MISCELLANEOUS MAGIC BOOKS AND TOMES: Raven's Runestone Tome of Ssu-Ma* JEWELS AND JEWELRY: Amulet, Deepearth Amulet of Eldath* Amulet of Shar Amulet, Red Fist Amulet, Winking Eye* Blackstar Earrings Bracelet of Warding Gem of Containment Handglyph* Holy Symbol, Larmacian* Holy Symbol, Sanctified* Medallion, Ranger's* Spellstar* Talisman of Divining* Talisman of Force* Talisman of the Monolith* Talisman of Power* Torc of the Druids Torc of the Goddess CLOAKS AND ROBES: Cloak of Breezes Mantle of Command Robe of the Shadows Sulmish Robe of Magical Enhancement Vestments of Power* BOOTS AND GLOVES: Bracers of Shielding Gauntlets of the Valorous* Gloves of Evasion Sentinel Gauntlet of Helm Spider Boots GIRDLES AND HELMS: Belt of the Beast* Belt, Cloud Belt, Serpent Crown of Enlightenment Crown of the Unicorns Hat of Holding* Helm of Brightness Helm of Insanity Helm of Vision Iron Crown of Armoq-al-Wanu Rainbow Scarf of the Seven Seas Sash, Shimmering* Wind Helm of Suthol BAGS AND BOTTLES: Black Quiver of Hoder Bottle of Undead* Phial of the Rainbow Bridge HOUSEHOLD ITEMS AND TOOLS: Lamp of the Four Winds Mirror of Travel* Pillow of Regeneration* MUSICAL INSTRUMENTS: Battle Horn of Alanar Horn of the Exalted Dead* Horn of Valhalla (golden) THE WEIRD STUFF: Apple of Iduna Orb of Law Orb of the Seven Stars Singing Statue* * This item appears in Encyclopedia Magica and/or other sources, but is reprinted here in a modified form (as detailed for my campaign use). Amulet, Deepearth: This type of amulet is made by the dwarven priests of Dumathoin and is sometimes given as a gift to those who have done great favors for them or for the dwarven race. The amulet takes the form of a cluster of garnets on a golden chain. A dwarf wearing a deepearth amulet gains a +1 bonus to his or her dwarven detection abilities and is never surprised while underground, even through the use of magic. A non-dwarf wearing a deepearth amulet gains dwarven detection abilities with a -1 penalty if such abilities are not already possessed or gains a +1 bonus to any underground detection abilities if of a race already possessing them. Further, such a creature gains a +2 bonus to avoid being surprised while underground. Amulet of Eldath: This amulet of pale blue crystal is engraved with the waterfall holy symbol of the demideity Eldath, the lord of waterfalls, peace, and serenity. An amulet of Eldath may only be used by a good-aligned creature or a creature who worships Eldath. The amulet confers water breathing on any air-breathing wearer whenever he or she is immersed in water, and it confers the ability to breathe air to any water-breathing creature that wears it while outside of water. Further, aquatic creatures will remain moist and well-hydrated and will not become dried out as a result of staying out of water. Any creature wearing an amulet of Eldath will never become thirsty so long as the amulet is worn. An amulet of Eldath glows with a cold blue light when creatures native to the Elemental Plane of Fire are within 100', and any such creature that touches or is touched by the wearer of the amulet may well be banished back to its home plane, with the effect of an abjure spell cast at 12th level on each contact. Finally, an amulet of Eldath can heal its wearer up to three times per day. This healing cannot be invoked by the wearer's will, but will take effect automatically when the wearer is reduced to 0 or fewer hit points. This healing restores 1d6 hit points per activation, and it will function automatically in any round in which the wearer is at 0 or fewer hit points but is not actually dead. The amount of this healing is doubled (2d6) if the wearer is a worshiper of Eldath. If the wearer is actually a priest of Eldath, this function takes the effect of a heal spell. Amulet of Shar: This magical amulet is intended for the use of worshipers of Shar, the Queen of Darkness, though it is of use to any non-good creature. When worn, it provides +1 protection and allows the wearer to see through magical darkness. If worn by a worshiper of Shar, this protection is doubled to +2, and for a priest of Shar it provides +3 protection and also enhances the priest's turning/controlling abilities, as if he or she was 3 levels higher than his or her actual level. Should any good-aligned creature don an amulet of Shar, he or she will be immediately struck blind and will suffer a -3 penalty to all saving throws until the amulet is removed by the use of a remove curse or dispel evil spell, though the blindness remains even after the amulet is removed unless cured through other means. Amulet, Red Fist: This amulet is of carved red carnelian on a steel chain, and it is most effective when worn by a fighter, ranger, or paladin. When worn by such a character, he or she always strikes first every round in melee combat, as if wielding a shortsword of quickness or scimitar of speed. This does not increase his or her number of attacks, but simply ensures that he or she will get in the first blow. When using a missile weapon while wearing this amulet, the speed factor of the weapon is halved (rounding up). The wearer also gains a +2 bonus to avoid being surprised. When worn by a non-warrior, the red fist amulet halves the speed factor (rounding up) of any melee weapon and decreases the speed factor of any missile weapon by 1. A non-warrior wearer gains a +1 bonus to avoid surprise. A red fist amulet has no effect on initiative for actions other than missile and melee attacks. Amulet, Winking Eye: These rare items appear as flat, coin-sized pieces of polished bone shaped like staring eyes, plated with everbright silver on one side, and on the other side a command word is graven into the polished bone. They are pierced and are usually worn on a neck chain or as a brooch. A winking eye amulet protects the wearer completely against mind-reading and alignment detection, causing these attempts to simply fail. Further, it reflects charm, suggestion, and sleep attacks back at the caster while rendering the wearer immune (multiple-target spells of this sort will be reflected and will not affect the wearer but may affect other targets). This protection operates even if the wearer is asleep, unconscious, etc. In addition, the wearer may up to three times per month speak the command word and cause the eye to "wink" (note that this does not preclude other activity in the same round, other than spellcasting). This releases a faint pulse of white light and renders the wearer totally immune to magical attack of any sort (including attacks with enchanted weapons, which pass harmlessly through the wearer) for one round. The amulet may be commanded to "wink" in three successive rounds if desired, but if this is done it must save vs. disintegration or crumble into dust. Even if it saves, its magic will be completely drained for the remainder of the month. Apple of Iduna: These enchanted golden apples are the ward of the Norse deity Iduna, wife of the bardic deity Bragi. They are the means by which the Norse deities maintain their youth and vigor, and they are very rarely granted to mortals as a gift from the Norse pantheon in return for great services to them. Their intense power, however, is dangerous for mortals to use. Any mortal who eats an apple of Iduna must make an unmodified save vs. poison. Regardless of whether it is made, a mortal eater will immediately be healed of any damage, poison, disease, or other affliction and will regrow any lost limbs. If the save is failed, the character must make a system shock roll to avoid instant death, and even if this is successful the character will be rendered comatose for 1d6 weeks after which he or she will awaken having lost one point each of Wisdom and Constitution from the strain of attempting to eat of the food of the gods. A character who fails this save who attempts to eat another apple of Iduna may do so, but the save vs. poison must be made with a -4 modifier, and if it is failed the character will be permanently destroyed by the divine energies contained within the fruit. If the save is made, however, the eater will have his or her age reduced by 1d6 years. Further, for the next 1d6 years the eater will actually grow a year younger each year rather than a year older. At the end of this time, the eater's aging will resume its normal course. In addition, any character who has lost points from any ability score(s) by any means will find them immediately restored to their normal values for his or her new age. Battle Horn of Alanar: This brass horn is carved with winged lions and is graven with the name of Alanar in Narfellan runes. A good-aligned character who winds the horn can generate several magical effects. The horn can be winded up to three times per day, and when it is blown all good-aligned creatures within the 5' per level of the blower receive the benefits of a bless spell and a remove fear spell (allowing units routed on the battlefield to make an immediate attempt to rally themselves). Any and all evil creatures within this radius, however, are affected as per a curse (reversed bless) spell and must save vs. paralyzation or flee in fear (as cause fear, the reversed form of remove fear). All spell effects from the battle horn of Alanar are determined using the level of the character sounding the horn. Belt of the Beast: This type of magical belt is crafted from the hide of an animal, and it magically bestows some of that animal's attributes upon the wearer. In all cases, the wearer is empowered to converse normally with the type of animal in question, and he or she can attempt to charm any animal of that time at will (120 yd range), and his or her touch will automatically charm such an animal, though only one animal may be charmed at a time. Animals of the belt's type automatically treat the wearer as a non-hostile member of their own species (unless the wearer attacks) and will not attack him or her except in self- defense (including defending others of their pack or family group). Each type of belt of the beast also provides certain additional benefits, as described below: Squirrel: +1 Dexterity, free Foraging proficiency (base score 15), Climb Walls 70% (95% in trees), Move Silently 50% (natural surroundings only), Hide in Shadows 50% (natural surroundings only), may fall up to 20' without taking damage Belt, Cloud: This belt of light blue leather is embroidered with silver thread and has a silver buckle. Any character wearing it is protected from falling by a feather fall spell whenever he or she falls more than five feet. In addition, the wearer of a cloud belt may levitate (self only, 12th level) once per day and wind walk once per week. Belt, Serpent: This belt of shimmering green snake skin grants several benefits to its wearer in addition to being usable in a manner similar to a staff of the serpent. It provides a fluid-like grace to the wearer's movements, granting a +1 bonus to Dexterity checks, saving throws involving dodging, and Armor Class. The wearer also gains a -4 reaction bonus when dealing with snakes of any kind (including magical serpents such as nagas or couatl). These benefits do not apply if the serpent belt is animated (see below). A serpent belt can be commanded to animate into the form of a living serpent, becoming a small snake (3' long, AC 7, MV 12, HD 6, hp 36, THAC0 15, AT 1, D 1d4), in which form it can be hurled as a missile weapon at a foe as if throwing a dagger without harm to the serpent, or a large serpent (15' long, AC 