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Miscellaneous Magical Items


Bottlejohn's Nest Egg

This item is a large crystal globe upon which powerful neutral magic may be detected. This is commonly found in the nest of a harpy (q.v.) or other large, dangerous birds. It has been enchanted for the sole purposes of attracting such a bird to nest where its eggs may be gathered for market. Anyone carrying the globe has 25% chance to be attacked by such birds each day in the dungeon or wild, or each week in town. This is a rare imported item. It can only be identified by someone with experience with this item, or by the party carrying it getting attacked by the birds attracted to it (which gives them a 7% chance per encounter - let them wonder).


Breach Gate

A steel ring, two feet in diameter, this item is devoid of ornamentation or detail of any kind. Anyone who passes his head through it, though, will receive the command word directly into his mind. When the ring is held against any surface and the word is uttered, there will appear a hole, beginning at the ring and continuing straight ahead until it again reaches open air. Speaking the word again causes the hole to be refilled, while speaking it backward causes the ring to appear at opposite end of the hole before closing it. In actuality, the device is temporarily phases out the intervening material. If something happens to be occupying that space on the plane that the gate uses (take your pick), it will appear, probably to the user's detriment.


Bread of Restoration

This item is a small loaf of very dark bread that radiates magic. Eating one loaf of this bread is the equivalent of a full night's sleep and a full meal as far as renewing spells, mana, once-a-day powers, etc., are concerned. It keeps 9-20 (1d12+8) days, if dry - if it gets wet it spoils in 2 hours, when it is broken or its sealed package is opened.


Breath Mints

Breath mints are found as small colored mint-candies. These candies come in the same colors that dragons do, and the person who eats the mint can use the same breath weapon as the corresponding dragon. Damage is 2-12, range 100 feet, and the weapon may be used 1-2 times only. User is immune to the effects of that sort of breath weapon during duration. These mints do not keep well. If spoiled, water-damaged, etc., they make the users mouth feel as though a dragon has been nesting in it for the last decade or so - and only 75% or less work at all.


Brother Samuel's Cuckoo Figurine

This object is a well-carved figurine of a cuckoo on a nest and inscribed "Spell Storing". It appears to function as a normal item of spell storing with indefinite capacity.

In fact it stores the spells in other people's magic items. Range is 100' and spells are stored last in, first out. When asked to release the spell it will do so normally if the other item is still in range - otherwise it will release a different spell or none (DM's option). If necessary it will delete spells already in the other magic items to make room for the new ones.


Cone of Silence

Six inches tall and three across the base, this cone is made of a springy, yet nearly invulnerable sponge-like substance. It is always in operation, completely damping all sound within any room. Even if the room has an opening, the room will still be silent, and the space outside will be unaffected. Out of doors, the effect extends for 100 yards or until blocked by an obstruction. Wrapping the cone of silence or placing it in a container allows hearing to resume.


Dimension Egg

One of the most difficult of magic items to correctly construct, a dimension egg is a small (4-6 inch) spheroid of gleaming metal, with only one surface feature - a slight groove about half an inch across. When the groove is pushed in the right direction, usually with a fingernail, a minute door slides open in the side of the egg. Sticking any extremity into the opening results in the experimenter being shrunken and sucked into the dimension egg, which in fact houses anything from a huge palace to a small planet. The particulars of this environment were entirely up to the wishes and skills of the maker of the egg, and may thus seem utterly mundane or insanely bizzare. The exit from the egg is normally unknown to the inhabitants thereof, but a determined searcher should be able to uncover it after many adventures. Success results in expulsion from the door and a return to normal size.


Eyes of the Undead

These cups that fit over the eyes look like any of the other magical "eyes." However, they allow a figure to see living things at a range of 90 feet even in total darkness, even if the figure is invisible or is somehow cloaked or protected from normal sight. The eyes of the undead will see an aura of life, but are not able to see details of the figure's face, etc.

Wearing the eyes cancels normal or magical infravision. The eyes of the undead prevent a vampire from charming their wearer. If worn for one full day, the eyes mold themselves to the wearer's eyes and cannot be removed until that figure is dead. To others, the victim's eyes look totally white. In all cases, the wearer's natural charisma will drop by two points while the eyes are worn, if they can be seen by others.


