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Magic Items (2E)
Items Carried
Carpet of Flying
The carpet is 6' x 9', and flies at a speed of 24. It can hold a maximum of four people.
Censor Controlling Air Elementals
This 6-inch wide, 1-inch high perforated golden vessel resembles thuribles found in places of worship. If filled with incense and lit, a command word need only be spoken to summon forth a 12 Hit Dice air elemental on the following round. If incense of meditation is burned within the censer, the air elemental will have a +3 bonus to each of its Hit Dice, and it will obey the commands of its summoner. If the censer is extinguished, the elemental will remain and turn on the summoner (see Elemental in the Monstrous Compendium).
Dagger +2
Dagger of Melding
Marethorn received this dagger from the Tower of High Sorcery upon completing his test. It had once belonged to Rieve, a wizard of the Black Robes.
Six inches long, this gold dagger is magically enhanced to have the strength of adamantine. It is slender and lightweight and can easily be hidden.
The dagger has a +2 to hit and damage. It grafts itself to the hand of anyone weilding it, becoming a true extension of the body, and giving the weapon a speed factor of 0.
Elixir of Health
This potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore hit points lost through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (DM's choice).
Phylactery of Unlife
This device slows the aging process by one-quarter for as long as the undead wears it. The reduction applies even to magical aging. Thus, if a lich dons the phylactery at age 200, he will age nine months in every 12 that pass; in 12 chronological years, he will have aged just nine years, and will be 209 (physically) rather than 212. This helps creatures such as liches from slowly deteriorating into dust after many hundreds of years as an undead.
Potion, Undead Healing (x15)
This potion heals 75% of the wounds to any undead creature, provided that the undead has not been reduced to 0 hit points.
Ring of Guilt
The wearer of this ring can choose one subject and force that subject to make a saving throw vs. magic. If the subject fails, he feels great grief for action he has caused in the past that have caused others harm. Even the slightest harm to another feels of great weight, so only the most holy of creatures are immune to the ring's effects. Creatures failing saving throws against the ring are stunned fr one round, unable to take any action.
The ring can only be used once per day, and defenses such as Anti-Magic Shell will stop it's effects. Only highly intelligent creatures (Int 10+) are affected, and creatures made of pure evil (demons, devils and the like) with no compassion are immune to the ring's effects.
Ring of Jumping
The wearer of this ring is able to leap 30 feet ahead or 10 feet backward or straight up, with an arc of about 2 feet for every 10 feet traveled (see the 1st-level wizard spell, jump). The wearer must use the ring's power carefully, for it can perform only four times per day.
Ring of Mind Shielding
This powerful magic item grants the wearer 75% resistance to all mental attacks, including such spells as ESP. This includes all psionic powers as well.
Spells that effect the mind but have a effect on the body (such as sleep) are not affected by the ring, although psionic powers that have similar effects are.
Items Readied
Abyssal Staff of Marethorn
This polished nlack marble staff bears no markings or symbols, yet gives a great aura of power.
Marethorn created the staff, with power equal to most artifacts (although the staff is not an artifact itself) from the esence of other magic items, combining their power. This aided him in battles in the Lower Planes.
The staff acts as a Ring of Protection +3, but only adds +1 to appropriate saving throws. The staff strikes with a +7 to hit, inflicting 1d6+7 points of damage. This bonus to damage may be increased by expending charges. Up to 3 charges can be spent, each causing the damage bonus to change to +14, +21, or +28.
Once per day, the staff can detect good or evil in a 60' radius. It can save it's owner by teleporting to Saerlorn, a domain in Ravenloft, but the weilder may become trapped there. The staff also gives the bearer a 25% resistance to all magical attacks.
In combat, the staff strikes at +8 vs. Regenerating Creatures, +9 vs. Cold-Using Creatures, and +10 vs, Undead. It may cast a Lightning Bolt (10d6 damage), twice per day. Other powers might exist.
The staff recharges 1 charge per hour in volcanic fire (lava). The staff can have a maximum of 20 charges.
Current Charges: 10
Special Note: This staff was used to slay S'zass Tam, the Zulkir of Necromancy of the Red Wizards of Thay.
Items Worn
Boots of Speed
These boots enable the wearer to run at the speed of a fast horse—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate.
For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible.
Bracers of Defense AC 2
These items appear to be wrist or arm guards. Their magic bestows an effective Armor Class equal to someone wearing armor and employing a shield. If armor is actually worn, the bracers have no additional effect, but they do work in conjunction with other magical items of protection.
Ring of Protection +1
A ring of protection improves the wearer's Armor Class value and saving throws versus all forms of attack. A ring +1 betters AC by 1 (say, from 10 to 9) and gives a bonus of +1 on saving throw die rolls. The magical properties of a ring of protection are cumulative with all other magical items of protection except as follows:
1. The ring does not improve Armor Class if magical armor is worn, although it does add to saving throw die rolls.
2. Multiple rings of protection operating on the same person, or in the same area, do not combine protection. Only one such ring—the strongest—functions, so a pair of protection rings +2 provides only +2 protection.
Ring of Spell Turning This ring distorts the three normal dimensions, causing many spells cast at the wearer to rebound upon the spellcaster. Sometimes, a spell's entire effect is turned against the caster; sometimes, a portion of the effect rebounds.
Some spells are immune from the effects of a ring of spell turning: 1. Spells that affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
2. Spells that are delivered by touch are not turned.
3. Magic contained in devices (rods, staves, wands, rings, and other items) that are triggered without spellcasting are not turned. A scroll spell is not considered a device.
When a spell is cast at an individual wearing a ring of spell turning, 1d10 is rolled and the result is multiplied by 10. This score indicates what percentage of the spell has been turned back upon its caster.
Once the spell is turned, the effects must be determined. If the spell normally allows a saving throw, the intended target (the one wearing the ring) gains an automatic plus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on the turning die. The caster receives a bonus equal to the number rolled on this die subtracted from 10. For example, a charm person spell is cast at a character wearing a ring of spell turning. A 7 is rolled on the die, turning back 70% of the effect. The ring-wearer gains a +7 to his saving throw; the caster has a +3.
A saving throw is also allowed for spells which normally do not have one if 20% to 80% of the effect is turned. The saving throw adjustment is calculated as given above. No further adjustments are made for race, magical items, or any other condition including existing spells. To save, the character must have a modified die roll of 20 or greater. If the saving throw is made, the effect of the spell is negated. For example, an illusionist casts a maze spell at a fighter wearing a ring of spell turning. The spell normally allows no saving throw, but the ring turns 70% of the effect. The fighter is allowed a saving throw with a +7 modifier. The illusionist must also save, gaining only a +3. The fighter's die roll is 15, which saves (15+7 = 22); the illusionist's die roll is a 16 which, while close, fails (16+3 = 19). The illusionist becomes trapped in his own maze spell.
Once a spell is turned, the effects are divided proportionately between the two targets. If the spell causes damage, determine the damage normally and then assess the amount to each according to the percentage determined, rounding fractions to the nearest whole number. If a spell caused 23 points of damage, and 30% of it was turned, the intended victim would suffer 16 points of damage, while the caster would suffer 7. Durations are affected in a similar manner. In the above case, the spell duration would be 30% of its normal length for one character and 70% for the other. The effect of permanent spells for both characters remains unchanged.
Some spells affect a certain number of levels. When one of these is aimed at the ring wearer, the spell must be able to affect as many levels as the wearer and the spellcaster combined. If this condition is fulfilled, then the procedure above applies.
If the spellcaster and spell recipient both wear spell turning rings a resonating field is set up, and one of the following results will take place:
01-70 Spell drains away without effect
71-80 Spell affects both at full effect
81-97 Both rings permanently lose their magic
98-00 Both individuals go through a rift into the Positive Energy plane
A ring wearer who wants to receive a spell must remove the ring of spell turning to be able to do so.
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