6, MV 6, HD 6, hp 36, THAC0 15, AT 1, D 2d4; if hit with natural 20 or exceeding number needed to hit by 4 or more, can constrict with 18/00 Strength for continuous damage). In large serpent form, it is even possible to keep the serpent belt about the wearer's waist and have the serpent attack any foe within 10' of the wearer. In either serpent form, the wearer can mentally communicate with the magical serpent up to 50' away (even through solid barriers, but not through magical barriers), giving it commands and seeing through the serpent's eyes (cf. wizard eye, with the additional benefit of infravision and providing audial information from the snake's perspective). If an animated serpent belt is 'killed' in snake form, the belt itself must save vs. magical fire or be destroyed. Finally, a serpent belt can be used as a rope and grappling device, being able to extend up to 30' in length and being able to grasp or snag nearly any outcropping or even to bite into solid wood or stone to gain purchase. When being used as a rope, the serpent belt can support up to 500 pounds. Black Quiver of Hoder: This quiver contains one dozen special arrows, which are continually replaced as soon as they are fired, although any arrow removed from the quiver and not fired within one round simply reappears in the quiver. Though these arrows are magical and may affect creatures requiring magical weapons to hit, they have no bonus to hit or on damage. In addition to these twelve arrows, a black quiver of Hoder always contains a thirteenth arrow, a black-shafted arrow +3 that strikes with devastating effect upon a target. If this black arrow hits, roll 1d6 and consult the following table to determine the effects: Roll Effect 1 Instant death (save vs. death magic to avoid; 3d10 damage if save is successful) 2 Magic drain (all magical spells or effects upon target are dispelled permanently (even permanent magical effects), spellcasting ability is lost for 24 hours if a save vs. breath weapon is failed, and all magical items must save vs. magical fire or be rendered non-magical for 24 hours (potions and scrolls that fail are destroyed)) 3 Paralysis for 1d10 hours (if save vs. spell, slowed for 1d10 turns instead) 4 Target explodes (save vs. death magic to avoid; 5d4 damage and stunned for 1d4 rounds if save made) 5 Target feebleminded (if save vs. spell, merely confused for 1d10 turns) 6 Target must save vs. death magic for 1d4 limbs to avoid withering (as a staff of withering; each failed save inflicts 2d8+1 points of damage); if all saves made, acts as irritation spell for 1d10 turns Each time the black arrow is used, the firer must make an unmodified save vs. death magic or be struck blind, though even in blindness or she will retain a dim vision whenever he or she draws back a bowstring with an arrow nocked, enabling him or her to continue to fire a bow. If blindness occurs, the archer's hand will also blacken and wither slightly, causing the permanent loss of 1 point of Dexterity. Even if the blindness is cured, the Dexterity loss remains permanent short of the use of a restoration or wish spell. It is thought that the Norse god Loki made these magical quivers with the connivance of his daughter, Hel, in mockery of Hoder, the blind Norse god of archery who will one day be duped by Loki into slaying Balder with an arrow of enchanted mistletoe, bringing about Ragnarok, the twilight of the Aesir gods. Blackstar Earrings: These earrings are of black star sapphires set on delicate silver posts, and both must be worn in order to make use of their magical effects. When worn together, they allow the wearer to become invisible for one turn three times per day and to haste him- or herself for one round (no aging) three times per day. Bottle of Undead: This type of bottle, usually of brass, silver, or black glass, is indistinguishable from an efreeti bottle, and in fact it will be revealed as such by magical detections. However, rather than containing an efreet, the cursed bottle of undead has the power to create undead creatures that issue forth from the bottle and attack the opener immediately upon opening, and then any other creatures nearby. Once the bottle has been opened, the opener must save vs. death magic, modified only for Wisdom, once per day, with a cumulative -1 penalty per day since the last opening, or be forced to open the bottle again and let loose the undead occupant(s). This occurs even if the bottle has been discarded, sold, buried, lost, or destroyed, in which case the magical compulsion steadily builds even in the absence of the bottle of undead, though the victim may not realize the source of the growing compulsion. If the save is failed, the bottle of undead will appear in the character's hands and the character must open it. Once the curse of the bottle has been activated, the character will have no memory of further appearances and openings of the bottle. For a time, it may even simply seem that the person and his or her compatriots are simply encountering an unusual number of undead. The only way to break the curse is to cast exorcise or dispel evil on the bottle and then physically destroy it (magical attack forms will seem to destroy it, but it will return the next day). This will release the occupant and it will attack as usual, but if killed in this situation, it will be permanently laid to rest. Undead from the bottle may not be turned or dispelled, nor can they be controlled by evil or neutral priests. They also are not impeded by protection from evil spells. They are still subject to attacks from a mace of disruption or similar undead-affecting magical items, however. The undead are magically created by the bottle, rather than being trapped within it, and they are typical specimens of their type, save that they always have maximum hit points. A random die roll should be used each time it is opened to determine what issues forth: 01-20 1 ghost 21-35 1 groaning spirit 36-55 1-4 spectres 56-70 1-2 vampires 71-00 1-8 wraiths Bracelet of Warding: This small silver bracelet grants its wearer a +1 bonus to all saving throws. In addition, the wearer can use it to generate a variety of protective magical effects by expending the charges of the bracelet. The bracelet of warding has 9 charges, and if charges are expended it regains them at a rate of one charge per day. The magical powers that may be invoked by the wearer are as follows: shield or armor (1 charge), protection from evil/good (2 charges), protection from normal missiles (3 charges), protection from evil/good 10' r. or free action (4 charges), wall of force or avoidance (5 charges), or anti-magic shell or repulsion (6 charges). All spell functions of the bracelet of warding take effect at 12th level. Bracers of Shielding: These bracers are of a brightly polished golden metal with fine etching and black enamelwork. They may be worn singly or as a pair, and their power can be activated by speaking a command word ('ignite'), which causes a glowing pink disk to appear from the outer facing of the bracer on the wearer's arm, appearing similar to a buckler in size. If only one bracer of shielding is worn, this disk is equal in effect to a shield spell if the wearer is not wearing armor, or equal to a weightless shield +2 if the wearer is also wearing armor. If both bracers of shielding are worn, their effect is equivalent to a shield +5 if the wearer is also wearing armor, or to an improved version of the shield spell if no armor is worn. This improved shield protects a 270 degree arc around the front and both sides of the wearer, leaving only his or her back unguarded, providing an Armor Class of 0 versus hand-hurled missles, 1 versus device-propelled missiles, and 2 versus melee attacks. Each bracer of shielding has 25 charges, and when charges are used one charge is regained each hour. Each round that the a bracer is in use, it expends one charge. If a pair of bracers are being used, one charge is drained from each bracer during each round of operation. If both bracers are worn, the 'ignite' command word will activate both bracers, regardless of the desire of the wearer. The bracers can also be recharged if a magic missile spell is directed at the wearer, in which case the all magic missiles are harmlessly absorbed and one charge is restored to the bracer for each magic missile; if a pair of bracers of shielding is worn, charges are restored to both bracers by a magic missile attack. In addition, any time the shield generated by the bracers is directly struck by a physical attack (i.e., the attack would normally have hit, but it misses instead because of the Armor Class benefit provided by the bracers, or if a blow is intentionally parried with the bracer), a number of charges is restored to the bracer (or to each bracer if two are worn) equal to the number of dice of damage that would have been inflicted by a successful attack. Finally, by the utterance of the command word 'discharge' and the expenditure of 20 charges (10 from each bracer if a pair is worn), the bracers of shielding can unleash a force blast at any target desired up to 20' away. If the wearer is engaged in melee with the intended target, this discharge may be made with a speed factor of 3 and applies an initiative penalty of 3 to the wearer's attacks, but it does not otherwise interfere with his or her normal attack routine. If firing the blast at a target outside of melee range, however, it is treated as a normal magical item discharge and precludes other attacks. The wearer must roll to hit for the force blast, attacking the target as if it was Armor Class 10, including only Dexterity and magical bonuses (bracers of defense and similar items are ignored, as are non-magical armor and shields). A successful strike inflicts 4d6 damage with no saving throw, and the victim must also save vs. petrification or be stunned for 1 round and deafened for 1d4+1 rounds by the loud clap of thunder that accompanies the blow. If the attack roll indicates a miss, the charge expenditure to generate the blast is halved. A magic resistant creature may check normally to avoid the effects of the force blast. If the blast strikes a shield spell, wall of force, or minor globe of invulnerability, it be deflected harmlessly but will at the same time destroy such a barrier. An anti-magic shell, globe of invulnerability, or more powerful protection is proof against the force blast. Cloak of Breezes: This special type of cloak is usually dark gray, woven through with black and silver threads and it shimmers light blue in bright light, dark blue or purple in dim light, and fades to black in darkness. A cloak of breezes allows the wearer to feather fall automatically when falling from a height of 5' or more. The cloak also surrounds the wearer with a circling mantle of moving air, granting a +2 bonus to saving throws vs. air-based and gas attacks and partially deflecting missile weapons, applying a -1 penalty to hit and to damage rolls for missile attacks against the wearer. Better still, if worn outdoors above ground the gentle drafts produced by a cloak of breezes intensify into a swirling shell of moving air, providing the wearer with a continuous supply of fresh, breathable air swirling about a few inches from his or her skin, effectively blocking any gases from contacting the wearer and deflecting missile attacks as a protection from normal missiles spell. The shell of breezes also blocks wind attacks of any sort, enabling the wearer to move and engage