Farcaster

Also known as a teleport portal or teleport terminal, this unusual device appears as a gilded frame with nothing inside. The framework is made of ornate rods which may be unlocked to collapse the entire frame into a bundle for simple transportation. The total outside dimensions of a farcaster total 20 feet; it may thus be erected as a 5' tall, 5' wide door, a 6' tall, 4' wide door, or any other combination where the perimeter equals 20 feet.

By itself, a farcaster is useless; only when the user knows of other farcasters may it turn into a highly useful device. The farcaster has an identification number engraved on it; by speaking the id number of the destination farcaster, a user may step through the sending farcaster and emerge at the destination farcaster instantly. Transportation may be across intervening planes and distance is immaterial. The object farcast always arrives safely.

There is a means of restricting access to one's farcaster. A farcaster has two command phrases in addition to the id number: an authorization phrase and an ownership phrase. The authorization phrase must be spoken by anyone attempting to use the farcaster. The authorization phrase may be null (i.e., there is none). Thus if both the sending and target farcasters had authorization codes, a potential user would have to say: " [sending authorization] [target id] [target authorization] " in order to successfully farcast. The ownership phrase determines who is allowed to chance the authorization phrase for that particular farcaster. The farcaster recognizes as its owner the last person to speak the ownership phrase within 10 feet.

Users stepping through a farcaster before uttering a destination are lost in the interstellar void forever. If an authorization phrase is in effect, the farcaster bars access without first speaking the phrase. Attempts to farcast to a destination where the receiving authorization phrase is unknown fail with no adverse effects.


Foster Grants

This is, as the name suggests, a pair of dark glasses. The person wearing these has a 50% chance to hide in shadows (plus any other percentages applicable) and not to be recognized by any person or monster. If successful, he will be forgotten in one melee round by all monsters and by all party members who fail to pass an Intelligence Check at +6. This will last as long as he wears the glasses.


Gordian Knot

The original gordian knot was tied by Gordius, king of Phrygia, and was fabled to be capable of being untied only by the future ruler of the world; unable to solve its mystery, it was cut by Alexander the Great with his sword. The magical gordian knot survives as a seemingly innocuous-looking piece of rope tied into a complex knot. A character may attempt to untie the knot, with a successful Intelligence Check at -10 indicating the knot has been untied. The character successfully untying a gordian knot receives a powerful boon; the player may ask the DM a single question regarding a puzzling situation and the DM is obliged to provide an answer. Careful use of this item is required by the DM. The request does not have to be asked immediately upon solution of the knot; the character may put off indefinitely the boon. Only one attempt by a character to solve a particular gordian knot may ever be made; if that attempt fails, the character is forevermore unable to solve that knot. Other gordian knots may be attempted, however.


Hypercube

A hypercube is closely related to other extra-dimensional magic items, such as bags of holding, Heward's handy haversack, portable hole, Quiver of Ehlonna, flatbox, et al. It appears to be a mass of small inter-connected rods, each about 4 inches long. A collapsed hypercube is a jumble of rods about 6 inches square. In order to make use of a hypercube, the user must first assemble it into its proper shape. This require a Intelligence check at -6 to succeed; each attempt takes 1 turn. For each successful time a person has assembled the hypercube, remove 1 from the penalty and 1 round from the solution time; thus, after 6 successful attempts, a character can build the hypercube in 4 rounds (the minimum time) with no modifier to the Intelligence check. When the hypercube has been assembled, everything within a 30' cube becomes extra-dimensional. Inside the cube's effect, all extra-dimensional objects or creatures are fully revealed in their entirety. Thus, a bag of holding would expand to the proper volume according to its contents, a portable hole would actually be a non-mobile pit 10' deep, and extra-dimensional creatures would have their usually inaccessible parts fully revealed. Nothing may enter or leave the hypercube's area of effect until someone disassembles the hypercube (this takes but 1 segment to break the effect, and no Intelligence check). All objects return to normal once the cube has been de-activated.


Maggorp's Magnetic Metal

This metal created by the alchemist Maggorp, will stick to any non-living solid substance. Examples are any rocks, any metal, glass, ceramics, dead wood, etc. The metal is affixed by mental thought of a user as to what it is to be stuck to, touching the metal or something attached to it (i.e., rope), and getting the metal within 5' of the target object. Therefore if a wooden door is set in a cliff face, the user may use a MMM grapnel, hooked to a rope, to grab the door and only the door, when getting the grapnel within 5' of the door, and the hook will never stick to the cliff face unless ordered to. The grapnel will only release its hold upon mental command of the person who set it there. Charmed and possessed persons may not set or loosen Maggorp's magnetic metal.

