows the drinker to go without sleep for 1 day. This liquid can be used for up to 1 week. Any use longer than a week will cause the user to collapse with exhaustion and force him to sleep for 24 hours before he is able to waken. Nothing short of damage will allow the user to waken during this time. Kaff is easily made by Alchemists, and commonly given to guards and scouts to keep them alert. Liquid Magic: This appears as a multi-colored opaque liquid. When placed on any weapon, which it will absorb into, it gives it a permanent +1 to hit and damage. This can be used on an already magical weapon to increase its bonus. Potion of Spell Restoration: Upon consumption of this potion, the mage remembers up to 5 spell levels of spells that he has cast that day. Example, (5) 1st level, or (1) 2nd and (1) 3rd, and so on. The Power of Daras: This is a white liquid. It is found naturally made in the Caverns of Daras. When consumed, this liquid bestows one wild psionic talent, determined randomly. This effect is permanent. Within the Caverns of Daras, each cavern produces 1 dose of the liquid which drips from the stalactites and forms a pool in the center. It takes a cavern 1-100 years to form enough to make one dose. Wine of Healing: This magical alcohol will heal 1-8 hit points of damage per glass of wine. There are 8 servings per bottle. Note that the wine has a high alcohol content, so healing the characters with this will, more than likely, cause them to get drunk. Scrolls Scroll Tube of Shaow: This tube creates a scroll once a day. It will contain a random spell. The previous spell must be cast before another will appear. The spell will be either clerical or magic-user depending on who holds it. Rings Dryad Ring: The Dryad Ring was created by a powerful druid when the druid found the dryad Netara dying because her tree had been destroyed in a fire. In order to save her, he captured her in a magical ring. Netara is a dryad, as per the monster compendium. She is good by nature, but she is compelled to obey the wearer of the Dryad Ring, and she cannot charm him. If forced to do evil actions she may be able to hinder them but it may cost her life. Netara is bound to the ring and can not be outside the ring for more than 12 hours in a 24 hour period, When outside the ring she will either appear as a small (6 inch) woodland sprite or her normal appearance (human-sized). Ring of Immortality: When this ring is placed on a finger, the wearer stops aging. When it is removed, the character's aging continues as if nothing had stopped it. Ring of Lightning: This ring can emit 15 HD of lightning bolts per week. The wearer can use as many or as few HD as he wants per bolt as long as it doesn't go over his limit per week. Example; he can cast one 15 HD, one 12 HD and three 1 HD, fifteen 1 HD or any combination of 15 per week. Ring of Pain: This platinum ring gives a +2 bonus to damage, do to searing pain, in melee combat. When the wearer hits his opponent, his opponent must save vs spell or function at a -2 to everything for 2-4 turns do to extreme pain. Ring of Power: This ring increases the potential of the spells that are cast by the owner. This gives a +1 on all die rolls, this effects damage and duration (if duration calls for dice to be rolled). Example, a 6d6 fireball would become 6d6+6. Ring of Shadows: This obsidian ring has 10 charges when found. For one charge the wearer can transform into a shadow, as per the monster, with all its abilities for one hour. If killed while in shadow form, he becomes a permanent shadow that will reform in one week. Ring of Strength: This silver ring increases the strength damage done in combat by a +2 bonus. Rods Dragon Rod: This small, 18 inch rod has a dragons head carved out of a ruby on one end. It gives the wielder some of the abilities of a red dragon. These are as follows; gives an AC of 0, 3/day a breath weapon can be used (90' long ,5' at the start, 30' at the base, doing 8d10+4 damage), It gives a magic resistance of 25%, can fly 3/day, immune to fire, affect normal fires 3/day, pyrotechnics 3/day. Owner has a tendency to start hoarding money and magic. Shard Scepter: This golden, 12" rod has a leather wrapped handle with a flared end. There is an open hole the end of the handle. When an elemental shard is placed in the end of the scepter, the scepter can fire an elemental bolt of the same type. Example; an earth shard will fire an earth bolt, a fire shard will shoot a fire bolt. The bolt does 2d10 points of damage, no save. A roll to hit must be made with a +4 to hit bonus. Its range is 150 feet. Elemental Shard: These crystals are usually formed from the residual magical energy left over from opening gates to the four major elemental planes; earth, fire, water and air, from summoning rituals and such. When these shards are found, they usually have between 11-20 charges. Staves Earthwood Staff: This is a +2 weapon. It also provides +2 protection. In the hands of a Druid or a cleric that worships nature it has the following additional abilities; Acts as a ring of fire resistance, it doubles the amount of 1st level spells that the person can memorize for the day, can cast Plant Growth 3 times a day, and can cast Transport via Plants 2 times a day Staff of the Eel: This 6' long staff is capped with metal ends. It has designs of eels engraved upon the shaft. It is a +1 staff. When either end is struck, the staff releases a 1d8 electrical shock. When hitting someone with metal armor or shield; if the die roll indicates that these items blocked the hit then the electricity damage still gets through do to the conductivity of these items. If presented in defense of a lightning bolt, it will absorb it. By doing this, it will become a +3 staff and release a 2d8 shock. This will last for one turn. When the bonus is in effect, lightning arcs from one end to the other (not harming the wielder). Staff of Flames: This +2 staff can burst into flames upon command, making it a +3 staff. The flames do not harm the wielder. The flames provide illumination equal to a light spell. The owner can cast a flame bolt, range 150 yards and 8d6 damage, three times a day (must be ablaze). All spells cast through the staff have double range. When ablaze it acts as a ring of protection from fire. Staff of Focusing: Any spell cast thought this staff, including touch spells, act as if they were cast 4 levels higher. Morgath's Staff: This hollow staff, when filled with the blood of a sacrificed victim, will cast the following spells once each filling: Cause Serious Wounds, Curse, Protection From Good, Cause Disease and Slay living. Wolf Staff: This 5', wooden staff has a wolf's head carved into the end of it. It allows the user to speak canine. It also allows him to summon a pack of wolves, once a day. The wolves will stay with the summoner for up to one hour. All canines will act as if the staff bearer is a friend and will not attack, unless the wielder attacks first. Once per day the wielder can transform into a wolf, the staff will transform with. He can stay in this form for as long as he wishes, but weekly intelligence rolls have to be made. If one fails, the wielder will actually becomes a wolf, and nothing short of a wish will bring him back. It is also a +2 weapon. Wands Wand of the Druids: This