in melee normally in conditions of high winds, though missile fire through high winds is not possible. Finally, the cooling breeze provided by this cloak keeps the wearer comfortable in very hot environments, halving heat penalties and water requirements. Crown of Enlightenment: This electrum circlet is engraved with many runes and fine scrollwork and is set with several small diamonds and a single large (5,000 g.p.) sapphire. This magical device enables its wearer to read and understand any spoken or written language (including maps, codes, and ciphers) with a successful Intelligence check. If this check is failed, the character can attempt it again after he or she has gained a level of experience. Also, if the wearer is a bard or a priest of Oghma or Deneir, this understanding is automatic. A crown of enlightenment also enables understanding of magical writings (though it does not grant the ability to use those that are outside of the wearer's class abilities), including identification of magical runes, symbols, and glyphs of all types. This chance is equal to a check against one-half the wearer's Intelligence score for most magical writings (a normal Intelligence check for a bard or a priest of Oghma or Deneir), or a normal Intelligence check for identifying runes and symbols (automatically successful if a bard or a priest of Oghma or Deneir). In addition to these impressive linguistic abilities, the wearer of a crown of enlightenment begins to feel an additional aspect of its power after one week, as his or her thought processes and memory improve. At the end of two weeks, the wearer discovers that he or she is able to understand things more easily and has better insight, memory, and recall. He or she can attempt an Intelligence check at any time to allow perfect recall of anything that he or she has observed since first donning the crown. The wearer's clear, organized, and focused thought processes function as a continuous mental barrier psionic defense mode and granting a +1 bonus to saves vs. mind-affecting attacks, though his or her thoughts are easier to read, forcing a -1 penalty to saves vs. ESP and similar magical and psionic effects. This also has the side effect of rendering the wearer immune to the mind blast power of mind flayers. In addition to the above, continuous possession of the crown for three or more months raises the Intelligence and Wisdom scores of its owner by one point each. If for some reason the crown of enlightenment is not kept after this three-month period, the point of Intelligence gained by the owner remains, though all other powers are lost. In no case can a person benefit more than once from owning a crown of enlightenment, nor can it benefit another creature for at least 50 years after it was last worn by another living being, regardless of whether any permanent benefit was gained from owning the crown. Crown of the Unicorns: This delicate circlet was formed of purest alabaster along with shavings from the horn of a unicorn, freely given. It can be worn only by females, and it confers upon them the ability to detect and communicate with unicorns within 240 yards. It also provides the wearer with many of the special abilities granted inherent to unicorns. The wearer becomes immune to any and all poison, death magic, and magical charm or hold spells, as well as psionic or magical domination or possession. With respect to other types of spell attacks, the wearer's base save vs. spells is improved to 8 (unless already better than this). Finally, the wearer can teleport without error once per day, though the range of this teleportation is limited to 360 yards. Gauntlets of Might: These powerful gauntlets may be used by any warrior, priest, or rogue, and they always have the appearance of heavy, well-worn leather, set with studs and plates of dark steel. The gauntlets of might allow the wearer to double the normal damage dice inflicted by a weapon (though not doubling magical or other bonuses) three times per day with any weapon. This doubling must be declared prior to rolling to hit, but it remains in effect for one full round, so any weapon attacks made by the wearer that strike during that round will score double damage dice. If the gauntlets of might are used for punching instead, they may be used to make two attacks per round for 2d4 points of damage each plus the wearer's Strength bonus, with a 5% chance per base point of damage (i.e., 5% x 2d4) inflicted of stunning a roughly human-sized or smaller target (up to approximately gnoll- or bugbear-sized) for 1d3 rounds. At the wearer's option, this damage can be normal weapon damage or can be considered pummeling damage (25% real, 75% temporary, restored after one turn of rest). Finally, the wearer of gauntlets of might is afforded the benefits of a periapt of wound closure and a ring of regeneration. Gauntlets of the Valorous: Made for the heroes of lost Myth Drannor, these magical gloves vary in appearance from massive, silvery elbow-length war gauntlets to delicate open versions consisting of five knuckle rings linked to wrist bracelets by fine chains [This pair is a set of supple leather gloves and bracers dyed dark blue overlaid with fine plates of polished silver]. If a single gauntlet is worn, the wearer can punch with it at +3 to hit, inflicting 1d4+1 points of damage, striking as a +3 magical weapon. In addition, any weapon wielded solely in the hand wearing the gauntlet gains a +1 bonus to hit and is considered a +1 magical weapon for the purpose of hitting creatures needing such weapons to hit. If a shield is worn on the arm wearing the gauntlet, a +1 bonus is granted to Armor Class. These functions are not affected by travel to other planes. The gauntlets are supple enough to allow unhindered spellcasting, and the wearer gains a +1 bonus on all saving throws. If a pair of these gauntlets is worn, the wearer gains the above powers, which are cumulative where applicable (i.e., +2 to saving throws, +2 to hit if a two- handed weapon is used, or +1 to hit and +1 to Armor Class if a one-handed weapon and a shield are used). In addition, after they have been worn for one full day and attuned themselves to the wearer, he or she the ability to ignore wild magic effects, whether from mythal (such as in Myth Drannor) or other types of wild magic areas, with respect to the magical powers of the gauntlets noted below and to any spells cast by the wearer, though this does not apply to other magical items. In addition, they greatly increase the potency of spellcasting by the wearer if he or she can roll his or her level or primary class statistic, whichever is lower, minus the level of the spell, or lower on 1d20 (e.g., a 20th level wizard with an 18 Intelligence casting magic missile would need to roll 17 or lower, while a 10th level priest with an 18 Wisdom casting cure critical wounds would have to roll 5 or lower). A natural 20 is always a failure for this roll. If this number is rolled, an enhanced wizard spell takes effect as if the caster was two levels higher than his or her actual level. For priest magic, an enhanced spell always has its maximum possible effect (e.g., cure critical wounds heals 27 points of damage, flame strike inflicts 48), or if the effect of the spell is not random, it takes effect as if the caster was 4 levels higher than his or her actual level. In addition to this magic enhancement function of the gauntlets, any wearer is able to invoke certain additional magical powers, which vary widely between different sets of gauntlets. This pair in particular enable the wearer to cast heal 1/day by touch. In addition, each gauntlet can emit repulsion 1/day, with the additional side effect that any undead creature within the area of effect must make a save vs. spell at -2 with no other modifiers or suffer 2d4 points of damage each round as their unlife is boiled away. Each set of gauntlets of the valorous is constructed with a certain special purpose, enabling the item to achieve 'fulfilment.' This purpose is rarely known to the wearer and cannot be divined by magical means. If that special purpose is achieved, the gauntlets blaze with light and vanish, in the process healing the wearer of all damage and removing all of his or her afflictions, as per an elixir of health. Any ability scores or levels that have been lost by the wearer are instantly restored. In addition, the wearer permanently gains 1d4 hit points and a one-point bonus to a single ability score (this is determined previously by the DM, not by player choice) and another permanent minor ability. These fulfilment benefits are permanent and do not depend on alignment, behavior, or proximity to the place where the gauntlets vanished. Gem of Containment: This gem operates similarly to an iron flask, in that when a command word is uttered, any single extra-planar creature chosen by the bearer within 60 yards must save vs. spell (after making a magic resistance check, if applicable) or be drawn into the gem and held there until released by the utterance of a second command word. If the creature saves, it cannot ever be trapped with that gem of containment. Upon uttering the second command word and releasing the trapped creature, it can be commanded to serve the caster for as many melee rounds as he or she has levels and must then be allowed to go free, or it can be commanded to perform one service requiring not more than one hour. If the caster attempts to trap the same creature within the gem a second time, it gains a +2 bonus on its saving throw (+10% to its magic resistance for this attempt, if applicable) and becomes extremely hostile and will attack the bearer immediately if it resists the gem's effects (unless faced with obviously overwhelming force). In addition, for as long as a given creature is trapped within the gem, the bearer gains a +2 bonus to armor class and saving throws and reduces damage by 1 point per die from all magical and physical attacks by creatures from the same plane as the trapped creature. Each time a creature from that plane comes within 60 yards of the caster, however, there is a 5% non-cumulative chance that the confined creature will be prematurely released and not bound to serve the bearer in any way, and will likely be very poorly-disposed to the bearer of the gem if he or she was the one who trapped the creature in it in the first place. This chance does not apply if the caster is on the plane of origin of the creature in question, though if such is the case there is a 1% cumulative chance each day that the trapped creature will be freed. Note that it is not possible to trap a creature with the gem if it is on its own home plane, but a given creature could certainly be trapped and the bearer then travel to its home plane. The command words for such a gem are always etched on its surface in runes that are normally invisible. The can be read clearly if the gem is exposed to a significant source of heat or cold (a torch is not sufficient, but a good-sized campfire or bed of coals would be) for at least one full round, making them visible for 1d10 rounds, or with a detect invisibility or true seeing spell. The latter spell will also reveal exactly what type of creature is contained within the gem. A know alignment spell has a 2% chance per level of the caster to detect the alignment of the creature within, and a clerical true seeing spell will automatically reveal this. Gloves of Evasion: These gloves are made of exceptionally supple, thin calfskin, and