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Here are some additional magic items a DM can use in their campaign. These a
re converted or adapted from the 1st edition AD&D Dungeon Masters Guide.
WEAPON SPECIAL ABILITIES
Direction: A weapon of direction typically appears to be a normal (or possib
ly magic) weapon of its type. Its magical properties make it function much as a
find the path spell, however, empowering the weapon to show the direction of the
desired way. Once per day the device can be tossed into the air; it will fall a
nd point towards the desired way, and this process can be repeated 7 times durin
g the next 70 minutes.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, find the path
; Market Price: +3; Converted From: arrow of direction.
Piercing: A piercing weapon is not actually hurled, as once per day, when th
e command word is spoken, the weapon launches itself. It has a range increment o
f 30 feet. The weapon attacks with a ranged attack bonus of +6, and inflicts nor
mal damage. Only weapons with range or that can be thrown can be enchanted with
this special ability.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekinesis; M
arket Price: +2 bonus; Converted From: javelin of piercing.
Submission: A weapon of this nature appears unremarkable, exactly as any nor
mal weapon of its type. The wielder of a weapon of submission causes any opponen
t struck to make a Will save (DC 15). If the opponent fails to save, he is affec
ted as though by the spell emotions: despair for 2d4 rounds. Thereafter the crea
ture is normal again.
Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, emotions; Mark
et Price: +3 bonus; Converted From: trident of submission.
Striking: This weapons enhancement bonus may be increased by +3 twice per d
ay, and by +6 once per day. This effect lasts for one attack, and for that attac
k the weapon acts as a weapon of its raised enhancement, (thus overcoming DR an
d increasing both the attack roll and damage done.)
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, greater magic
weapon; Market Price: +2
RINGS
Influence: This ring has the effect of providing a +4 insight bonus to Bluff
and Diplomacy checks. The wearer can cast charm person at 11th level strength,
or make a suggestion to any humanoid conversed with. The ring also enables the c
haracter to make use of mass charm enabling them to charm up to 22 hit dice of h
umanoids. Charm person and suggestion are applicable but once per day.
Caster Level: 15th; Prerequisites: Forge Ring, charm person, suggestion; Mar
ket Price: 20,000 gp; Converted From: ring of human influence.
STAVES
Command: This device has three functions. The three functions are:
*Influence: This power has the effect of providing a +4 insight bonus to Blu
ff and Diplomacy checks. The user can cast charm person at 11th level strength,
or make a suggestion to any humanoid conversed with. The staff also enables the
character to make use of mass charm enabling them to charm up to 22 hit dice of
humanoids. Charm person and suggestion are applicable but once per day. Each use
of suggestion or charm person draws 1 charge from the staff.
*Animal friendship (1 charge per 10 minutes use)
*Control plants (1 charge for each 10 foot square area or 10 minutes of use)
Caster Level: 7th; Prerequisites: Craft Staff, animal friendship, charm pers
on, control plants, suggestion; Market Price: WORKING ON THIS; Converted From: s
taff of command.
Curing: This device can be used but once per day on any person, and no funct
ion can be employed more than twice per day. Each function drains 1 charge. The
staff of curing enables the wielder to make use of remove disease, remove blindn
ess, cure serious wounds, and greater restoration.
Caster Level: 13th; Prerequisites: Craft Rod, remove disease, remove blindne
ss, cure serious wounds, greater restoration; Market Price: WORKING ON THIS; Con
verted From: staff of curing.
Lightning: This staff has two functions that closely resemble arcane spells:
*Shock: As per the shock special abilities for weapons, except use of this f
unction drains 1 charge per use.
*Lightning Bolt: 6d6 damage, Reflex save (DC 14) for half damage. (2 charges
)
Caster Level: 11th; Prerequisites: Craft Staff, lightning bolt; Market Price
: WORKING ON THIS; Converted From: wand of lightning.
WONDROUS ITEMS
Alchemy Jug: This magical device can pour varying liquids upon command. The
quantity of each liquid is dependent upon the liquid itself. The jug can pour on
ly one kind of liquid on any given day, up to seven times per day. The liquids a
nd quantity of pouring are:
Salt water: 16 gallons
Fresh water: 8 gallons
Beer: 4 gallons
Vinegar: 2 gallons
Wine: 1 gallon
Ammonia: 1 quart
Oil: 1 pint
Alcohol: 4 ounces
Poison: ounce
The jug will pour forth 2 gallons per round, so it will require 8 rounds to
complete one pouring of salt water.
Caster Level: 7th; Prerequisites: Create Wondrous Item, create food and wate
r, poison; Market Price: 19,060 gp; Converted From: alchemy jug.