wand appears as a 14" long tree branch. It allows the wielder to speak with animals at will. It can cast plant growth and entangle 3/day. It allows the wielder to shape change into any common forest animal 2/day with unlimited duration (Note; every day spent in animal form a 10% cumulative chance that the change is permanent). In the hands of a Druid, this wand doubles the amount of 1st level spells that the Druid can cast a day. Wand of Shadowfire: This jet black wand shoots a bolt of black flame. Range is 100'. Damage is 6d6 save for half damage. This flame gives off no heat so it cannot be seen with infravision. When found, it usually has between 51-90 (50+2d20) charges. It can be recharged. Wand of Touch: This wand changes touch spells into ranged attacks. One charge will extend the range to 20 feet. Multiple charges can be expended to further increase the range at a cost of one charge per 20 feet to a maximum of 200 feet. Miscellaneous Magic: Books and Tomes Book of Curses: This large tome contains 6-24 (6d4) curses. When one of these curses is read out loud and a magic item is held, it transforms the item in to a cursed item. The curses depend on what the item is and its functions, DM's digression. The curse will begin to work on the next person to use the item except the one that casted the curse. Thus a person could have all his items cursed but still function normally for him. If he is killed and all his items are looted from his body, the curses now start to take effect on the new users. Book of Proficiency: This magical tome has the knowledge of one weapon or non-weapon proficiency inscribed within, determined randomly. The proficiency that this book gives is free and costs the reader no skill points. It takes two weeks to read and it disappears after it is read. Miscellaneous Magic: Jewels and Jewelry Amulet of Armor Transformation: These amulets are miniature suits of armor. When the command word is spoken, the amulets transform and encase the wearer in armor. It takes 2 segments for this to happen. Another command word reverts the armor back to an amulet. These amulets come in all the armor types, from leather to full plate. Amulet of Strength: Twice a day this amulet will bestow 19 strength upon the wearer for 1 hour. Amulet of the Tree: When worn this amulet, of a pine tree, protects the skin as if a barkskin spell had been cast. Also it allows the wearer to cast the spell Tree once a day. Amulet of the Weapons Master: This amulet, bearing the symbol of a heron, gives the wearer awesome fighting bonuses. It gives a +1 to hit and a +1 damage for every 4 levels the wearer has attained to a max. of +5/+5. Further it decreases weapon speed for its users weapons by a -1 for every 5 levels he has obtained to a max. of -3. Brooch of Amazing Feats: Once a day this brooch allows the wearer to perform an impossible display of strength, must be non-combative. Example; lifting a 2 ton rock, leaping 50 feet straight up, bending an iron bar into a pretzel, ect. Feats are subject to the DM's approval. Collar of Understanding: When place on an animal it allow the creature to understand the language of the owner. Earring of Eavesdropping: This diamond stud earring allows the wearer to hear distant locations as if he where standing there, by concentrating for one round anywhere within his line of sight. This is a limited form of clairaudience. One could not project this clairaudience beyond a door because it blocks his line of sight. He would hear sounds as if he is standing next to the door. But if he looked through a keyhole to see into the room then he could project the clairaudience into the room. Because of the nature of this object it adds a 50% bonus to a thief's hear noise. Earring of Luck: This diamond earring gives its wearer a +2 on all saving throws. The Eye of Orous: This glass pendant of an eye hangs from a golden chain. When the pendent is looked through, it acts as a true seeing spell. Useable 5 times a day. Gem of Pain Absorption: When these small gems are activated, a yellow glow surrounds the user. It will absorb the first ten points of damage the user suffers. After the damage is suffered, the light fades and the gem crumbles into powder. Only one of these can be activated at any one time. They will last until the damage is suffered. Gem of Warrior's Will: This diamond allows a second saving throw vs mind effecting spells with a +3 bonus. Moonheart Gem: This dark gemstone produces a silvery glow from within. It has no magical abilities during the day but at night, the following powers may be called upon; it can transform its holder into a lycanthrope of the holders appropriate alignment. Example; CE will turn into a werewolf, CG will turn into a werebear and so on. The change will last all night until dawn arrives, then he will change back to normal form. The were creature will have all the abilities of the creature he turns into, including needing to be hit by silver or magic weapons. Necklace of Sonic Attacks: This necklace when activated turns the wearers voice into a sonic weapon. A projected beam on sonic energy issues forth to strike the enemy, a to hit roll must be made. Sonic energy bypasses armor so a target is considered AC 10 - defensive adj and magical defenses. This power can be activated 3/day and causes 3d4 points of damage. Duration is Constitution in rounds. Note use of this item might attract wandering monsters due to the noise it generates. Necklace of Strength: This necklace allows the wearer to cast the spell Strength three times a day. Necklace of the Sun: This necklace is in the image of a sun. When found they will have between 1-10 charges. When a charge is used, the necklace flares up with light equivalent to that of the sun, for one round. Any undead that have susceptibility to the sun must save vs death magic or be destroyed. Any other race that has problems in the sun (example: drow) will be blinded if a save vs spells is not made. Storm Crystals: These black crystals, when broken, creates a severe thunder and lightning storm over the period of two turns. The storm covers a 1 mile radius. It will last 4-16 hours. The purpose of the creation of these crystals is unknown. Viper Bracelet: These silver bracelets look like a snake coiled so your arm could be slid through the inside of the coils. These jeweled items (estimated gp value of 2500gp) are made for particular individuals. When anyone other than the person to whom the bracelet is attuned to puts it on, it turns into a real snake. It hits on its first attack automatically, doing 1-3 points of damage and injecting poison (save vs poison or die). It will continue to inject poison into the bloodstream, save every round, until it can be removed from the persons arm. It has 7 hit points and an AC of 7. Once removed from the arm, it reforms into a bracelet. Miscellaneous Magic: Cloaks and Robes Cloak of Grass: This green cloak will transform the wearer into grass and will merge him into the ground he is standing on. He cannot move while he is in this form but is aware of everything that goes on within a 60' radius. Great for camp guards or bandits who don't want to be seen. Shadow Cloak: This black cloak will transform the wearer into a shadow (not the monster) from dusk to dawn. The wearer cannot touch