when worn they blend with the wearer's skin and become virtually undetectable. They radiate no magic, though they are visible to a detect invisibility or true seeing spell, and a thief will recognize them for what they are by touch. Their magical powers may be used by any class of character, though they are most fully usable on the hands of a thief character. Any character wearing gloves of evasion can escape from any type of non-magical manacles, chains, irons, or similar restraints or can untie any non-magical knot with a successful Dexterity check and 1d3 rounds of effort and from magical bonds of similar type in 1d6 rounds with a check against half his or her Dexterity. A thief wearing gloves of evasion can perform all of these feats in half the time required for a non- thief (rounding up) and with a -2 bonus to his or her check against Dexterity or half Dexterity. Further, he or she will gain a +10% bonus to Open Locks, Find/Remove Traps, and Pick Pockets and will have only half the normal chance of being noticed on a pick pockets attempt. Handglyph: These small talismans were commonly used in battle by the minions of the Nine Council, each enchanted with a particular offensive magic. The only ones I have encountered are handglyphs of cold (emitting a 12d4+12 cone of cold), fire (a 12d6 fireball), lightning (a 12d6 lightning bolt), petrification (flesh to stone), and disintegration (disintegrate). All magic from a handglyph is considered to be at 12th level, and each such device has a maximum range of 30 yards. Handglyphs are usable by any class of character and are activated by the utterance of a command word engraved on their reverse side while the talisman is held outstretched in the wielder's hand. A handglyph generally has 1-6 charges when found (maximum charges 9), and it is known that some among the Netherese knew a method of recharging them, though whether that knowledge still exists is unknown. Hat of Holding: In appearance, this seems a typical, common hat. A hat of holding, however, allows its owner to hold items as though it was a bag of holding. The hat opens into an extra-dimensional space that is larger inside than it is outside. No matter what is put inside of it, it always weighs the same amount. Anything to be put inside it, however, must fit within the diameter of the inside brim of the hat, which is usually between six and ten inches. The hat's weight, its storage weight limit, and its volume limit are determined by percentile dice roll: Roll Weight Weight Limit Volume Limit 01-28 1/2 lb. 50 lbs. 6 cu. ft. 29-43 1 lb. 100 lbs. 12 cu. ft. 44-57 1 lb. 150 lbs. 18 cu. ft. 58-69 1 lb. 200 lbs. 25 cu. ft. 70-79 1 lb. 250 lbs. 30 cu. ft. 80-87 1 lb. 500 lbs. 75 cu. ft. 88-93 2 lbs. 1,000 lbs. 150 cu. ft. 94-97 3 lbs. 1,500 lbs. 225 cu. ft. 98-00 5 lbs. 2,000 lbs. 300 cu. ft. If overloaded or if sharp objects pierce it from inside or outside, a hat of holding will rupture and everything stored within will be lost. Note that a hat of holding can be worn normally without dumping out its contents, and in fact the extra-dimensional space only opens when it is held upside-down for a full round. One significant benefit of the hat of holding is that the owner can call any single item in the extra-dimensional surface to appear in easy reach inside the opening by chanting a rhyming two-line couplet including the name of the item (e.g., "Gosh, I've got this sinking feeling, I really need that potion of healing.") Helm of Brightness: This bright bronze helm protects the wearer's head as an open helm +3 (AC 2), and thus it can be used only by priests and warriors able to use such armor. In addition, it has a golden jewel set into the brow of the helm, and the helm has the power to shed light, emanating from this gemstone. The helm of brightness can be commanded to shed light in a 5' radius at will. Once per turn the wearer can cause the jewel to lance forth a dazzling beam of light at a single target up to 50' distant. If the target fails a save vs. petrification, it will be struck in the eyes and blinded for 1d4 rounds by this beam; if the save is successful, the target is instead dazzled for one round, suffering a -2 on attack rolls. Once per day, the wearer can call forth a blinding flash of light, which can be called forth as a 15' radius sphere centered on the wearer or as a cone of light 30' long and 10' across at its end. Although this blinding flash lasts but a moment, all creatures within the area of effect must save vs. petrification or be blinded for 2d4 rounds and thereafter to suffer a permanent -2 penalty to attack rolls due to permanent eye damage (cure blindness or similar magic will end this penalty). Even creatures saving successfully will be blinded for one round and dazzled (-2 to attack rolls) for 1d4 rounds thereafter. In addition to these light-based powers, the wearer of a helm of brightness is rendered immune to blinding and dazzling effects caused by bright light and gains a +4 bonus to saves vs. other visual effects (e.g., fire charm, color spray, hypnotic pattern, natural or magical mirages). Helm of Insanity: This magical helm cloaks the wearer's mind with wild, insane surface thoughts and images. While this helm is being worn, the wearer's mind cannot be contacted or affected by any sort of mind-reading or mind-affecting spell or psionic attack. Any creature attempting to read the wearer's mind or attack him or her with mind-affecting spells (e.g., charm, hold, fear) while the helm is worn must save vs. spell or be confused (as the spell) for 2d4 rounds if mental contact or mind-reading was attempted or 1d4 rounds otherwise. This only applies to mental attacks directed at the wearer, not area-effect mental attacks. The caster can still be fooled by illusions, but he or she cannot be affected by phantasms projected into his or her mind (e.g., blindness, phantasmal killer). While protected, the caster cannot be soul-trapped, nor can he or she scried upon or subjected to divination magic by any means, including the use of a limited wish, wish, contact other plane, vision, or commune spell (cf. mind blank), except divinations wielded by powerful deities. While wearing the helm of insanity, the caster cannot cast spells (or use psionics, if such are possessed), and any attempt to do so will result in the caster being feebleminded for 1 turn per level after such an attempt, which will invariably fail. The caster can activate magical items normally, including those activated by mental command, or use innate powers (e.g., turn undead, a paladin's detect evil ability). Note that the helm of insanity cannot be removed short of the death of the wearer without the use of a remove curse spell. The helm is safest for use by chaotic creatures. A lawful creature wearing it must make an unmodified save vs. spells every 1d6 hours wearing the helmet or become confused (as the spell) for 2d6 rounds, then returning to normal. A neutral (with respect to law and chaos) creature must save every 2d6 hours or be confused for 1d6 rounds. A chaotic creature needs to save only once per day, usually the first time he or she enters a stressful situation (e.g., combat) to avoid confusion for 1d4 rounds. Helm of Vision: This type of visored helm has a lens of enchanted crystal placed within the eyeslit of its visor. It has a number of special powers that may be turned on or off at any time; however, at least one round must pass in between uses of the helm's viewing abilities. Once per turn, the wearer of a helm of vision can use infravision, as the spell, for up to 6 rounds. Once per hour, he or she can detect invisibility (as the spell, with an effective viewing range of 90 feet) for up to six rounds. Finally, once per day he or she can use true seeing (as the wizard spell) for up to six rounds. All of these viewing powers are activated and deactivated by the silent will of the wearer. In addition, once per week the wearer may speak a command word and then remove the helm of vision, place it upon the head of another creature, and then speak the command word again. This ritual provides the benefit of a cure blindness spell upon the recipient, even to the extent of regenerating damaged or lost eyes (unlike the spell). Use of this function negates all of the helm's other powers for the next 24 hours. Horn of the Exalted Dead: This minor relic is a smallish war horn of dark, well-worn ivory bound with silver. Graven upon it are several names (from 2 to 7 normally; in this case it is three: Yurian Stonebow, Guaire Amalasian, and Erech Demandred). Once per week, it may be winded by a character of any class in order to summon the spirits of certain ancient warriors that are bound to the horn. These spirit warriors have the following statistics: AC 4, MV 15, HD 7, hp 50, THACO 11, AT 2/1, D bwt+3, SA drain 1 point of Strength per hit, regained at 1 point per day if not killed, see below, SD see below. These spirit warriors have standard undead immunities and can be turned as ghosts, but they can never be commanded to service. They can be harmed only by magical weapons, and in fact they will suffer damage only from the magical bonus of a weapon striking them, save that a mace of disruption or other magical weapon specifically designed to battle the undead will inflict normal damage. When attacking, these spirit warriors use the weapon they favored most in life, fighting with masterful skill. Further, their spectral weapons can pass right through solid objects and even other creatures, as they can affect only their intended target--hence, a spirit warrior with a bow could fire into melee with impunity, as his or her arrows would not harm any creature but the intended target, and could easily smite a foe that had fled and was hiding behind a wall or closed door. Note that this power also enables the spirit warriors to ignore the armor and shield worn by an opponent (including bracers of defense); hence, when figuring Armor Class versus one of these spirit warriors, only magical bonuses and Dexterity or quickness considerations should be counted. The spirit warriors called by the horn will travel with the character who winded the horn and do his or her bidding for up to one hour and will then depart. The spirit warriors bound to the horn can be summoned on any plane, as they are actually bound within the horn itself. This is tied in with a unique curse upon the horn of the exalted dead. If the horn is winded by a fighter or fighter sub-class character, that character's spirit will become linked to the horn. If that character is killed, the horn will emit a low, mournful tone and the character's spirit will be drawn into the horn, and his or her name will become graven upon the horn. The next time it is winded, a shade resembling that character will be added to the ranks of the spirit warriors summoned by the horn. A character who is linked to the horn and then slain cannot be raised, resurrected, reincarnated, or brought back by any non-divine means including the use of a wish, unless a wish is first used to release the character's spirit from its binding to the horn of the exalted dead. A maximum of seven spirit warriors can be bound to the horn at any one time; if an eighth warrior blows the horn and then is killed, the warrior spirit that has been bound to the horn for the longest period of time is released to his or her final rest, as the horn emits a triumphal fanfare. Note that only one living warrior can be linked to the horn at a time, and the