Maggorp's magnetic metal may be shaped into any form by an alchemist who creates it. Some of the most common are the grapnel, the ladder rung, etc. The grapnel, shaped like a flat plate of metal with a loop to tie ropes to, is used as an anchor for ropes, climbing gear, and some for rope bridges. The ladder rung, which is shaped like a "U" with short arms and long base, makes an almost permanent ladder on anything, or a door handle, etc.

Maggorp's magnetic metal is indestructible except by wish, ultimate solution, inorganic solution, spheres of annihilation, etc. It may pull loose if not commanded to only by the material it is attached to giving way, which still leaves clumps of the material stuck to the metal, or the rope, etc. breaking, for its bond may support any weight.


Quill of Transcribing

This magical quill can only be used by magic users. Upon utterance of a suitable command word, a magic quill will write everything the user says, until he utters the command word again. The quill creates its own ink, but otherwise it acts as a normal quill. It will transcribe spoken spells onto spell books or scrolls using the correct magical ink. Its range is 20' but will write any and every word spoken even if the caster does not desire the words which are spoken (like a henchmen shouting for his master, or voices from another room) within the range. Note that this is the quill found with a scroll of dictation.


Spectacles of Sight

These delicate crystal lenses are fitted into a gold wire frame worth 550 gp. The crystals themselves are worth 100 gp each. Looking through the lenses allows the wearer to see all objects and creatures masked by invisibility spells and common illusions. The wearer is immune to phantasmal force and similar visual illusions, and the effects of color spray, continual light, and eyebite spells. The wearer is not susceptible to the effects of mirror image or blur spells, though cause blindness and power word, blind spells have normal effect. The wearer of the spectacles of sight can read magic (as the spell).

Spells that affect the mind (hold, charm, and feeblemind, to name a few) have normal effect on the wearer. A shatter spell cast upon the spectacles while worn destroys the lenses and inflicts 2-12 hp damage on the wearer, with an 85% chance of becoming permanently blind (until removed by a cure blindness, heal, or wish spell).


Staaflia's Wire

This trap appears as a tangled bundle of gold wire, and radiates chaotic neutral magic. Any magic item in 10' radius of this item automatically fumbles on anything but a natural 20. The wire may easily be cut or torn apart, but any piece will have the same effect as the whole. Untangling any size bundle of wire takes 10-110 minutes, after which it has no effect until tangled again (will retangle itself in 2-6 hours).


Stone of Drywells

Appearing exactly like a stone of the well, a stone of drywells causes any well into which it is placed to dry up immediately; likewise, all wells within a one-mile radius of a stone of drywells also dry up immediately. This item counters a stone of the well, and no new well dug in the area of effect of a stone of drywells will yield water, even if the ground is saturated. Once activated, an exorcism is required to be rid of this malefic stone's influence.


Stone of the Well

A stone of the well is highly prized in villages and castles located on dry plains and deserts. In spite of the facts that these items command prizes as high as 50,000 gp in dry regions, and wars are sometimes fought for their possession, stones of the well are worthless over much of the world. Such an item appears as a perfectly spherical black granite rock with a smooth surface. It functions when placed within a well at least 30' deep, as long as the stone is covered by at least 2' of standing water. The stone immediately fills its well to a depth halfway between its bottom and upper rim, and similarly fills and maintains all wells within a one-mile radius. The water produced by a stone of the well is pure and refreshing. No well within one mile of the stone will run dry. A stone of the well placed in a totally dry well will not function until covered with water.


Waddington's Drop Cloths

These are paint-stained drop-cloths, with many stains that look like drops of wet cement had dried on the cloth (which is resistant to Zimbavich's rock paint). These drop cloths are used to protect things from rock paint while work is being done. They are especially interesting in their effects on organic matter. This is best illustrated by example: A party entered a room and found five chairs covered with drop-cloths and a large table not covered. Also in the room were cans of rock paint, brushes and a ladder. On the floor was a sixth drop-cloth in a crumpled heap. The covered chairs appeared to be empty. When the party decided to pull a drop-cloth off of one of the chairs, they found an orc officer sitting in the chair and were immediately attacked by him. (The painter had interrupted a conference and covered the conferees with the cloths - which put them in subspace stasis until the clothes were lifted. The painter was under a drop cloth at the end of the table - he'd slipped!) To date, no one has tried to keep one of the drop cloths.


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