anything that is solid, he can pass right through doors and the like. He cannot be harmed by normal weapons but he cannot attack physically either. Miscellaneous Magic: Boots and Gloves Boots of Contingency: Upon the death or a command word said by the wearer, these boots will teleport him to a predetermined spot. Usually where healing awaits. Changing the spot of the predetermined teleport spot can be done only once a month. Boots of Initiative: During combat these leather boots give a + or - 1-5 initiative bonus. This is added to the characters reaction bonus. This bonus must be rolled for every round. These boots will shrink or grow to fit any wearer. Boots of Swimming: These boots double the wearers swimming movement rate when in water. They will shrink or grow to fit any foot. Bracers of Accuracy: These silver bracers give their wearer +2 to hit with all weapons he uses. Bracers of Resistance Negation: When a spell is cast, by someone wearing these bracers, at a magic resistant creature, these bracers will reduce the magic resistance of that creature by 20%. Captains Bracers: These bracers, engraved with dolphins around it, give the wearer the following non-weapon proficiencies; seamanship, weather sense, and navigation. It increases the charisma of the wearer +2 when aboard a ship. They calm the waters for 1 mile around the ship upon command. Three times a day these bracers can release a water bolt doing 6d6 damage at a range of 100 yards. Gauntlets of Holding: These set of gauntlets have 6 gems are embedded into the wrist. These gems will store one weapon each. The weapon appears and disappears when the gem is pressed. The weapon must be touched by the gauntlet for the gems to work. Gauntlet of Might: This metal gauntlet fits on the right hand. This gauntlet increases the strength of the right arm to 19. It is electrically charged. Blue lightning leaps from finger to finger periodically. Any metal weapon used by this gauntlet delivers and extra 1d8 points of electric damage. A touch of this gauntlet delivers 1d8+4 points of damage. Three times a day a lightning bolt can be discharged from the gauntlet doing 8d6 damage. Wearer of this item is immune to electrical attacks. Gauntlet of Proficiency: These metal gauntlets give their wearer the proficiency in any sword. They also give a bonus of +1 to hit and +1 to damage on any weapon wielded by these gauntlets. Gloves of Shocking Grasp: Upon command these leather gloves will, when touching the enemy, will shock him. As per the spell Shocking Grasp. These gloves do 1d8+4 points of damage. Miscellaneous Magic: Girdles and Helms Belt of Destruction: This black leather belt bestows upon its wearer the ability of doing double dice damage in melee combat. It also adds a +2 to hit in melee combat. Cap of Learning: This small cap, when place on the head, will half the time it takes to learn something. This includes weapon proficiencies, non-weapon proficiencies, spells, languages, spell research, and anything else that involves studying. Crown of Kings: This gem encrusted crown has the following abilities; provides an AC of 3, protection from normal missiles on at all times, minor globe of invulnerability on at all times, levitation at will, cannot read the thoughts of the wearer, cast lightning bolt seven times a day doing 6d6 damage, call into being a light blade, at will, that is to be used in melee combat. The blade has a +2 to hit and does 3d6 points of damage a strike. Helm of Mind Protection: Gives total immunity to mind influencing spells. See wisdom chart for spell listing. Helm of Sight: Allows the wearer to see normally in all conditions. From blizzards to magical darkness the helm wearer has no problem seeing. Further it makes the wearer immune to blindness spells. Hyian's Circlet: This silver headband gives a bonus of 20 psionic points, per day, to any psionic person wearing this circlet. It doubles the range on any psionic ability. It also gives a +1 protection. Mask of the Dublin Slavers: This mask is made out of black leather. It has small studs that adorn the mask. It fits the face of any human sized creature, it ties in the back. When the mask is put on it adheres to the wearers face and his eyes turn black. It cannot be taken off unless a Remove Curse spell is cast. It imparts the wearer with the skill of Value Estimation with a score of 20. It can determine the value of anything from gems to slaves. In fact, anything the wearer looks at, he is constantly determining the value for. It starts the wearer thinking that anything can be purchased or sold for the right price. Nothing has sentimental value, only gold piece worth. Obsidian Mask: This black mask is made from obsidian. The mask has the essence of an earth elemental bound to it. The mask allows the wearer to pass through stone and earth at will, like an earth elemental. It also provides the ability to stone shape 3/day at 12th level of ability. The wearer can charm earth elementals at will, only one try per elemental. If the elemental saves, it will become enraged and attack the wearer with a +2 to hit him. Sash of the Wyvern Rider: This coat of arms provides the non-weapon proficiency Riding, Aerial. The sash is attuned to a Wyvern which the wearer can summon and command. It takes 1-10 rounds for the Wyvern to arrive. The Wyvern will fight for or allow the wearer to ride it. The sash wearer has a limited telepathy, he can communicate by empathic commands. If the Wyvern is killed, the sash will attune itself to another Wyvern within 3-30 days. Miscellaneous Magic: Bags and Bottles Miscellaneous Magic: Dusts and Stones Dust of Decay: This black dust, when spread over a 20 x 20 foot area, kills all plant life in 3 rounds. Intelligent plants must save vs death magic or die. This has no effect on animals or humanoids. Dust of Magic Detection: This gray dust, when sprinkled over a 10 x10 x10 foot area reveals all magical auras. This includes, but not limited to, magic items, illusions, glyphs, symbols, spell like effects, ect. From 4-16 doses are usually found at a time. Eye of Kemdal: This green gem has what appears as a human eye in its center. By concentrating for two rounds, the user causes the eye to leave the gem. He then can control the eye as if it were a wizard eye. This magical item drains on the life force of the user to operate. This item drains 1 hit point by activating the eye, and it will continue to drain 1 hit point for every turn spent in use. When concentration ends, the eye will return to the gem. Firestones: These dark red stones are about 2 1/2 inches in size. They feel warm when handled. Once a day they can release a fireball (6d6) when struck against a hard surface. Glitter Dust: When this golden dust is tossed into the air, it illuminates in a 20 x 20 foot area. The intensity is equal to a Continual Light spell. The duration is one hour. From 2-8 doses are usually found. Pixie Dust: This dust, when applied, acts like dust of disappearance. It also bestows silence and fly, as per the spell upon the user. Proficiency Stone: These stones possess a weapon or non-weapon proficiency skill. When in the possession of someone for a week it allows the owner to use the skill contained within as one of his own proficiencies. A stone will only contain one proficiency