MAGICAL ITEMS V Here we are again. This is the fifth installment of the magical items series and will have forty magical weapons and items for your use. For the first time I will have ARTIFACTS on the file too. This project took us a while to put together and I hope you enjoy. Created by Steven Marella and Marcus Gray Sit back and enjoy the RUSH!!! WEAPONS GoldBlade: This sword is made out of pure magical gold. This sword is very rare and there are only about five swords that have been created. The sword has a +5 bonus to attacks and damage. The sword is able to summon a gold dragon once per week. The user must be of a chaotic good alignment. The sword is also able to turn lead into gold on touch. Only five pounds a day.(two-handed) Sword of Spells: This is a +2 weapon. It has 5d20 small rubys all over the hilt. The sword will absorb any spell cast at the weilder. Each ruby can hold up to 2d4 spells When each one is filled it will glow faintly. When a ruby is filled it can be released into a magical energy ray that can do 12d6 points of damage. This sword can only be used by humans and elves. (Long-Sword) DeathHammer: This hammer has the scent of death and decay. The hammer is able to destroy living life on touch. When it touches something living it draws all life from it and tranports it to the negative material plane. The living creature must save vs. death or DIE. The hammer has a +4 bonus on it. All undead in the area of five miles will try to take it away. Mace of Striking&Wounding: This is a +5 weapon with diamond spikes on the ball. This weapon is unbreakable and cannot be destroyed by anything except universal solvent. When the weilder goes to hit, he gets a +5 bonus to hit and a +10 bonus to damage. On a roll of a natural "20" it will split the victims hit points in half. The user must have at least a 18STR to use it.(Fighters, Priests) DarkRedeemer: This sword is made out of charred bone and has a deadly cold feeling to it. The sword has a bonus of a +5 on it. The sword has a keen hatred for magic-users and gains a +10 damage bonus on them. It can detect all magic-users in a two mile area. When ever a magic-user is near the user must save vs. spell or be forced to attack.(long-sword) Cutting Wind: This Sword is made of Pure Wind. When the command word is spoken, a chill will rise. When the user uses the sword to hit, it causes 1d12x2+1/2 of the users hit points. The blade if cast for a detect magic spell, will radiate a faint aura of conjuration. This blade has a +2 bonus to hit and +4 to damage. It is a +2 weapon. (LongSword) (Fighter,Rouge) Usherlin's Dancing Dagger: This Dagger is made of the Strongest steel outlined with gold. When the command word is spoken, the dagger will jump out and begin to dance in front of the users opponent. The Opponent must make a save versus Spells with a -4 or be charmed for 4d4+2 rounds. There will be a 75% chance that the dagger will stab a charmed opponent doing 4d4+6 damage. The opponent would still be charmed after that as well. This is a +1 Blade (Dagger) (Fighter,Rouge,Mage) Dancing DragonSword: This is a +5 sword that has a red jewel in the middle of the blade. When there is a dragon or kin in two miles, the jewel will become fiery and hot giving the weilder a x3 to damage. When the dragon or kin is within 100' of weilder, the jewel will explode in flame, covering the sword with purple fire giving the weilder a x6 to damage. Anyone looking at the flame(not including the weilder) must save vs. breadth weapon or suffer 6d6 pionts of damage. This weapon will not harm any dragon what so ever. (long-sword) GeminiSword: this sword appears as a ordinary sword. A little rusted. It has a bonus of +4. The sercet power of the sword is it is able to make duplicate's of the user. The number of duplicate's is the same as the level of the user. They fight along side of the user and only disappear when the battle is over or the user order them too. The power can only be used once per day!(long-sword) Boomarang of Slicing: This boomarang is made out of very sharp mental and can easily be mishandle.(There goes a couple of fingers!) The boomarang acts as a vorpal weapon +5. It does 2d4+3 points of damage. STAFFS Chaos Spawner: This staff is made of elm. It has a fiery top and an icy bottom. When the fiery end is pressed into its victim, 1d8 eggs will enter into the host body. The eggs will hatch in 3 rounds unless a dispel evil is cast. When the eggs hatch, they will begin to eat levels away. When the victim reaches 0 level, he dies and the Chaos Spawners die as well. The Icy Bottom part will release a pocket of air spores into the victim if pressed into them. The air spores begin to grow and become mold doing 1d4+10 damage per round. This also takes away Levels. When the victim reaches 0th level he will still live, but then the mold will take away stats begining with the prime requisites. When the victim reaches 3 in both prime requisites, he is dead and cannot be brought back to life with anything short of a wish. (Staff)(Mages,Priests) Staff of the LowerPlanes: This staff is made out of gold and has six emeralds on it. Each emerald has the power when touched to summon creatures from the lower planes. Each emerald only works once per week. Emerald 1 Abyss-1d4 Babau Emerald 2 Carceri-1d4 Gehreleth Emerald 3 Acheron-Rust Dragon Emerald 4 Gray Waste-1d4 Night Hags Emerald 5 Limbo-1d4 Slaad Emerald 6 Baator-1d4 Abishai SpiderStaff: This staff is make out of thick harden spider web. The staff is able to cast web at will. All spider in a one mile area can be summon to aid the priest. It can also cast neutralize poison(5/Day).