warrior who most recently has blown the horn is always considered to be the one linked to it; hence, if a dwarvish warrior blows the horn one week, and then the next week his or her human ranger companion blows it, and shortly thereafter the dwarf is killed in battle, his or her spirit will not be drawn into the horn, as the ranger is the one currently linked to the horn. Non-warriors cannot be linked to the horn in this fashion, though multi-classed warriors and dual-class characters who have free access to their warrior skills may be linked to it. Horn of Valhalla, Golden: This special type of horn of valhalla is typically given as a gift by the Aesir gods or their powerful servants to those who have done great favors on their behalf. A golden horn of valhalla is always aligned to match the alignment of the original recipient; hence, most of them are aligned chaotic good (1-4 on 1d10), chaotic neutral (5-6), or neutral good (7-8), with a small chance for a different alignment (on a roll of 9 or 10, roll randomly for alignment as normal). A golden horn of valhalla may be used by characters of any class if the alignments of the horn and the character match, or by fighters (including rangers and paladins) or bards of any alignment, although widely varying alignments may lead to conflict. A golden horn of valhalla has three command words that activate its magical powers. When the first it spoken a blast of the horn summons 1d4 pegasi of maximum hit points (36) to serve the blower of the horn tirelessly for up to one full day. Speaking the second command word and then sounding the horn allows it to instead summon 1d4 6th level berserkers with 36 hit points each, wearing chain mail and shield (AC 4) and carrying two spears. These berserkers have 18/51 strength and are considered specialized in the use of the spear, with THAC0 of 10 and inflicting 1d6+6 points of damage per successful attack (save that against giants, ogres, trolls, and similar monsters they inflict 2d6+6), attacking twice per round. The berserkers will fight on the blower's behalf for up to one hour or until slain. Both the pegasi and the berserkers are immune to fear, charm, sleep, confusion (or insanity), and death magic and are 50% magic resistant to other forms of magical attack. Speaking the third command word does not require sounding the horn; rather, the horn will levitate in mid-air for up to one full day and will sound when any creature comes within 20' of it that was not within that radius when the command word was spoken (cf. alarm spell). Whenever the horn sounds, its piercing note can be heard clearly up to five miles away and faintly up to ten miles away. Each of a golden horn of valhalla's magical powers can be utilized only once per week. Iron Crown of Armoq-al-Wanu: This plain iron crown is set with three black sapphires, and it is a malign item of sinister power. It was crafted in the deep past by the derro race in the years that followed their exile from their dwarven cousins as a symbol of their rage, hatred, and desire for vengeance upon the dwarves who had driven them out. The wearer of the iron crown gains a +3 bonus to his or her Armor Class and a +3 bonus to saves vs. magic. The wearer is made immune to fear, necromantic magic of all types, paralyzation, disease, and energy draining, and he or she will age at only half the normal rate. He or she is also shielded by nondetection and continuous invisibility to undead. The wearer also cast detect magic and prayer at will and can cast identify once per week. If the wearer of the crown is a spellcaster, it provides the caster with the ability to use six bonus levels of spells per day, which need not be memorized and may be cast from any spells the wearer knows. The iron crown of Armoq-al-Wanu radiates an aura of such sublime malevolence that all non-evil creatures (dwarves save at -4) coming within 100' of it must save vs. spells or flee in fear for 1d4 rounds and all evil creatures (derro save at -4, duergar save at -2) in that radius must similarly save vs. spells or be affected as if by a friends spell. The crown has a limited sentience, and it is able to cast domination at a single target within 100', requiring a save vs. spells at -4 to avoid falling under the complete control of the crown. It will often make this power available to its wearer, but it will sometimes also use the power on the wearer to suit its own ends; sometimes just to maximize evil, but usually to maximize pain and suffering to dwarves whenever and wherever possible. Once the crown has been donned, it cannot be removed short of the application of dispel evil followed by remove curse. It is very difficult to destroy, as it cannot be rusted or corroded, nor can it be harmed by heat, cold, or earth-based magic or effects. It makes all other item saving throws as hard metal with a +5. If the wearer is killed with the crown upon his or her head, he or she will rise three nights later as a mummy. If killed above ground, he or she will return as a common mummy. If killed below ground, however, he or she will rise as a much more powerful mummy, with Armor Class -3 and 44 hit points, immune to all fire and cold attacks and to all earth-based magic. Wooden weapons, however, will inflict full normal damage on the character-mummy, even if non- magical. Lamp of the Four Winds: This silver lantern always appears polished and bright, and any flame lit within it can never be extinguished by gases or high winds of any sort. In addition to this mundane function, the lamp's four shutters can be used to generate certain magical effects. If one shutter of the lamp is opened, a gust of wind may be generated once per turn. If two shutters (on opposite sides) are opened, a wind wall may be created once per day. If three shutters are opened, the user may control winds once per week. If all four shutters are opened and a stick of incense is burned in the lamp (taking 2d4 rounds to burn), a wind walker (75%) or aerial servant (25%) will appear to do the lamp-lighter's bidding for 24 hours. This power may be used only once per month, and if an attempt is made more than once per month, it will succeed but the summoned creature will attack the summoner. Finally, anytime that all four of the lamp's shutters are opened and a flame has been lit within it, it may be used to alter normal winds 1/round, as often as desired. Holy Symbol, Larmacian: This pendant appears as a plain disk of some unknown alloy, but it functions as a specialized form of sanctified holy symbol (q.v.) that is adaptable to the religion of the wearer. If it is worn by a priest of 3rd level or higher of any deity of lawful alignment for one full day, however, that deity's holy symbol will appear on the face of the disk and the Larmacian holy symbol will increase the wearer's attunement with his or her deity, granting the power to memorize and cast two additional first-level spells per day and adding a 10% bonus to the chance of success of augury and divination spells. Commune spells cast while wearing a Larmacian holy symbol allow two additional questions. Holy Symbol, Sanctified: This device is a holy symbol that has been specially blessed by a specific deity as an unusually empowered conduit of its holy power. Such a holy symbol may only be used by priests of the deity whose holy symbol it is, and such a priest must be in good standing with that deity. For such a priest, a sanctified holy symbol allows him or her to turn undead as if three levels above his or her normal level and to affect twice the normal number of undead creatures. The priest's more direct channel to his or her deity also allows the casting of augury, abjure, and divination spells without the need for material components and with a +15% bonus to the chance of success. Further, when casting a commune or speak with dead spell the caster is considered to be three levels higher than his or her actual level, and answers can extend beyond simple yes or no questions (sometimes even complete sentences). Finally, when the caster is attempting a raise dead or resurrection spell upon a creature of the same faith he or she does not age and the subject is granted two resurrection survival rolls (i.e., if the first is failed, a second roll may be attempted). For creatures of the same alignment as the priest or the deity, a +5 bonus is granted to the subject's resurrection survival chance instead. Mantle of Command: The wearer of this regal robe gains all the benefits of an 18 Charisma when dealing with humanoid creatures of all races. His or her presence is so inspiring that all allies within 120 yards gain a +2 bonus to morale and all enemies suffer a -2 morale penalty. In addition, the wearer is able to use command and suggestion spells once each per day. Medallion, Ranger's: This simple copper medallion may only be used by rangers, druids, or bards, and it must be worn close to the skin in order to function. It grows warm whenever any giant-class creature comes within one mile, and its warmth becomes more noticeable whenever such creatures are within 10 yards per level of the wearer. When within this range, by concentrating the wearer can determine one of the following pieces of information, at a rate of one per round of concentration: number of creatures, type of creatures, direction of travel, speed of travel, presence of spellcasters, presence of chieftans, or presence of prisoners or non-giant-class creatures with them. The ranger's medallion also grants a +10% bonus to a ranger's chance to track, doubled to +20% when tracking giant-class creatures or natural animals. Finally, a ranger's medallion reduces the chance of becoming lost in the wilderness by 10% if worn by a non-ranger or by 20% if worn by a ranger. Medallion, Soulsearcher: This medallion is actually a small crystal orb that hangs from a silver chain like a pendant. The crystal enables the bearer to perceive the true psyche of a creature. When the bearer holds the soulsearcher medallion and steadily concentrates upon it, it expands into a crystal orb 2 feet in diameter. A character whose Strength score is less than 16 must use both hands in order to hold it. While concentrating on the medallion, no other action can be taken; if concentration is broken, the orb returns to its original size and weight. When the bearer gazes into the orb, motes of light swirl within it for 1d4 rounds, after which the orb clears. At this point, the user must concentrate on examining any single individual within 60 feet, and the device will show the user an image of the true nature of that creature. The spell acts as a true seeing spell, but it is not subject any divination-warping effects due to planar variations (e.g., on chaotic outer planes or the Demiplane of Ravenloft), nor can its divination be forestalled by any non-divine wards against divination (e.g., mind blank, ring of mind shielding, amulet of proof against detection and location). It reveals true alignment as well as any charms, curses, possession, polymorph, or illusion, including the exact nature of any such things warding the creature examined. The bearer learns the complete truth, stripping away all lies and misinformation about the subject. Completing the scan of a creature takes one full round, after which the orb must be allowed to shrink back its normal size. It can then be activated and used again. A soulsearcher medallion be used as often as desired, but it should be noted that use of the device is highly obvious (unless