and it will never change, because it was embedded in the stone when it was created. The score of the stone is based off of 14 +/- the modifier of the proficiency. Example-a herbalism stone would have a score of 12 while a riding, land based stone would have a score of 17. Sand Glow: This magical sand gives off illumination equivalent to a night light. It is found in its natural setting in the underdark. It looses its magic when exposed to the sun. Silver Dust: This magical silver dust when sprinkled on a gem, of 5000gp or less, doubles its value. Skeleton Dust: This white powder, when sprinkled on a recently killed body, will cause the body to rise up as a skeleton (max. hit points) under the sprinkler's command. This process is very gruesome as all the flesh falls off the body over a period of 5 rounds. Usually a pouch is found with 4-16 doses. Sleep Capsules: These small one inch glass tubes contain a magical sleep gas. When broken open they release a vapor, similar to a Sleep spell, in a 15 foot radius. Spell Stone: These stones contain a random spell. A spell caster can cast this spell once a day as if it were one of his own. A stone will only contain one spell and it will never change, because it was embedded in the stone when it was created. Stone of Sharpening: When this whetstone is run along a magical blade, it bestows the sharpness ability as per sword of sharpness. The stone can be used 3/day, and the effects last for 2 turns. Thought Crystal: These palm sized crystals will glow when in the presence of psionic activity. The psionic activity must be within 60 feet of the crystals to work. Weakstone: This 2 inch black stone, when placed on a wall or fortification, causes it to become weak. This means that siege equipment does double damage to the wall. After the wall is brought down, a command word will cause this stone to rise to the surface of the rubble so it can be retrieved. White Warp Stone: When triggered these white stones will teleport the activator in a random direction 1-4 miles. These stones when found will have 1-10 charges. War Paint: These pigments, when applied to the face, give the following bonuses; +1 to hit and damage, +1 on saving throws, and a +1 on ability checks. These bonuses last for one hour. A jar of these pigments will have 2-7 doses. Miscellaneous Magic: Household Items and Tools Anvil and Hammer of Utern: These items appear as a large anvil and hammer made from a bluish-black metal. They possess a very strong magical aura. Any weapon forged on this anvil with the hammer becomes a +1 magical weapon. Coins of Silence: These copper pieces have a permanent Silence 15 foot radius spell cast upon them. They can be turned on or off by placing them in the palm of your hand and squeezing them. Disks of Tenser: These are permanent disks from Tenser's Floating Disks spell. They can hold up to 1000 pounds. Font of Power: This magical font, similar to a font used to make holy water. Once a year this font will produce a magic intensifying water. When a magical item is placed in the water for one day, the item will absorb the magical properties of the water. The resulting bonus is totally random. It could add a random ability, recharge an item, provide a minus on all saves when using this item, give additional uses per day to a daily item, ect. Lockpicks of Merging: These lockpicks when held in the hands and the proper command word is given, the lockpicks will merge with your hands becoming nearly undetectable (except by detect magic). When another command word is given the lockpicks will reappear. They do not impede hand coordination when merged. There is no time limit on how long they can stay merged. Lockpicks of Unlocking: These magical lockpicks give a bonus of +20% to a thieves chance of picking locks. Twice per day these picks can cast Knock, as per the spell. Lord's Pepper: This magical seasoning, when added to food, bonds with poisons or other harmful drugs rendering them harmless. Usually found in pepper shakers holding 1-100 doses. Shackles of Passive Resistance: When these iron cuffs and chains are placed on a individual he must make a saving throw vs spells every round to overcome the calm and subduing effects of these shackles. When a save is failed the person will obey any non-violent command given, as long as the restraints are on. Silent Grappling Hook: This ordinary appearing grappling hook makes no sound what-so-ever. You can bang it against any surface and no sound will be made. Skeleton Key: When this key is placed against a lock it will 10% of the time cause the lock to open. It will work only once per lock. Religious Icons: These magical holy symbols are each keyed to their respective deities. They give a bonus of +4 to turn/command (depending on religion) to the priest. They also give the priest the ability to cure critical wounds once a day. Useful Patches: These magical patches will adhere to any cloth they are placed up against. When pulled off and thrown on the ground, they transform into common items. Each patch is specified as to what item it will create. Once it turns into the item, the item is permanent. Such items can be: swords, shields, lockpicks, waterskins, rope, ect. Similar to a Robe of Useful Items but these can be used by anyone. Miscellaneous Magic: The Weird Stuff Bhaal's Idol: This 8 foot tall statue of Bhaal made from an unknown black metal weighs in excess of 1500 pounds. Its natural properties draws evil from all around. it has some special properties it transmits to its master. To become its master; 1st the original master must be killed off. 2nd 30 creatures of good must be sacrificed to the idol. 3rd a wisdom roll at a -5 must be made. 4th a pledge of unholy devotion to Bhaal. 5th weekly sacrifices of 7 or more creatures must be made in order to keep its powers in effect. Natural properties; within a 40 mile radius it attracts all evil creatures. Creatures below 3rd level and have low intelligence it draws automatically. Creatures greater than 3rd or have a higher intelligence can resist the draw by making a saving throw vs magic. The idol gives its master complete domination over the creatures it successfully draws in. It acts as a Bless spell for all creatures under its influence within a 1/2 mile radius. Once a week it allows direct communication with Bhaal. Box of Warning: This 1'x1'x1' black box, when placed in a home, will give its owner telepathic warnings when there is a fire, an intruder has entered the building or when someone is attempting to scry into the building. 