(Priest) POTIONS WolfSpirit: This potion allows the drinker to morph into a randomly choosen wolf.(see chart) It last for one turn +one round per level of the user. The drinker gets all powers and stats of the wolf. If the caster die in the wolf form he transforms back into orginal form but he is at zero hp. Roll 1d10 for wolfform. 1-2 Dread Wolf 3-4 Normal Wolf 6-8 Stone Wolf 7-8 Vampric Wolf 9-10 Zombie Wolf Potion of Rage: this potion puts the user into a horrible and uncontrollable rage. The drinker starts attacking everyone and anything that is nearby. The potion duration is two turns or until the user is killed. All hp's are doubled, Thac0 is halved, strength goes up by three pionts, and endurance is tripled. The armor is raised to a ten. When the potion wears off the user has no clue of what has happened. Potion of Emotions: This potion when drink and will let out a random emotion upon the person. Roll 1d4 to determine the emotion. 1-Happiness= becomes over joyed with life. 2-Hope= feels that he can do anything and nothing is impossible 3-Despair= all hope is lost and there is nothing to live for 4-Pain= feels like a tree just landed on him and doesn't want to do nothing AMULETS and NECKLACES Amulet of Horror: This amulet allows the wearer to become immune to all all fear spells and creatures' that causes fear. The wearer is fully convinced that he can defeat the creature or stand up to any odds. Amulet of DreamManipulation: The user, if it knows the exact location of the person, can inflitrate that person's mind and manipulate his dreams, turning them into nightmare of the user desire. Any damage or injury inflicted in the dream will carry over into real life. Dream manipulation is not possible if person is sleeping in holy grounds. Amulet of DeathSight: This cursed amulet causes the victim to see everyone as a walking corpse. It see's it's surrounding as a decaying hell and must make a fear check or go insane. The amulet cannot be removed until a remove curse spell is cast upon it. (Cursed) Neckless of Masquerade: This neckless allows the user to be seen by everyone as there leader if they fail save vs. spell. It can effect up to 2d20+lv of people with a Int of 10 or lower. This will act as they were under a charm person spell. The duration of the control is 1d4 days. After that the neckless needs one weeks rest to regain all it's powers. RINGS Ring of Fog Control: This ring has two powers. The first is it can control any fog within the area. The second it allows the user to morph into a mist. While in mist form the user cannot attack or be attacked. The user can hear and smell only. Ring of Ironskin: This ring turns the users skin into iron. The user is immune to attacks by cut, blow, or projectiles. Physical attack by weapons (even magical ones), natural animal weapons(like fangs and claws), and hurled projectiles(giant boulders) cannot penetrate ironskin. The skin can block against seven attacks a week. Ring of Imitation: The mage is able to harness the spell energies expended by other wizards and recreate the effect under its control. Any spell cast in the presence of the magic-user may be recast by the mage in the round immediately following without the expenditure of any of the wizard's carried spells.(Magic-Users) Ring of BoneSeize: With this ring the user can take control of the victim's bones. It does not matter whether the target is alive or dead. Control is awkard at best. The user can make target walk, lay, and sit down only. It cannot make target fight, cast spells, speak, jump, etc. The victim is allowed a save vs. spells. Ring of Destruction: This ring is made out of ivory. The ring is able to follow a trial of destruction that someone has left behind.(Destroyed village, burned down forest, massacre of people, etc.) They can track down the person or persons within two months of the incident. Ring of Reaction: This cursed ring is made out of silver and has a ruby in the middle of it. When this ring is put on it causes the user to react opposite to the way he would normally act.(If he was Chaotic Good he would act Chaotic Evil)(Cursed) Ring of Flesh: This rings appears as a ring of sustenance. This cursed ring actually makes the wearer hunger for flesh. The user becomes a cannibal and can only eat the flesh of his race. The ring can only be removed by a remove curse spell.(Cursed) GAUNTLETS Gloves of Enfeeblement: When the user touches a living person, 1d10 strength points are lost for one hour. If the user reduces a victim's to one in this manner, the victim is paralyzed until six turns have passed, at which time full strength is restored. If the victim strength is reduce to below zero it will die. The user cannot use this glove more than two consecutive time on a certain victim. Gauntlet Of Decay: This cursed gauntlet has the power when it touches someone to give them a rotting disease just like a mummy touch. The victim must save vs. poison or become infected. The infected person will die in 1d4 days unless a cure disease is cast upon him. The gauntlet cannot be removed unless a remove curse is cast.(Cursed) OTHER ITEMS Dust of Petrification: The dust is able to turn someone to stone if it hits exposed skin. If it hits armor or anything besides skin it has no effect. The victim can has to make a save vs. petrification or be turn to stone. The dust can be found in bags, jars, vials, etc. HolySymbol of DivinePower: This holy symbol is made out of copper and takes the shape of the sun. The symbol gives a +2 bonus on turning undead. Makes the priest immune to all normal and magical diseases, curses, and energy draining powers of undead. The holy symbol can cast blade barrier and mindshatter once per week.(Priest) Wand of Chaotic Sleep: This wand is able to put a victim into a long deep sleep for one hour +one hour per level of the magic-user or priest. The victim has to make a save vs. spell to resist. No thing sort of a limited wish will awaken the person. (Priest, Magic-User) Wand of Peace: This item once per day can cause all mortal in a fifty foot radius to save vs. spell or become calm and unwilling to fight. The victims of this wand will fight back if attacked. ShadowCloak: This black silk cloak gives the wearer a +3 bonus to armor class. The wearer cannot be detected by infravision when wearing the cloak. It also gives the user 100% hide in shadows. CheetahCloak: This yellow, black-spotted cheetah hide gives the wearer a +3 to dexterity score. Once every three turns the wearer can sprint for three round at the movement rate of 45". Horn of MindBlast: The horn is made out of ivory. When the horn is blown it projects a 60' feet long, 20' feet wide blast of deafening mental energy. All within that area must make a save vs. spell or be stunned for 4d4 rounds.(Bard) GoldenGirdle: Created to protect a powerful magic-user against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give a +5 armor class bonus againsts sword of any type, other weapons are unaffected.(Magic-Users) HealingCap: This small cloth cap was enchanted to help clerics heal the dying and wounded. When worn by a cleric, it restores double the number of hit points restored by any of the various cure wounds spells.(Clerics) Flute of Weather: This flute is made out of oak. The flute has the power to change the weather. The flute can change the weather to rain, snow, heatwave, hurricane, typhoon, and tornado. The flute is able to change the weather once per day.(Bard) BlackArrow: Carved from the bone of a black dragon, this enchanted arrow strikes at +3 to hit and damage. The arrow reappears in the owner's quiver each dawn after it is used,i.e. this item is permanent unless lost to a special attack form, deliberately destroyed, etc. Once per day, an archer can call upon its deadly powers, causing the target to save vs. death or die. ARTIFACTS Ord of Heartfire The orb appears as a sphere of the finest crystal, perfectly smooth and lustrous. The orb has a bright red glow and is mounted on a black three armed stand. History: In the kingdom of Lasadin, the great and evil wizard Zanathin Heartfire created the orb to gain control over the kind-hearted nation. He plan on weakening the kingdom by devastating magic. He wanted the nation so weak he could easily conquer it but, he had not only weaken the kingdom, he also destroyed it. Not one person survived. Wreck by this discovery he took his own life rather than rule a lifeless land. When he died his soul was absorb into the orb. Powers Constant: Forces the owner to become power hungry and greedy. Invoked: Strike the area with earthquakes .Strike the entire area with a storm of vengence .Sweep a incendiary cloud through the entire area of effect. .Create a cloudkill spell upon the area of effect for 1d6 hours. .Ravage the area of effect with call lightning for 72 hours(432 bolts), randomly striking any target. Curse: Everyday the owner must make a save vs. spell or Zanathin Heartfire takes control of the owners body. Suggested Means of Destruction .Must be touched by a person from Lasadin .Zanathin Heartfire soul and the orb must be seperated DemonBlade This two-handed sword is made out of the bones of a Pit Fiend. The hilt is made out of the finest diamonds. History: This sword was forged in Baator(nine-hells)out of the bones of a slayed Pit Fiend by the planewalker Pheragus. Pheragus wanted to gain the powers of the Pit Fiend. After he had forged the sword he tryed to escape Baator but was hunted down by the Baatezu. Pheragus defeated many fiends before he was captured. The sword was losed during the battle and Pheragus was tortured to death at the hands of the Baatezu dark eight. The exact location of the sword is unknown. Powers Constant: The swords acts as a +5 vorpal two-handed sword. The sword gives the user a +2 bonus to saving throws and armor class. The sword also gives the user a 18/00 STR. Regenerates two hit points a round. Invoked: All spels are casted at 20th level. Once per round the sword can cast: detect magic, detect invisiblity, fireball, hold person, improved invisiblity, polymorph self, produce flame, pyrotechnics, amd wall of fire. Once per day: Symbol of Pain Once per year: Wish Curse: The users alignment turns lawful evil. The Baatezu constantly seek to capture the sword and will sends hordes of fiends to recover it. Suggested Means of Destruction .The sword must slay every Pit Fiend in Baator .Wish it was never created two thousand times I hope you enjoyed the file. It took us while to put this together and it would really be great to gets some comments on it. Thank You. E-Mail me with any comments at PMarella. NOTE: Anyone who wants to contribute to future magical items projects just send me your items and I will add them onto the next file. You will get full credit for the item(s). Other files I have out are Magical Items I-IV, Grand Magic I, Ravenloft E.T. and a wizards kit called DragonMaster. Marella Enterprise.