====== Magical Items ====== **Quicksword:** short sword+3, user gains automatic initiative, extra attack at end of round. **Cloak of Immortals (artifact):** This white cloak radiates 100% anti-magic within 5' when it is worn, making all items normal and canceling magical effects within the area. Effects return as soon as out of range. **Coin of Many Colors:** This copper coin is studded with 5 gems (4 on the sides, and one in the center). Pressing a gem causes an effect as long as it's pressed. Each gem is a different color: yellow (light), green (detect magic), blue (shield), violet (darkness), red (phantasmal force). **Sword+2, "Trollsfire":** sword+2, flames on command +4 vs feathered creatures and trolls, +5 vs wood and undead, green flames, command "Trollsfire". **Sword of Chaos:** empathic sword+1, +3 vs spell casters, detect good, detect magic, find secret doors. When joined with the Coin of Many Colors, both the sword and the wielder can use the power of the coin. In addition, the sword will be able to polymorph into a small copper snake at will. **Enchanted Rods:** each short rod has a range of 60' and is usable 1/turn...
damage area spell Nixie 3d6 15' cube ice storm Pegasus 3d6 30' bolt lightning bolt Phoenix 3d6 15' diameter fireball Medusa 2d6 15' diameter meteor "swarm"**Sun Leather:** studded leather armor+4, +8 vs paralysis/stone. This studded leather armor has a symbol of a sun on it. **Armor of the Dragon:** armor+2, +5 vs dragon breath. This plate mail is reinforced with chain mail, complete with helmet, giving a base AC of 2 and weighing 600 cns. **Spider Arrows:** victim wrapped up in a mass of sticky strands and is tied-up. Victim may make a save vs paralysis to break the web. **God Knife (artifact):** (dagger) gives +10 to hit, does 1d20 dmg. **Sword of Wounding:** sword+1, wounds cannot be healed by magic or be regenerated--victim must wait, 1 hp per day full rest. Also, any wound gets bigger for up to 10 rounds (unless bandaged), inflicting 1 hp per round (cumulative). **Wind Boots:** these black leather boots make the wearer "as fast as the wind," providing a movement rate at 4 times normal. The wind boots act like a double speed effect and cannot be enhanced further (by haste, potion of speed, etc.) When the wearer runs at top speed (480'x3) he seems to phase out of normal existence. **Fire Gloves:** these red gloves give the wearer fire resistance, and allow the user to gain one round of super-fast attacks per day. When this happens, the gloves light up with flames and the user can make 4 attacks (with +2 to hit rolls). The fire gloves act like a double haste effect and no extra attacks can be gained from haste, a potion of speed, etc. **Ring of Power:** this ring has a symbol of a rose on it, set with a small ruby. The wearer may cast power 1/turn. **Black Glove:** drains 1d6+1 hp from a creature and transfers it to the user (on contact). **Hammer of Striking:** this dark hammer does 2d6 points of damage, of which 1d6 is magical. A striking spell doubles the damage to 4d6. **Staff of Shianti:** this staff can be used to do 1d6 points of damage per charge. Up to 2 charges can be used at once, and the energy can be fired up to 180' (auto hit). **Magic Marbles:** can throw 1 to 6 at once, range 20/40/60
red 1d2 fire dmg blue 1d2 cold dmg yellow 1d2 lit dmg green stun save vs paralysis, 1 rnd ea, -1 save per extra black blind save vs wands, 1 rnd ea, -1 save per extra**Serpent Arrows:** poison 1 dmg/rnd for 1d8 rounds **Elven Chain mail:** immune to paralysis. **Bloodsword:** sword+1, heal 1 point each successful attack **Orcslayer:** two-handed sword+1, +5 vs kobolds, goblins, orcs **Beholder Ring:** magical effects have 50% chance of failure **Stone Cloak:** wrapping the cloak tightly turns the user to stone (until he wishes to return to normal) **Armor of Restful Sleep:** plate mail+1, user can sleep easily in this armor. This armor also alerts the wearer to approaching enemies while sleeping. **Axe of Returning:** ruby studded hand axe+2, boomerang (range 20/40/60) **Shadow Cloak:** gives 90% chance of hide in shadows **The Silver Blade:** two-handed sword+1, +10 vs undead, cure serious wounds 1/day **Sunsword (lawful):** golden hilted bastard sword+1, +2 vs cold, +3 vs enchanted, +4 vs undead, light 1/turn **Shadow Helmet:** allows wearer to speak with any living chaotic creature, and makes him look very powerful (lv 36). **Cursed Potion:** random curse (1) Bad luck, -1 to all rolls\\ (2) Strength score cut in half\\ (3) Blindness\\ (4) Fear, save vs spells (mind) or run from monsters\\ (5) Lose all spells\\ (6) Turned into mouse\\ (7) Dexterity score cut in half\\ (8) Become 1' shorter, grow ears and tail, charisma cut in half\\ **Battleglory Armor:** golden plate mail+4, double damage from magic (worth 5,000 gp). **Long bow, flame:** arrows fired turn into bolts of flame, doing 2d6 instead of the standard 1d6 points of damage. **Girdle of Health:** gives the wearer an 18 in CON.