1 in 10 of these items are cursed, constantly giving the owner subliminal telepathic messages. This will cause the owner to become insane (paranoia) over a 3 month period. Cube of Entrapment: This small cube (the size of an average six sided die) when hurled at and hitting an opponent, making a to hit roll vs AC 10 minus Dex and magic, will form an iron cage 6'x6'x8' around him. The cage is permanent. The top is padlocked shut and a key appears in the hand that tossed the cube when the cage is formed. The cage, when formed, is not magical and the bars can be bent with the appropriate bend bars roll. The Crystal Palace of Emerald Starr: This intelligent artifact was created by archmage Emerald Starr. It is aligned toward neutral. It is a 9x3x2 inch deep green emerald. It can transform into a palace 250x300 feet, 3 stories, 4 towers 30 feet in diameter with an additional 2 stories. The rooms inside can be rearranged to suit the owner when it transforms into the palace. It is not furnished but whatever the owner asks for will be formed out of crystal-chairs, beds, tables, ect. The walls can go from fully transparent to totally opaque. The crystal in either form speaks all major languages. It takes a half an hour to transform back and forth. It cannot transform with living bodies inside. Interior can be lit upon command. Its appearance in palace form is, it looks like a large formation of green crystal with many projections. Cup of Barris: A drink from this golden cup will permanetly increase the strength of the imbiber to a minimum allowable for specialty priests of Barris, the god of strength. If the drinker's strength is at that score or higher then he will get a +1 to his strength score. Must be a follower of Barris to receive any of these bonuses. These increases will only happen once in a characters lifetime. Also if a potion of giant strength is consumed from this cup it will last three times as long. That last ability will work for anyone. Dragon Claw Orb: This item stands three feet in height. The orb is 14 inches in diameter, the stand is 2 inches tall and 10 inches in diameter, and a dragon claw attached to the stand holding the orb encompasses the rest of the height. The orb is made out of a crystal substance, it constantly has a swirling multitude of colors within. The claw is from a young red dragon and looks perfectly preserved. The stand is made out of mitheral. This item functions as a crystal ball with clairaudiance. It also has the following abilities: A wizard touching the orb when casting spells cast as if he where 4 levels higher, it can cast Wizard Eye through the orb to the place being viewed once a day, It can open a portal to the place being viewed once a week that lasts for 3 turns, it can Project Image to the spot being viewed once a month. Wizard Eye and Project Image are as per the spells, but with the place being viewed as the starting point for these spells. Dragon Throne: This huge, 12 foot throne is carved out of a single piece of rock. It appears as a chair set in the belly of a dragon with the dragon crouched over it as if it is protecting the chair. Once a month, the throne is able to summon an adult dragon under the summoners complete control. The control lasts for 3 hours, starting after it arrives. He can have it do whatever he wishes as long as the summoner stays seated the throne. The dragon will have no memory of the flight to the summoner, the three hours of control and the flight back. The summoner must send it away before the three hours are up or if the summoner leaves throne while he is controlling it, the dragon will regain its memory. Most dragons will be mighty pissed if they regain their memory and find out someone has been controlling them. The throne weighs over 3000 pounds. Ear of Pvara: This shriveled ear is attached to a necklace of braided human hair. When worn, it allow the user to understand all spoken languages. Note, this doesn't allow the user to speak the languages, unless he knows the language himself. Eyes of Fair Play: These magical contact lenses, when judging a contest or sporting event, allow the wearer to spot anyone cheating and how they are doing it. These items were created by priests that worshipped the god of competition. The Finger of Marlas: This item appears as a shriveled human finger. When the command word is spoken, this finger will rise up and point to the closest undead within the radius of 25 miles. It will not tell what the undead is or its distance. Fruit of the Gods: These golden colored fruit is magically formed on planes which gods dwell. Only the magical energy generated by these immortal beings can form these fruit. The fruit has no effect on the gods, they only effect mortals. When a fruit is eaten, the effects are immediate and permanent. Golden Apple: This fruit, when eaten, will increase the intelligence of an animal. It will be raised by 1d4+1. Golden Pear: This fruit, when eaten, will cause a pair of white feathered wings to grow out of the back of the individual. These wings are fully functional and provide a move of 18. Golden Grapes: This fruit, when eaten, will increase the movement rate of the creature or individual. For each grape eaten, movement is increased by 1. There are usually 4-16 grapes in a bunch. Guardian Angel: This figurine of an angel wielding a two-handed sword is 12" tall. Once a week for one hour the owner can make it transform into a life-size angel with wings. It has the THACO of a 7th level fighter, it swings twice a round with its two-handed sword having a +2 to hit and a +3 damage bonus. It has 55 hit points. It has an AC of 2. Move 12 fly 18. If is it killed, it cannot be brought back until it is blessed on the altar of the owners deity. The deity will determine if it will be given back to the person or if it will disappear (if he has not been faithful). Orb of Alldure: This crystal ball has a 30% chance of seeing the future or the past when an attempt at scrying is made. The user does not know he is not viewing his correct time line, unless he sees something very out of place. He cannot attempt to try to view the future/past, it will only happen randomly. Otherwise this item functions the same as a crystal ball out of the DMG. Orb of Scal: This 4 inch orb is ivory in color. It has the following abilities: Charm 4 times a day, dispel magic 3 times a day, fire bolt (range 100 feet, 6d6 damage) 2 times a day, teleport w/o error 1 time a day. It is made from the bones of a destroyed Lich. The Putrid Hand: This left human hand is covered with sores, puss and disease. If the hand is touched by a living being, it will magically replace the person's left hand with itself. The hand cannot be removed until the person dies. While it is attached, it bestows the following abilities; cause disease on contact, stinking cloud 1/day, fear 1/day and harm 1/week. Note, the possessor of the hand is twice as likely to contract a disease. Rune of Vengeance: This magical rune when place on a weapon will adhere, and appear as if it is engraved on the weapon. This rune will allow a naming of someone that has done the rune bearer an injustice. His name will appear engraved on the blade. In doing so, the rune will give the weapon an additional +2 to hit and a +2 damage bonus when it is used against that person. There is no limit on how many people can be named on the weapon. But he must of done something wrong to the rune bearer, and his name must be known. You can't say that all orcs have done you injustice, but you can claim Urtaha Dogsire of the Orc clan Blooddrinkers because he killed my father. When the rune bearer comes within 100 feet of someone named on his blade he will know the location of the one named. Once the rune is removed from a weapon, all the names that appear on that weapon disappear. Skull of Cenalon: This appears to be a human skull. It floats about its owner and it gives off a slight radiance. It has an AC of -2. It has 50 hit points and it regenerates 1 hit point an hour, it can regenerate any kind of damage it suffers. The only way to actually destroy it is reduce it to 0 hit points and use a wish. It is an intelligent artifact. It allows the owner to memorize double 1st-3rd spell levels which the skull retains in its memory. The skull will only allow offensive spells to be stored in its memory. It will also cast these spells when the caster wills it. So the spell caster can cast one spell and the skull can cast one spell in the same round. The skull can communicate to its owner via telepathy. The skull was once a human wizard apprenticed to a great sorcerer. The sorcerer sacrificed Cenalon, in a great ritual, to create a spell storage and casting device. He didn't expect Cenalon's intelligence to remain. Through the years Cenalon influenced the sorcerer to the point that it cost him his life. Thus Cenalon was revenged. Cenalon has been passed around when one wizard defeated another, so he has accumulated quite a bit of knowledge. He has a 25% chance to be able to answer a question based on legend lore, rituals, monsters, magic, ect. This low percentage is due to age and the fact that he has forgotten so much. Over the years, the skull has become a bit insane. He likes to watch living creatures die slowly and painfully. Which he will try to get its owner to do through subtle means. Cenalon only survives to serve and watch the pain of others. The present location of the skull is rumored to be in the hands of Calatath, a wizard in the employ an assassin guild, the Crimson Assassins. Tongue of Pvara: This shriveled tongue is attached to a necklace of braided human hair. When worn, it allow the user to talk all spoken languages. Note, this doesn't allow the user to understand what is being said to him, unless he knows the language himself. Vine of Chabar: These symbiotic plants are found in the forests of Chabar. When placed on a humanoid, the vines form a net around the upper torso. These plants are highly magic resistant. They confer a +25% magic resistance upon the wearer. The plants have a side effect, they draw 1 hit point a day to live and every time they are forced to make the magic resistance roll, they draw an additional hit point to sustain their energy. The vines can survive a week without feeding on hit points before they die, except in their natural habitat in the wild. Armor and clothing can easily be worn over the vines. Wax of Monster Creation: This magical wax appears as a 1'x1'x1' cube. This wax must be sculpted into a creature, requires an appropriate non-weapon proficiency, and a command word is given to it upon its completion. Once the command word is spoken again, it will transform into a real creature under the control of the person that spoke its command word. The control of the creature only lasts for a period of one day. After that day, it becomes under its own control and may do as it will. Wooden Figurine: This 4 inch statue resembles a rust monster. When placed on the ground and a command word is given, it transforms into an actual rust monster (see monster manual for stats). It is under the control of the person who commanded it to change. The statue can transform 3/week for a hour at a time. If the rust monster is killed, it reverts back to statue form and cannot be used again for 3 months. Weapons Swords Blade of Change: This magical short sword has a +2 bonus. When a natural 20 is rolled on the attack die, the victim hit by this blade undergoes a random alignment change. NOS, THE BLOOD DRINKER: Is the name of this long sword. It is an intelligent weapon. It can speak the common tongue. It is aligned Chaotic Evil. It has the ability when used in combat to drain the blood out of its enemy. When hit the victim must save vs petrify at a -2 or loose one point of constitution, which the sword absorbs. It can be stuck in a dying body to drain the con. at one a round. The more con. absorbed, the more powerful this blade is. The following chart is used on how much con. it has absorbed; 0-4 points it is only a +1 weapon, 5-9 it is a +2 weapon, 10-19 it is a +3 weapon-it starts to glow a blood red color equivalent to a light spell and the wielder acts as if a strength spell is cast upon him, 20-29 it is a +4 weapon- the wielder gets double attacks per round and will not tire in battle, 30-60 it is a +5 weapon-it can heal its wielder one hit point for every point it gives up. The sword looses its points at a rate of one an hour. Its owner develops a taste for blood. When the blade reaches 60+ points it has the ability to transform its wielder into a vampire under its control. It can feed the vampire from the points it has absorbed at a rate of 3 points make a meal. Ranger's Blade: This +3 long sword gives a +4 bonus to a ranger's tracking skill. It glows upon command giving enough illumination as a Light spell. It flashes upon contact with a creature from another plane. Rapier of Impaling: This rapier has a +2 to hit and a +3 damage bonus. On a natural twenty the rapier has impaled the enemy causing x3 damage. SHARD: This long sword is formed from a single piece of ice taken from the center of a glacier. It's blade is a transparent blue in color and radiates cold. The hilt is made from platinum with diamonds encrusted in the crosspiece and on the end of the handle. Properties: This intelligent weapon bears a +3 bonus to attack and damage. It makes the wielder immune to the effects of freezing tempetures including magical (the wielder suffers no damage from cold based attacks). It causes an additional +6 points of damage to fire using/dwelling creatures (for a total of +9 damage). This weapon has no alignment. Its purpose is to seek out and destroy creatures of fire. It can communicate via telepathy. It has the ability to detect fire using/dwelling creatures at a range of 60'. Shard can heal its wielder, as per the spell, once a day. Soul Sword: This +1 weapon appears as a hilt with a misty blade. This weapon uses a characters wisdom instead of strength when determining to hit and damage bonuses (even if strength is better). If a cleric has a wisdom of 18 allow him to roll percentiles to get extra ordinary strength as per a fighter when using this weapon. Sword Gauntlet: This gauntlet will provide a sword, made out of force, that the wearer is proficient with at will. It will be a +1 sword. The Twin Blades: These two long swords are identical. Their blades are highly polished and reflect almost as well as a mirror. The hilts are wrapped in black leather and diamonds are set on the cross pieces. These weapons bear a +1 bonus to them. Their true abilities appear only when two people have fought side by side, with these blades, for at least five battles. After the prerequisite is made, these blades will form a combat mind between them when the users go into battle (the wielders must be within 10' of each other for it to form and stay within 30' of each other during the battle for the combat mind to remain in effect). This has many functions; 1) it creates a combat mind which allows the two wielders to have constant telepathy to each other, this allows one to know what the other is doing without actually telling the person. If one person finds a weakness in his opponent, the other blade wielder automatically knows it also. This increases the combat effectiveness of the two giving each one a +1 to hit, +1 initiative, and -1 defensive adjustment. 