the user is invisible) and the orb itself is also quite fragile. If not carefully packed away and it is worn on a creature's person during melee combat, it must save vs. crushing blow every time the bearer is hit with a natural roll of 20. Mirror of Travel: This large, obviously valuable, highly reflective type of silver mirror is bordered in gem-encrusted gold. These magical items function only when set into a sturdy wall. Any character knowing the proper command word need only place his or her hand upon the mirror, speak the command word, and envision any place previously 'seen casually' (as per the teleport spell). An image of that place will then appear in the mirror and the character who spoke the command word will teleport to the place envisioned as if it was 'studied carefully.' In addition, the image remains in the mirror for three rounds, and during that time any creature touching the mirror of travel (up to ten per round) and speaking the command word may similarly teleport to the pictured locale. It is possible for a character to bring a mount, familiar, or other non-sentient creature through the mirror by speaking the command word twice and touching that creature while touching the mirror, though this halves the number of creatures that can come through the mirror that round. A mirror of travel can only reveal and send its viewer to locations on the same plane of existence that are not magically warded from scrying or teleportation, and it may only be used once per day. Orb of Law: This type of magical device is a plain, unadorned crystal sphere six inches in diameter. Its powers are usable only by a lawfully aligned creature with Intelligence and Wisdom scores of at least 9. Any chaotic creature touching the orb suffers 6d6 points of cold damage and is stunned for 6d6 rounds (no saving throw). Neutral (with respect to law and chaos) creatures suffer 3d6 points of damage and are stunned for 3d6 rounds. A lawful creature holding an orb of law in plain sight gains an effective Charisma score of 18 (or +1, if Charisma already 18 or higher) with respect to all lawful creatures. He or she also gains a +2 bonus to Armor Class and saving throws versus chaotic creatures. The bearer of an orb of law is able to ignore the effects of all forms of wild magic (e.g., wand of wonder, wildwind), and any spellcasting or magic item use while in a wild magic area operates normally, unaffected by wild surges and similar chaotic environmental effects. An orb of law can also be used to generate a number of spell effects, each taking effect at the level of the wielder. The orb can generate a protective circle equivalent to protection from evil 10' radius, though effective against chaotic creatures rather than evil creatures, as often as desired. Three times per day, the bearer can abjure any non-lawful extra-planar creature. Once per day, the bearer can attempt banishment against a non-lawful creature. The orb can also duplicate the effects of several other magical items. Once per day, an orb of law can duplicate the effects of a rod of rulership and a rod of beguiling (once each per day, versus lawful creatures only), as well as a wand of paralyzation and a wand of fear (also once each per day, versus chaotic creatures only). Orb of Radiance: These hand-sized orbs of polished white quartz may be used by any creature that knows the command words, so long as some part of their skin is in direct contact with the orb. The orb replenishes its power by drawing in magical energy to itself, and this has the side effect of applying a -1 penalty to all saves vs. magic for any creature carrying such an orb. When held and commanded, an orb of radiance can create light as often as every other round. This magical light remains in the spot where it was created, not moving with the orb. An orb can also create a sunray or rainbow (bow, bridge, or elevator functions) once per turn, though not more than three times per day. Finally, once per day it can generate a ruby ray of reversal once per day, which has the following effects on targets struck by it: all webs and adhesives, magical or natural, are dissolved; all magical and mechanical traps struck by it are sprung; all locks, knots, and bindings are opened; all wizard lock and hold portal spells are broken; all illusions are dispelled; any creature whose shape is altered from its normal form (including creatures that have been turned to stone) revert to their natural state; possession and magical or psionic charm or mental control is ended; paralysis is removed; all magical entangling or imprisoning spells (including Otiluke's resilient sphere, ensnarement, sequester, binding, trap the soul, and imprisonment) are sundered; and any type of magical wall or barrier can be erased by tracing the beam across it (up to 10 square feet of such a barrier can be erased per round). The ruby ray of reversal is one foot wide and may be up to 60' long. Activating this power drains 1d4+1 hit points from the wielder of the orb of radiance immediately and 1d4+1 hit points are lost for each round that the ray is maintained. It ends when the user wills it or when he or she falls unconscious due to hit point loss, and it cannot then be reactivated until the following day. Orb of the Seven Stars: This magical device appears to be a sphere of perfectly clear glass seven inches of diameter, although in dim light conditions or darkness seven small points of light can be seen winking within it. Any character can command the orb of the seven stars to cast detect magic once per day. In the hands of a wizard or priest, however, the orb of the seven stars can be used to cast detect magic at will. In addition, it can cast mindtouch once per day and blazing beam seven times per day. The orb also boosts the effects of divinatory and light- based spells (including any divinatory spells of the Thought sphere or Mentalism school) cast by its bearer, increasing the caster's effective level by one for determining the effects of such spells. All spell effects from the orb take effect as for a 12th level caster, and all are activated by holding the orb with one or both hands and mentally commanding its powers to take effect. Learning to activate its powers requires one turn of study per power, but after that they may be activated normally. Phial of the Rainbow Bridge: This magical crystal flask contains the essence of the light of Bifrost, the rainbow bridge, within it, and it possesses a variety of marvelous powers. These precious gifts are dispensed by Heimdall, the guardian of the Rainbow Bridge, to those who have done a great service for him or for the Aesir. The phial swirls with a shimmering, multi-hued light that illuminates a 5' radius, and this may be increased up to 15' if the phial is held in hand and the bearer mentally commands it. Within this area of effect, undead and creatures sensitive to bright light suffer a -2 penalty to attack rolls. This penalty also applies to frost giants, while other giants and giant-kin (including ogres and trolls) suffer a -1 penalty to attack rolls due to this light, due to their fear and trepidation of the power that it represents. Even if the phial is kept in a pocket or its light otherwise dimmed, its bearer is always kept warm by its glowing, providing the benefit of a continuous endure cold spell. If it is held in hand, this benefit is increased to that of a resist cold spell, and all within the radius of its glow enjoy the effects of an endure cold spell. A phial of the rainbow bridge provides a number of restorative powers as well. The phial can pour out up to seven magical draughts each day, one of each of the following types (called forth by color, with the color disappearing until the following day once that draught has been used): red - cure light wounds, orange - cure serious wounds, yellow - cure disease, green - neutralize poison, blue - cure blindness, indigo - death's door, violet - remove paralysis. Each draught must be drunk as if a potion, and each takes effect as the appropriate spell cast by a 12th level priest. Alternatively, one of the colored draughts can be commanded to pour forth in the color of holy water, although this can be done no more than once per day. This special holy water inflicts damage vs. giants (double damage to frost giants) in addition to its usual effects. Pillow of Regeneration: This magical cushion doubles the rate at which hit points are regained by natural healing for a creature who sleeps with his or her head resting upon the pillow. In addition, it halves the normal amount of sleep required by a character, whether for normal sleep or when resting in order to regain spells. Rainbow Scarf of the Seven Seas: This unique item was crafted for a wealthy buccaneer and explorer whose name has now been forgotten. It is a scarf of fine silk embroidered in swirls of rainbow colors and stitched throughout with golden thread. The scarf is usually worn on the head or about the neck; however, the scarf can also be commanded to change form into a brightly colored cape, turban, or sash (see below). In any form, the rainbow scarf brings good luck to the wearer, granting a +2 bonus to all saving throws and attempts to dodge attacks or otherwise avoid damage. Further, as long as it is worn the wearer adds one point to his or her Intelligence, Dexterity, and Charisma scores, to a maximum of 18. The scarf may be commanded to shift form, as noted above, into a cape, turban, or sash, shifting to each form once per day for up to an hour each time before reverting back to its usual form. While in cape form, the usual ability score benefits are lost but it grants a +3 bonus to Charisma; while a turban it similarly grants a +3 bonus to Intelligence; while the sash form grants a +3 bonus to Dexterity. With these bonuses, there is no maximum ability score, but the gain is only temporary (e.g., increasing Intelligence to allow a character to learn a new spell would be of no long-term benefit, but increasing Dexterity in order to gain a temporary bonus to a thieving skill or Charisma to help gain a favorable reaction would work splendidly). The rainbow scarf marks the wearer as a great leader and inspires those who travel with him or her, acting as a continuous bless spell centered upon the scarf-wearer, so long as the wearer and the scarf are visible. The wearer of the rainbow scarf may remove it and wave it in the air, causing its rippling patterns to weave and glitter in the air. This has an effect equal to a fire charm spell on all who see it (allies of the scarf-user can be trained or advised to not look directly at it while it is being so employed), and this effect lasts for as long as the possessor continues to wave the scarf, up to a maximum number of rounds per day equal to twice the possessor's level. It requires one round of uninterrupted activity to initiate this hypnotic effect, but thereafter the user may engage in combat or perform other activities without penalty, although one hand must be used to wave the scarf, precluding most spellcasting involving somatic components. The rainbow scarf of the seven seas may be used to access an extradimensional storage space by laying it out flat and placing an object (or group of objects) upon it and speaking the magical work 'abracadabra.' Such an object (or set of objects) may be no larger than 2' long in any dimension, and the total weight of objects contained within the extra-dimensional space at any one time may never exceed 1,000 pounds. In