Amulet of Life Protection: This pendant or brooch device serves as a ward fo
r the psyche (or soul). The wearer has a +4 insight bonus to Will saves to resis
t possession by a magic jar spell or any similar mental attack, including demoni
c or diabolic means. If the wearer is slain, the psyche enters the amulet via th
e contingency and trap the soul spells and is protected for one full week. There
after it goes to the plane of its alignment, however. If the amulet is destroyed
during the week, the psyche is utterly and irrevocably annihilated.
Caster Level: 15th; Prerequisites: Create Wondrous Item, contingency, trap t
he soul; Market Price: 84,000 gp; Converted From: amulet of life protection.
Cloak of Protection: Same as a cloak of resistance or as a ring of protectio
n only its a cloak. The prerequisite feat for a cloak of protection is Craft Wond
rous Item rather than Forge Ring.
Horn of Collapsing: This horn appears to be a normal musical instrument, per
haps a bugle, or warning horn of some sort. Proper use of a horn of collapsing e
nables the character to sound it while it is pointed at a roof or ceiling overhe
ad up to 60 feet away. The effect is to collapse a section of roof up to 20 feet
wide and 20 feet long (10-foot radius from the central aiming point). The ceili
ng overhead will collapse, striking with a +15 melee bonus on the target and all
within 10 feet; damage is 2d6+1d6 per story overhead if in a wooden building, 4
d6+1d6 per story overhead in a stone building, and 6d6+1d6 per 10 feet below the
surface if underground.
If it is sounded without first speaking the proper rune, or 10% of the time
in any event, the ceiling above the user will collapse instead. If used outside,
a rain of fist-sized rocks will strike the individual sounding the horn, 2d6 in
number, each causing 1d6 points of damage; Reflex save (DC 15) for half damage.
Caster Level: 14th; Prerequisites: Create Wondrous Item, earthquake; Market
Price: 40,320 gp; Converted From: horn of collapsing.
Net of Entrapment: This is a magical rope net constructed of several ropes o
f entanglement. Each net is 10 feet square and has 3-inch mesh. It can be thrown
with a range increment of 20 feet so as to cover and close upon opponents. It c
an be suspended from a ceiling (or generally overhead) and drop upon a command w
ord. It can be laid upon the floor and likewise close upwards upon command. The
net stretches to as to close over an area of up to a 5-foot cube in the latter c
ase. Its possessor can loosen it on command. Its abilities to attack and entangl
e opponents are identical to those of the rope of entanglement +3.
Caster Level: 12th; Prerequisites: Craft Wondrous Item, entangle, animate ro
pe, animate objects; Market Price: 63,000 gp; Converted From: net of entrapment.
Rug of Smothering: See animated object in Core Rulebook III.
Saw of Mighty Cutting: This notched adamantine blade is 12 feet long and ove
r 1 foot wide. It requires a 20 or greater strength to operate alone, or two per
sons of 17 or greater strength to work in tandem. The blade will slice through a
2 foot thick hardwood tree in 10 minutes, a 4 foot thick trunk in 30 minutes, o
r a 1 foot diameter tree in but 3 rounds. After 1 hour of cutting with the saw,
the character or characters must rest an hour before doing any further work.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, warp wood; Market Pri
ce: 8,000 gp; Converted From: saw of mighty cutting.
Scarab of Insanity: This scarab is absolutely indistinguishable from any oth
er amulet, brooch, or scarab. When displayed and a command word is spoke, all ot
her creatures within 20 feet must make a Will save (DC 17). Those failing the sa
ve are completely insane as per the confusion spell for 10 rounds, unable to cas
t spells or use reasoning of any sort. The scarab can be used 4/day.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, confusion; Market Pri
ce: 40,320 gp; Converted From: scarab of insanity.
Spade of Colossal Excavation: This digging tool is 8 feet long with a spadelike blade 2 feet wide and 3 feet long. Any character with an 18 strength can us
e this magical shovel to dig great holes. One cubic yard of normal earth can be
excavated in 1 round. Every minute, the user must rest for 5 rounds. Hardpan cla
y takes twice as long, as does gravel. Loose soil takes half as long.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, soften earth and ston
e; Market Price: 9,000 gp; Converted From: spade of colossal excavation.
MINOR ARTIFACTS
Beaker of Plentiful Potions: This container resembles a jug or flask. It is
a magical beaker with alchemical properties which compound 1d4+1 doses from 1d4+
1 potions of any sort as initially determined by random selection. Different pot
ion sorts are layered in the container, and each pouring takes 1 round and spill
s forth 1 dose of 1 potion type. Roll for each potion contained so as to find wh
at it is--delusion and poison are possible--and record type by order of occurren
ce. Duplication is possible. If the container holds only 2 potions it will dispe
nse them each once per day, 3 times per week; if 3 are contained, it will dispen
se them once each per day, twice a week; and if 4 or 5 are contained it will pou
r each only once per week. Once opened, the beaker will gradually loose the abil
ity to produce potions. This reduction in ability results in the permanent loss
of one potion type per month.
Caster Level: 20th.
int of Wisdom.
Caster Level: 19th; Weight: 3lbs.; Converted From: manual of stealthy pilfer
ing
Bucknards Everfull Purse: Appearing as nothing more than a leather pouch or
small bag, this magical poke is most useful to its owner, for each morning it w
ill duplicate certain coins--and possibly gems as well. When found, the purse wi
ll be full of coins. If totally emptied, and left so for more than a few minutes
, the magic of the purse is lost, but if 1 of each type of coin is placed within
the bag, the next morning 26 of each applicable type will be found inside. Buck
nards everfull purse comes in three types
Type I: 26 sp, 26 ep, 26 gp
Type II: 26 cp, 26 ep, 26 pp
Type III: 26 cp, 26 ep, 26 gems*
*Base 10gp gems which may increase to a maximum of 100gp only.
Once the type of bag is first determined by roll, its abilities will not cha
nge.
Caster Level: 18th; Converted From: Bucknards everfull purse.
Jewel of Flawlessness: This magical gem appears to be a very fine stone of s
ome sort, but if magic is detected for, its aura will be noted. When a jewel of
flawlessness is placed with other gems, there is a 20% chance that one of the ge
ms (randomly determined) will increase in value by a factor of 1d3+1. The jewel
has from 10-100 facets, and whenever a gem increases in value because of the mag
ic of the jewel of flawlessness, 1 of these facets disappears. When all are gone
, the jewel is a spherical stone of no value.
Caster Level: 20th; Converted From: jewel of flawlessness.
CURSED ITEMS
Bag of Beans: This bag is constructed of heavy cloth. It is about 2 feet wid
e and 4 feet long (the size of any other bag or large sack). When it is opened a
nd examined it will reveal several large pebble-like objects. If these objects a
re dumped out of the bag they will each explode for 5d4 points of damage each, a
ll creatures within 10 feet may make a Reflex save (DC#) for half damage. To be
removed safely, the beans in the bag must be taken out by hand; telekinesis will
not work, nor can they be worked out using tools in any way which will not expl
ode them. Each pebble-like bean must be placed in dirt and watered. From each, i
n succession, will spring some creature or object. It is suggested that 1d10+2 b
eans are optimum, and only 1 or 2 will be beneficial, the others being monsters
or useless things. For example:
#1: three shriekers spring up and begin wailing
#2: an ice storm strikes the area
#3: a poisonous raspberry bush with animated runners shoots up, but each of
its 5d4 berries is a gem of 1d4+1100 gp value (or perhaps just worthless glass)
#4: a hole opens in the ground; a purple worm can be below, or a djinni ring
#5: smoke and gasses cover an area of 50-foot radius for 50 minutes, and cre
atures therein cannot see and will be blinded for 1d6 rounds even when they step
out of the cloyd.
#6: a wyvern grows instantly and attacks
#7: poison gas seeps out slowly forming a cloud of 20-foot radius that persi
sts for 10 minutes; while it lasts it might turn some dirt at its center into ma
gic dust (appearance, disappearance, sneezing and choking, etc.)
Thought, imagination and judgment are required with this item.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, confusion, greater sh
adow conjuration, summon monster V; Market Price: 6,500 gp; Converted From: bag
of beans.
ssful grapple, and it will continue to constrict until a dispel magic is cast up
on it. Note that since it grapples the neck, any creature entwined cannot cast s
pells with a verbal component and must otherwise make a Concentration check (DC
15) to cast any spells at all.
Caster Level: 12th; Prerequisites: Craft Wondrous Item, entangle, animate ro
pe, animate objects; Market Price: 21,000 gp; Converted From: rope of constricti
on.
Rug of Smothering: See Animated Object in Core Rulebook III.
Scarab Of Enraging Enemies: When one of these devices is displayed and a com
mand uttered, all intelligent hostile creatures within 40 feet must make a Will
save (DC 17) or become enraged. Those that make the save may perform normally; e
nraged enemies will fly into a berserk fury and attack the nearest creature as p
er the emotions: rage spell. The rage will last 1d6+6 rounds, and during this pe
riod, the enraged creatures will continually attack without reason or fear, movi
ng on to attack other creatures nearest them if initial opponents are slain. A s
carab of this type has 1d6+18 charges.
Caster Level: 7th; Prerequisites: Craft Wondrous Items, emotions: rage; Mark
et Price: 10,080 gp; Converted From: scarab of enraging enemies.
Last edited by DnDChick; Sunday, 20th January, 2002 at 07:16 PM.
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