2) the blades increase to +3 weapons. 3) the mind allows hit point transfer between the two sword wielders. This is done at any time during combat and doesn't take any action. A blade wielder cannot transfer himself below 1 hit point. WHITE EAGLE: That is the name of this intelligent long sword. It has an intelligence of 12. It can communicate through speech, common or elf. The blade has the ability to read magic. The sword is neutral in alignment. Its primary powers are: See invisible objects, Detect magic, and Find secret doors. It has the following extraordinary powers: Extra damage (x3 damage, 3 times a day for 1d10 rounds), Telekinesis (3 times a day, as per the spell), Heal (1 time per day, as per the spell). The sword has an ego of 4. White Eagle doesn't care who wields him. He loves adventuring. Any opportunity he will try to get his wielder to join in any adventure presented to him. Winter Sword: This +3 two-handed sword is made from an unknown white metal. 3/day it can release a cone of frost 40 foot long, 15 foot wide doing 6d6 damage. If presented defensively it will part a white dragon's breath weapon but the user cannot take an action while it is doing this. 1/day the blade can create a wall of ice (as per the spell). The blade can carve through snow or ice like a hot knife though butter. Daggers AL-KAIR: This +1 dagger provides the magical energy for spells so that no spell components are needed. This dagger can be used repeatedly. The Black Dagger: This obsidian dagger has a +4 to hit and damage bonus. It injects a poison into the victim when it hits. The victim must save vs poison at a -2 or die. It is chaotic evil in alignment and any good alignment that touches it suffers 15 points of damage, no save. BLOODTHANE: That is the name of this evil +3 dagger. Weapon gives the wielder the ability to speak "Demonspeech". Blade casts a red light once it draws first blood and will continue to cast the light until the blood is wiped from the blade. Wounds inflicted by the blade will continue to bleed at the rate of 1 hit point a round until healed by magic. Blade will bind to the aura of the owner and seek to return to the owner if lost or stolen, unless the owner is killed. Wielder radiates an evil aura. The origin of Bloodthane is unknown, mages can only suggest that is crafted by some fiendish minds centuries ago. The weapon has a very evil 'feel' to it. Calatath's Inferno: This lawful evil dagger has a +3 to hit and damage bonus. Three times a day this dagger can summon a Lemure to serve its wielder. The Lemures will stay as long as the wielder wishes. The dagger will do 10 points of damage to any good aligned person trying to pick it up, no save. Dagger of Concealment: This +2 dagger can transform into a ring at will. It takes one round to transform form ring to dagger or dagger to ring. Dagger of Fleeing: This weapon is used as a last resort when being pursued. It is activated by being stuck in the ground. After that anyone coming within 10 feet of this blade will cause it to explode into a 6d6 fireball, with it being consumed in the process. GRIMWALD: That is the name of this +1 dagger. It provides the user protection vs detection and location. When drawn it silences the area in a 15 foot radius. HEARTSEEKER: That is the name of this +3 dagger. It does double damage on a called shot to the heart. When thrown, this dagger transforms into a lightning bolt doing 3d6 damage. After being thrown, it will return, by teleporting, to its wielders hand. Moogul Dagger: This blackened dagger bears a +2 enchantment. It provides its wielder; +2 protection, +2 saving throws, +2 on non-weapon proficiency/ability checks, and when first found it has 2 wishes. One month after the two wishes are used up, the dagger teleports itself to another location to be found by someone else. SPART: That is the name of this +1 dagger. It is intelligent and speaks the common tongue, which he likes to do a lot. He is aligned Chaotic Good. SPART can detect traps and pits in a 30 foot radius. He can also light up, 30 foot radius, upon command. When SPART gets nervous he has a tendency to strobe, like a strobe light. Stone Dagger: These 16" +1, +3 vs stone golems daggers are made from stone. They are a dull gray in color and possess a sharp edge. The special ability of this weapon is that it cuts stone like a warm knife through butter. They can carve holes in walls given enough time. Other Melee Weapons Axe of Black Fury: This obsidian axe has a +2 to hit +3 damage bonus. On a natural roll of 18+ the axe causes the wielder to go berserk for 2-8 rounds. Axe of Homing: This +2 weapon has the ability of every time it hits a target, it gains a +1 to hit (not damage) that target again. So on the first round this axe has a +2 to hit a target, if it hits it has a +3 to hit on the next round. If it hits again, it will have a +4 to hit on the following round, etc. If the target is switched, the axe drops back down to a +2 and the process starts over. If the axe fights a target it has faced before it starts out at the highest bonus it had when it fought that target the last time. The bonus only increases on repeated attacks on the same target. Bone Axe: This axe is made entirely from bones. It is a +2, +4 vs undead weapon. It detects undead in a 30' radius. It can turn undead as a 10th level cleric 1/day. DEATHBRINGER: That is the name of this +3 warhammer. It raises the strength of its wielder, when drawn, to 19. It can be thrown to a range of 50 yards, with no range penalties, and will return to the thrower after the toss. Flaming Flail: This footman's flail is a +2 weapon. When the weapon is spun, the flail head erupts into flame. The fire gives an extra 2 points of damage when used in melee. Also when the flail is on fire it gives the following abilities; protection from fire (as per the ring), create wall of fire (1/day), launch a fireball (6d6, 1/day), create a fire shield (1/day). HEADCLEAVER: That is the name of this +3 halberd. It is a vorpal weapon, as per a vorpal blade. Twice a week for one turn at a time, the wielder of this weapon can cause it to speed up its attacks. This allows the wielder to double his attacks, per round, for that turn. Mace Gloves: These normal appearing gloves allow the wearer to strike with his fists as if they were +1 footman's maces. SKULLCRUSHER: That is the name of this +3 warhammer. It does double damage on a called shot to the head. Seven times a week it can cast Shatter on contact. Gives the wielder a +1 strength bonus when drawn. Soul Net: This magical net appears to be made out of mist. It has a +2 bonus to hit. This net does no physical damage, but anyone caught inside has their wisdom drained. The loss occurs at a rate of one a round. The victim inside the net can attempt to escape, by making a successful saving throw vs magic. If wisdom is drained to 0 then the victim dies. Wisdom is regained at a rate of 1 a day, if he is not dead. The net is large enough to hold 3 human sized targets. Staff of Calatath: This lawful evil staff has a +3 to hit and damage bonus. When it hits in combat, this staff casts a poison spell on the target. It does 10 points of damage to any good aligned person trying to pick it up, no save. THE SWIFT: That