order to recall an item from the extra-dimensional space, the user must lay it out flat and speak the magical word in reverse ('arbadacarba'), followed by the name of the object to be recovered. This extra-dimensional storage capacity is unlike a bag of holding or portable hole, however, in that it does not create a self-contained extra-dimensional pocket but rather shifts items placed on it to one of several actual treasure caches or chests on another plane. As such, there is a small chance that it may be disturbed by creatures on the plane where it exists. Hence, there is a 1% cumulative chance per day of storage (checked at the time that the owner attempts to recall the object, not checked each day that it is stored) that an object is stored within one of these caches that the object may be stolen (5 in 6) or replaced with another random object (or sometimes even a creature, 1 in 6). Unlike a bag of holding or similar extra-dimensional space, this storage power can be utilized on the Astral or Ethereal Planes, as well as on most Outer Planes, even those where extradimensional spaces cannot exist. The rainbow scarf of the seven seas contains the residue of a rakish buccaneer spirit, including some of the skills of its previous owners, which are provided to the wearer. Hence, the wearer is able to swim as well as if wearing a ring of swimming and can climb ropes, masts, and rigging (as the thief Climb Walls ability) with a 95% chance of success, gaining a +4 bonus to Dexterity checks to avoid falling for any reason while on board ship. The wearer will also never become seasick. He or she also is able to open locks as a thief, with a 75% chance of success. The adventurous spirit of the scarf has a downside, however. The wearer of the rainbow scarf gradually becomes taken with a keen wanderlust and neverending desire for travel and adventure, ready to take on virtually any journey or struggle that promises exotic locales, aiding damsels in distress, or fighting the forces of evil, heedless of the cost. The wearer's steadily growing recklessness and impetuousness is reflected by a decrease in the wearer's Wisdom score by one point per week that the scarf is possessed, to a maximum penalty of -4. This loss is permanent and may only be restored by getting rid of the scarf and a restoration or wish spell. The scarf's residual spirit also loves danger, and it will occasionally send out an empathic call to potentially hostile monsters nearby, inviting them to test their mettle against the wearer. Effectively, there is a 1 in 6 chance on any given day that the wearer (and any traveling with him or her) will have double the normal chance for random encounters that day. In situations where random encounters are unlikely or impossible (e.g., within a heavily guarded fortress or temple), the scarf has a 1 in 12 chance per day of actually summoning 1d4 random hostile monsters of no more than 12 hit dice that will appear within 30 feet of the wearer. Raven's Runestone: This rare magical item is crafted only by high priests of Odin, though it is said that some dwarven high priests have created similar items. It is a flat, diamond-shaped piece of gray-black stone 3 feet long and 2 feet wide but only an inch thick, intricately carved with runes of magic all around both surfaces, though in the center of each side is a diamond-shaped frieze of a raven in flight and the runes spelling out the names of Hugin ('thought') and Munin ('memory'), Odin's two raven messengers. The powers of a raven's runestone are activated by reading the runes, and each power can be used only once per day, though not all need be activated by a single character. The runes on the Hugin side represent the nature of thought, belief, and the mind, and if they are read by a spellcaster prior to studying or praying for spells, his or her mental processes will be clarified and focused, allowing the read to memorize up to nine additional levels of spells. In addition, reading the runes enables any character to perform a sending spell. The runes on the the Munin side of the runestone represent written knowledge and magical knowledge, and these runes may only be used by a spellcasting character. Such a character can consult these runes to perform a legend lore spell on a person, place, or thing or to identify one or more magical items. Only a single permanent magical item may be identified each day (including charged magical items), but up to three potions, scrolls, or other single-use items may be identified. It should be noted that the runestone can be fooled by cursed items and will mistakenly identify them as beneficial items of a similar type. The Munin runes will not reveal the number of charges that a given item possesses, though it will give an indication of the current charge level of the item relative to its maximum capacity. Command words are also revealed by the Munin runes. A raven's runestone is not subject to damage from magical attacks of any kind, nor is it subject to extremes of temperature, electricity, or corrosion, though it may be broken by great physical force (saving as hard metal +2). Anytime a raven's runestone is used by a character who does not worship the Norse deities, it has a 9% (non-cumulative) chance of disappearing forever. Robe of the Shadows: These black robes act as robes of protection +2 and may be worn with leather armor or elven chain, though they will not function with other types of armor. If worn with magical armor, they will provide a bonus to saving throws, but not to Armor Class. A thief wearing a robe of the shadows gains a +10% bonus to Move Silently and a +30% bonus to Hide in Shadows, and may move at half his or her normal movement rate while still maintaining his or her hidden status, though attacking or other sudden, dramatic movements will immediately make his or her presence obvious. In addition to the above, the wearer may shapechange into an undead shadow (q.v.) once per day for up to one turn per level of the wearer. The wearer may not be turned or dispelled, though he or she does take double damage from a mace of disruption, but all other powers and abilities of an undead shadow are gained (e.g., Strength drain, immunity to mind-affecting attacks, cold, and non-magical weapons). Sash, Shimmering: This brightly colored sash is embroidered with runes of misdirection and warding (and in the lands of Zakhara with holy texts when made for holy slayer orders). The sash may not be worn with armor heavier than leather or elven chain. Its powers may be called upon up to three times per day, and when activated the sash causes the wearer to appear as a shimmering blur, similar to waves of heat in the desert air. This effect is equivalent to a blur spell in most environments, though in a desert it grants the equivalent of invisibility until the first blow is struck, and then functions as a blur spell. In any event, the effect of this power lasts for ten rounds, and so long as it remains in effect the user's appearance is totally concealed, save for his or her general outline and shape. Sentinel Gauntlet of Helm: This rare type of magical gauntlet is made of soft leather with an eye (a blue jewel within a ring of gold) worked into the palm and the dorsal surface of the hand and rings of steel about each of the fingers. This type of magical glove was first manufactured for wizards in the service of Helm and law enforcement agencies, but it is sometimes made for other followers of the faith. The merest touch of the gauntlet will allow the wearer to open any magically locked door (mundane locks are not similarly bypassed, however). The wearer is also completely immune to fear, insanity, and confusion. Further, all creatures within 10' gain a +2 bonus to saves vs. fear. A sentinel gauntlet of helm also radiates protection from chaos in a 10' radius. Besides these continuous powers, the wearer of the glove can also invoke several powers by silent act of will: shield at will (triggered automatically if the wearer is attacked by magic missiles from the front or side), protection from normal missiles 1/day, hold portal 2/day, and know alignment 2/day. All spell-like powers take effect at 10th level. Singing Statue: This hollow statue of beaten gold, formed in the likeness of the Krynnish deity Mishakal the Healer, stands about 6 inches tall. If water is poured into the hole at the top of the statue and the name of Mishakal is invoked, its magic is activated and it begins to glow with a faint bluish radiance and to hum a peaceful musical tune, soothing the minds and bodies of all creatures within 10'. Within this radius, all pains are eased and no magical or magical pain- inducing effects can harm those in the area of effect. All creatures within the area of effect are also affected as a remove fear spell (i.e., a new saving throw vs. fear already in place, or a +4 bonus to saves vs. new fear effects). In addition, after the first round of the statue's song, all creatures within 10' are healed of 1d6 points of damage. No undead can come within 10' of an activated singing statue, though they may launch ranged attacks at those within this radius. For the duration of the song, all bonds are loosed within the radius of effect, opening any locked portals as a chime of opening and temporarily removing paralysis or binding magic of any type within the area of effect. Note that if holy water is used to activate a singing statue, the area of effect of the song is increased to a 20' radius. Once it has been activated, the statue will continue to sing for 4d4 turns, provided that the water is not prematurely spilled out of it, which will instantly cancel its effects. Regardless of how often water is placed within the vessel of a singing statue, which will always produce a pleasant musical tinkling, its magical effects may be invoked only once per day. Spellstar: This is a sparkling, translucent green or blue gem or star-shape of polished, mirror-bright steel. It is always as hard as steel, making its item saving throws as hard metal. It functions as a spell storage device, holding up to four wizard or priest spells, though both types of spells may not be stored in the same item. The spellstar can be activated by any being who touches it or whispers the right word of activation. The spellstar melts away with each activation, actually growing smaller, until it crumbles to dust when its last spell is unleashed. The means of recharging a spellstar are known only to a handful of mages. Stored spells take effect at the level of the creator of the spellstar. The activator of a spell is mentally touched by the spellstar when the command word is spoken and is made aware of the spell particulars of the spell that is being activated, so targets, range, and the like can be chosen by the user. Once a command word has been spoken, the spell will be released, and it cannot be held until later. Powerful divination magic may reveal the spells held within a spellstar and/or the command words to activate its stored spells. This particular spellstar is a pale blue jewel, similar to a very pale sapphire in appearance, with a faintly glowing white star in the center. It is accompanied by a small folded piece of vellum upon which the following set of rhymes is written in a flowing, feminine hand: If in peril from walking dead, grasp the gem and speak 'elredd.' If some are bound and cannot get free, caress the gem and sing 'illree.' If you fear a spell that will harm, clench the gem and shout 