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These scores only apply to second edition, and are here only as a refrence
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Novid's Magic Items
Magic Items
Cloak of Comfort
This cloak imparts, to the wearer only, equable tempatures for comfotable studying, physical activity, sleep, and so on. It does this by alternatively exuding heat or cold that is magically absorbed, including the heat of the sun, the chill of night breezes, and extremes of tempature common to deserts, glaicers, and other inhospitable regions.
The cloaks outlines are always clearly visible to those who possess infravision. heat and Cold-based magical attacks are absorbed harmlessly into the cloak; thus the wearer is immune to Cone of Cold, Heat Metal, and similar spells. Spells with a strong physical effect (fireball, ice shards, etc) are not absorbed by the cloak and have their normal effects upon the wearer at -2 hp of damage per die, but the cloak is immue to freezing and burning of any type.
Electrical and water-based damage are not absorbed oaffected by the cloak, and it is worth noting that sunstroke (caused by ultraviolet radiation) is still possible to the wearer.
Cloak of Reflection
Lore has it that these cloaks were made to protect rangers and other travelers in the service of the High Lady of Silverymoon. The maker of the cloaks, Irentalar, is now deceased, and the knowledge of making th cloaks and their percise workings is now lost.
A Cloak of Reflection confers a limited spell immunity upon any one living creature wearing or covered by it. The following spells and spell-like functions or powers (and only the ones mentioned) are directed back at their caster/weilder as follows:
Magic Missle: reflected bask at the caster with full effect, no saving throw
Shocking Grasp: Discharge nullified (no damage to the subject or caster, but the mage los the spell).
Forget: the spell is distorted and cast back upon the caster, who is confused as per the 4th level spell Confusion for the following round (no saving throw); the forget spell is lost, and the caster and the subject forget nothing.
Irritation: reflected back at the caster, who must save to negate the spell.
Ray of Enfeeblement: Reflected back at the caster who must save to negate the spell.
Hold person/animal/monster: Distorted and reflected; the catser must save vs. or be slowed for two rounds.
Tasha'a Uncontrollable Hideous Laughter: Reflected back at the caster, who must save to negate the spell.
Polymorph Other: Reflected back at the caster, who must save at +2 or be affected normally (including system shock rolls).
Feelbemind: Reflected back at the caster who must save at +2 or be affected normally.
Color Spray: Reflected back at the caster, who must save vs. spells or be knocked unconcious for 1-2 rounds.
Entangle: The magic is not reflected back at the caster, and the spell has it's normal effects to those in the area of effect; however, the wearer is immune to the spell's effects.
The Staff of S'zass Tam
This powerful item belongned to one of the Zulkirs of the Red wizards of Thay, S'zass Tam. It appears to be a normal walking staff, made of old wood, larger at the top than at the bottom. It is made of a dark wood which appers to be oak.
The staff can hold up to 25 chrages, and acts as a Staff of Striking and a Staff of Thunder and Lightning. In addition, the bearer of the staff cannot be affected by flames or fire of natural or magical nature, even if he is just wearing the staff on his person.
Staff of Striking
This oaken staff is the equivalent of a +3 magical weapon. (If the weapon vs. armor type adjustment is used, the staff of striking is treated as the most favorable weapon type vs. any armor.) It causes 1d6+3 points of damage when a hit is scored. This expends a charge. If two charges are expended, bonus damage is doubled (1d6+6); if three charges are expended, bonus damage is tripled (1d6+9). No more than three charges can be expended per strike. The staff can be recharged.
Staff of Thunder & Lightning
Casual examination of this stout quarterstaff will show it to be exceptional, and if it is magically examined, it will radiate an aura of alteration magic. Constructed of wood (ash, oak, bronzewood, or the like) and bound with iron set with silver rivets, it has the properties of a +2 magical weapon without any expenditure of its magical charges. Its other magical properties are as follows:
Thunder: The staff strikes as a +3 weapon, and unless the opponent struck saves successfully vs. rods, staves, and wands, he will be stunned from the noise of the staff's impact—unable to take any further action in the round struck, and automatically having last initiative in the following round. This power requires the expenditure of one charge.
Lightning: A short spark of electricity leaps forth when the opponent is struck, causing normal staff damage, plus 2d6 additional points of damage from shock. Note that the staff might not score a hit, but the electrical discharge discounts any form of metal armor (making the target effectively AC 10 for this purpose), so only such damage might apply. This power requires the expenditure of one charge.
Thunderclap: The staff sends forth a cone of deafening noise, 5 feet wide at the apex, 40 feet long, and 20 feet wide at a point farthest from the source. All creatures within this cone, wholly or partially, must roll a successful saving throw vs. rods, staves, and wands or be stunned for 1d2 rounds (unable to attack during this time) and unable to hear for 1d2 additional rounds. Those who save are unable to hear for 1d4 rounds, but suffer no loss of attacks. This function requires the expenditure of two charges.
Lightning Stroke: A bolt similar to that from a wand of lightning is generated, but it is of 8d6 strength, causing 16-48 points of damage (rolls of 1 are counted as 2) to those who fail a saving throw. The stroke can be single or forked. This function of the rod uses two charges.
Thunder & Lightning: This power combines the thunderclap, described above, with a forked lightning bolt as in the lightning stroke. Damage from the lightning is a total of 8d6 with rolls of 1 or 2 counted as rolls of 3, for a range of 24-48 points. A saving throw applies, with deafness and half damage suffered by those who are successful. This power requires the expenditure of four charges.
The casting time required for any function is equal to the number of charges expended; thus, the thunder & lightning function costs four charges and has an initiative modifier of +4.
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