is the name of this +3 halberd. It is weightless. It gives its wielder double the normal attacks per round. It can also be thrown as a spear. War Claws: These pair of gloves appear normal. But when a command word is said, three eighteen inch blades extend from each glove (like wolverines). These blades are a +2 to hit and damage, and you get two attacks per round doing 2-7 points of damage per swing. Missile Weapons Arrows of Fire: When these +1 arrows hit their target, they explode into a 5 foot fireball doing 3d6 damage to the victim. Bow of Power: This +3 bow is unbreakable. It can be used in melee combat, damage as a club. The arrows fired from this bow do double damage. Once a day it can create a quiver of non-magical arrows. The Dark Spear: This black, 7 foot spear radiates an evil aura when held. It is a +2 weapon, +4 vs good aligned creatures. Twice per day, this weapon can call down a rain of hell fire. The fire covers 40 feet in diameter with the spear being in the center of effect. The damage the hell fire does is 10d8. This weapon is immune to fire, not a wielder. So it is usually thrown at a target and then the hell fire is called down. Darts of Charm: These small darts do no damage when they hit, but they cause the target to save vs. spells or be charmed by the thrower. These darts can be used only once before the loose their magic. The Gray Sphere: This appears to be a plain 4 inch diameter gray sphere. When thrown, a multitude of spikes grow out of it, it becomes a +4 weapon and it does 3-12 points of damage when it hits. It can be thrown to a range of 300 yards with no range penalties. It teleports back into the hand of its wielder at the end of the round. Lightning Crossbow Bolt: When fired from a crossbow, these bolts turn into lightning bolts with the same range as a crossbow but doing 6d6 damage. Mana Barbs: They are small, about 3" in diameter, spiked balls. They are a +1 to hit doing 1d2 points of damage. When a spell caster is struck with one of these, it causes him to forget spells at a rate of one a round. It only can be stopped by pulling it out and a saving throw vs magic made. If the save fails, then the barb is still lodged in the spell caster and must try next round to pull it out. The spells lost can be gained back normally through rest and memorization. Spear of Fear: This is a +2 spear. When it hits in combat, the target must save vs spells or become feared for 2-8 rounds. A person under the spell will flee at his fastest move out of the area. Once per day the wielder can cast Cone of Fear. This cone is 5 foot at the base, 30 foot at the end and is 50 feet long. The effects are same as above. Armor Armor of Blur: These +1 leathers, after the 1st round of combat, automatically blurs (as per the spell) for the remainder of the battle. Armor of Flight: This +1 platemail can grow a set of wings, 16 foot wingspan, out of the back of the armor. He can do this 3/day for 1 hour each at a time. Movement rate of 18. Armor of Intangibility: These +1 leathers can make their wearer become intangible 3/day. The duration on each change lasts 1 turn. When intangible the person is able to walk through non-magical walls, fly and travel through stone at a rate of 30 feet a round.. Note, he is not invisible, he can be affected by magic, and he cannot cast spells or use items that effect others. If the wearer of the armor is in stone by the time a turn is up, the armor activates another charge. If the armor is out of charges, the character is killed. Armor of Strength: This +3 platemail gives the wearer the ability to carry x3 encumbrance. It gives a bonus of +3 to damage rolls in combat. The armor will grow or shrink to fit its wearer. Armor of Summoning: This +2 platemail will appear on the owner at will. It also can be sent back to its spot of storage at will. It will switch with whatever the owner is presently wearing and replace it when it disappears. Armor of Velerm: This silver scalemail has a +4 bonus. It is made from the scales of an ancient silver dragon. The dragon helped in the creation of the armor. It has the following abilities; Immune to cold, Cloud walk 3/day, Feather Fall 3/day, Wall of Fog 1/day, Control Winds 1/day, Control Weather 1/week, Reverse Gravity 1/week. Owner of armor can cause the armor to appear on himself, at will, and he can have it return to where he has it stored, at will, also. It was given to the elven warrior Yoland-Tol for saving the life of the dragon. Armor of Weapon Resistance: The wearer of this +1 chainmail is immune to the damage of all non-magical weapons. Note, creatures with 4+1 hit dice or better can do damage to the wearer. Clothes of Style: These magical clothes will transform into any outfit, except armor, the wearer wants. These clothes provide an AC of 8. The clothes will shrink or grow to fit any size humanoid. Guardian Shield: This +3 medium shield allows its user to transfer the +3 protective bonus to anyone within a 30' radius, he won't get the bonus for the round only the person he gave the bonus to will. This bonus can be changed to a different person every round or the shield bearer can opt to keep the defensive bonus for himself, which he must state who will have the bonus at the beginning of the round. Headband of Armor: When worn, this headband causes a force field to surround the wearer 1" from his body. It gives him an effective AC of 4. Manticore Hide Shield: This shield will protect its user, if he wears no other armor, as if he had the skin of a Manticore. Which is an AC of 4. This shield will allow the user to fly, once per day, as per the spell. MISSILE DEFLECTOR: This +1 shield, when presented defensively against archers and such, acts as if a protection from normal missiles spell was cast. Plates of Protection: Nine 6 inch silver plates linked together form this protection device. It is worn as a belt. It protects as an armor class of 4. They cannot be used with any other form of armor. Serpentine Armor: This +1 scalemail allows the wearer to transform into a large constrictor snake for as long as he wants. The change back and forth takes 1 round. Note, roll for every hour past the first two for the effect to become permanent. 1% chance. Shield Bracer: This bracer will cause a medium shield to form, made out of force, at will. It will be a +1 shield. Stone Armor: This +2 platemail has an earth elemental bound to it. It provides the wearer with protection. This means enemies need magical weapons or hit dice 4+1 or greater to damage him. He can also travel through the earth as an elemental can. Note, the wearer suffers double damage from lightning. Treebark Armor: This natural armor is made from 2 large pieces of bark. One for the front and one for the back. It protects like platemail, AC of 3. Druids can use this armor. Winter Armor: This +3 platemail is made from an unknown white metal. It protects as a ring of warmth. It allows the wearer to walk on snow without sinking in, even soft powdery snow. The wearer is immune to the effects of a blizzard. He just walks through as if is were a calm day. He can even see 120 feet through the blinding snow. Once a day, the wearer can send out a chill blast in a 30 foot radius centered on the armor, he is immune to the effects. The damage is 8d6, save for half. ___________