'gessarm.' If disaster strikes and all else fails, uphold the gem and cry 'ondaels.' Each of the stored spells in this spellstar takes effect at 22nd level. The spells activated by the command words are: elredd ghostgrail illree brightsong gessarm Syluné's absolute immunity ondaels spellstrike Spider Boots: These magical boots of black leather have a delicate web-like tracery embroidered in them with silver thread. They allow the bearer to walk on vertical surfaces much as the spider climb spell. In addition, however, they prevent the wearer from becoming stuck in natural or magical webs of any sort and even allow him or her to move along webs at MV 6, much as a spider is able to do. If worn by a character with thieving abilities, the spider boots grant a +15 bonus to Move Silently and Hide in Shadows. Sulmish Robe of Magical Enhancement: These gray robes are embroidered with an array of bone-whtie runes, and they function only when worn by a wizard or illusionist. They act as +2 robes of protection, and in addition they allow the wearer to memorize one additional spell of 1st through 4th level each day. Talisman of Divining: These are some of the only non-deadly magical devices crafted by the rather bloodthirsty and cruel Netherese. The precise divinatory powers of these talismans is determined as follows: d10 Detection ability 1-2 Detect traps (magical and mechanical) 3 Detect secret doors 4 Detect gems (kind and number) 5 Detect precious metal (kind and amount) 6 Detect undead 7 Detect poison 8 Detect magic 9 Detect invisibility 10 Detect evil/good These divinations operate within a 30' radius of the talisman and are unaffected by the presence of any amount of stone, metal, or wood (even metals such as lead, gold, and platinum, which generally block divinations). However, they are completely blocked by any quantity of salt water, iodine, or mercury, and their detection range is reduced to 5' through fresh water or alcohol. These rechargeable devices contain up to 99 charges. Talisman of Force: These devices could be used either offensively or defensively. They could be used to erect a spherical wall of force in a 10' radius centered on the wielder, lasting 24 rounds. Alternatively, they could direct a grayish ball of force at any creature within 10 yards, striking automatically and inflicting 5d4 points of damage in a 10' radius of the point of impact and forcing all creatures within that area to save vs. spell or be encapsulated within a spherical wall of force lasting 3d4 rounds. Creatures of size G cannot be so trapped, and only a single size H creature can be successfully trapped. Either use of the talisman drains one charge. Such talismans can hold a maximum of 9 charges but usually possess only 2-8 when found. They cannot be recharged. Talisman of the Monolith: This rare and unusual type of talisman can use it to summon an earth monolith (a massive and incredibly powerful type of elemental), which arrives within 1d4 rounds. If raw earth, mud, or clay is available, the earth monolith will have 30 hit dice; if sand or unworked stone is available, it will have 24 hit dice. It cannot be summoned from worked stone. The area for summoning must be at least 20' square and have a volume of at least 20 cubic yards. The talisman allows the wielder to control and direct the earth monolith without fear of reprisal or having it disobey his or her instructions. However, the summoner must actively concentrate in order to control it. He or she may talk or move, but spellcasting, psionics use, or engaging in combat are all impossible. The monolith will remain present for up to nine hours before disappearing. These talismans can hold up to 9 charges, though when found they will generally have only 1-3 charges. They cannot be recharged. Talisman of Power: These powerful weapons all discharge a blast of energy in the shape of a cone 60' long, with its origin at the talisman and spreading to a width of 20' at the end of cone. There are three varieties of talismans of power, each of which is capable of emitting one type of devastating magical blast: - A talisman of blinding discharges a blast of light that visits the effects of a power word, blind upon all creatures within the area of effect. - A talisman of death fires a blast of darkness that slays all within the cone with the effect of a power word, kill. - A talisman of stunning emits a cone of sonic force that duplicates the effects of a power word, stun. All of these talismans have a maximum of 9 charges, but usually contain only 1-4 charges when found. They cannot be recharged. Torc of the Druids: This magical neck band is generally crafted of bronze, and it may be used only by a priest, druid, ranger, or bard. The torc provides protection similar to a continuous aura of comfort for the wearer, allowing him or her to ignore natural temperature extremes from -20 to 140 degrees, as well as allowing him or her to shed natural precipitation effects without harm and to ignore winds of up to 30 miles per hour. The wearer also suffers 1 point per die less damage from any wind-, heat-, cold-, or electricity-based attack or any damaging precipitation. The wearer may also use any of the following powers at will, though only one such power may be used at a time and it will continue to function until the wearer commands it to switch: faerie fire (centered on the torc itself, providing dim illumination in a 5' radius), invisibility to animals, pass without trace, barkskin, tree. Torc of the Goddess: This type of magical silver neck band is usually manufactured and utilized by druids, though occasionally they will make a gift of such an item to a character who has done them a great favor. The torc functions as a ring of protection +2 (this is not cumulative with a ring of protection that is already being worn, but the torc does not count as a magical ring in any other respect). Additionally, the wearer becomes immune to lycanthrophy, though not to normal damage suffered from a lycanthrope's attack. Finally, the wearer gains a +2 bonus to rolls to hit and damage versus all lycanthropes, and and if the wearer attacks a lycanthrope using his or her natural weapons (for druids, this is usually while shapechanged into animal form, but it also applies to punching and wrestling) he or she is able to harm lycanthropes, as if using a magical or silver weapon. Tome of Ssu-Ma: This arcane work is reputed by legend to have been penned by an ancient scholar who devised the first written language and codified the first set of laws of Kara-Tur. The tome itself is said to be able to draw upon all written knowledge anywhere in the world. This large, bulky book is five feet square and a foot thick. Its covers are half an inch thick, fastened securely by a built- in lock, but are not marked in any way. The lock on the book cannot be opened by magic, and any attempt to open locks by a thief suffers a -50% chance of success; if the roll fails, that character will never be able to open the lock. Once it has been opened, the contents of the book can be examined. The first page explains all of its powers and the page references where the command words and phrases for each power can be found. The tome can be easily read by anyone who can read. Any of the powers of the tome of Ssu-ma require one 1d10 rounds of reading to activate, and each may be used once per day, and all spell-type effects operate at the reader's level. The powers of the tome are as follows: One chapter on cartography allows everything the reader sees for one turn after reading the section to be magically transferred as a written map on any sheet of paper provided (other than the pages of the tome itself). If outdoors, the maximum range of mapping is a 10 miles radius; indoors or outdoors, this function will only map what the reader can see. One chapter on repairs allows the reader to cause the effect of a mending spell (requiring one turn to complete the repairs). One chapter on locksmithing allows the reader to open locks as a thief (70% chance of success) for one turn after reading. One chapter on thought and memory allows a spellcaster who reads it to memorize an additional five levels of spells if the chapter is read immediately before studying or praying for spells. One particularly inscrutable chapter on philosophy has the effect of a feeblemind spell on any single creature forced to listen to the reader recite it. A chapter on mass and density allows the reader to assume gaseous form or stoneskin after reading the text and concentrating for a full turn, lasting until dispelled or until the reader spends another full turn concentrating to return to normal density. A chapter regarding legends and magical lore allows the reader to cast a legend lore spell. There are also chapters regarding every written language in existence, and studying one of these chapters allows the reader to become literate (able to read and write) and fluent (able to speak and understand) in any language for one full day after reading the chapter in question. A character who reads from the tome of Ssu-ma even once begins to feel a compulsion to go back and read it again and to further his or her studies and knowledge whenever possible. Each time the book is used for any purpose, there is a 10% cumulative chance that the reader will begin to develop a slight hunchbacked posture and will become weaker and more feeble (losing one point of Strength (or one level of exceptional strength) and suffering a -1 penalty to THAC0 and Armor Class; maximum total loss of 4 points in all three areas), as he or she devotes all of his or her time to stooped over the tome, studying and contemplating, ignoring physical needs and exercise. If prevented from studying the tome itself, the user still must make a Wisdom check anytime an opportunity to study, tinker, or map just about anything arises, often needing to be pulled away from examining the entrails and anatomy of fallen foes and recording their observations. Vestments of Power: While nearly all priests have official ceremonial robes to be worn while conducting religious ceremonies, these magical vestments are enchanted to provide defensive benefits to a priest of the faith for which they were manufactured. They appear as unusually fine religious garments of the style, fabric, and hue normal to the faith and may be worn over armor and in conjunction with other protective devices and magical items. Vestments of power provide the benefit of protection from normal missiles and feather fall spells at all times upon the wearer, as well as a continuous sanctuary spell with a -2 penalty to the saving throw. The bearer gains a +2 bonus to his or her Armor Class and saving throws while wearing the vestments. If the wearer is standing on ground sanctified to his or her deity, the defensive bonuses of the vestments are doubled (i.e., +4 to Armor Class and saving throws) and saves against the sanctuary effect are made at -4. The wearer may also dimension door and use true seeing 3/day each while on sanctified ground, though such powers extend only to the boundaries of such an area and not beyond them. Wind Helm of Suthol: These rare and ancient helms are fashioned out of leather that has been dyed blue and iron, inlaid with silver. A wind helm of Suthol functions as an open helm +1, providing AC 4 protection to the wearer's head. Further, the wearer can invoke the helm's power to air walk once per day as the spell. ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >