Bag of Substitution: This peculiar device is made for the gambler at heart, and the stakes can be very high indeed. A bag can be fashioned of any fabric, and has a minimum dimension of 3 x 5 when flat (with an opening of about 22½" in diameter).
Operating a bag is a deceptively simple matter. Any item(s) with a combined intrinsic value of 10 gp or more is placed inside the bag. When the tie string is pulled tight, the item(s) placed within will be replaced by another item(s) of value. Rarely does the "payoff" have the same value as the "bet"; the variance can be considerable.
The enchantments of the bag make the device extremely sensitive to any sort of duplicity on the part of its users. If the bag detects a deliberate effort to falsely raise the value of a betgold plating, glass jewels, illusions, etc.the bag will cleanly rip apart along its seams as a monster of no less than 8 HD forces its way from inside it. The monster will possess the maximum hit points and abilities of its kind, and will immediately attack the user until it or the user is dead. If others come to the aid of the user, the monster will turn on them as well. Once the battle is over, the bag mends itself and vanishes.
Boots, Army (Wa): These magical, hard-soled boots, like most others of their kind, will size themselves to the wearer. The boots are impervious to normal wear and tear; any maintenance is for cosmetic purposes only. While impressive, this near-indestructibility is but an afterthought, for the real power of the boots lies elsewhere.
When stamped to a certain rhythm, the boots begin to emit a powerful auditory illusion. As the user walks, the sound of the footfalls echo and echo again, until one being sounds like a unit on the march. For every other level of experience up to the 10th, the boots generate the sound of 1d6+4 individuals. Example: a 6th level fighter will sound like a detachment of 3d6+12 soldiers. The boots may be used only once per day, for a maximum duration of 1d4+3 turns.
Note that the cadence of a step will not be altered; that is, a gnomes relatively short, quick step will not produce the sound of a humans longer, slower stride. Furthermore, if the wearer fails to keep to a steady march, the echo of the boots will reflect the irregular pace, thereby compromising the illusion.
Boots of Sluggishness: These cursed pairs of magical boots cannot be identified by any means short of a wish or limited wish. Like others of their kind, the boots will automatically size themselves to the wearerbut once donned, the boots will instantly constrict, making them impossible to remove. The wearers move rate will be reduced to half normal, after encumbrance is taken into account. Dexterity bonuses to AC and saving throws are lost, and all melee attacks are made at -2 to hit.
Should the wearer attempt to force a quicker pace, a saving throw vs. Dexterity at a +5 penalty is required; a successful roll does not make the victim move any faster, but failure brings the victim crashing to the ground. The boots can only be removed by a wish, limited wish, or a remove curse followed by a haste cast within one turn.
Broquaus Bumblebee: These small devices are a bane to spellcasters everywhere. The bumblebees resemble large caltrops; the black iron core is about ¾" in diameter, and the six brass spikes protruding from the iron are about 1" in length. When discovered, the bees are usually discovered in sets of 3 to 6 and are kept in a tube of bone, ivory, or wood, liberally greased on the inside.
A bumblebee is activated by tossing it into the air. It will then hover and begin to rotate at a rapid rate, emitting a irritating buzz in the manner of real bees. Then, at the gesture of the user, the bee will target any selected spellcaster and attempt to "sting" the target; a successful hit results in the immediate disruption of any casting in progress.
The bees attack once per round as 4 hit die monsters, and any successful hit inflicts 1d3+2 of electrical damage. While in flight, the bees are designed to evade attack, and possess an AC of 3. Each bee can withstand 4d4 of damage before being destroyed; if recalled by the user, the bee can repair the damage at a rate of 1 hit point per hour of disuse. Only one bee can be employed by any one user per combat encounter.
Censer of the Beast: This device takes the form of an ornate incense burner fashioned from bronze, suspended upon a bronze chain. When any incense is burned within it, the resulting smoke swirls about the user, rendering the user "invisible" to the sense of smell of all ordinary animals, wild and domestic alike. If the incense is sufficiently rare and expensive (250 gp or more per ounce), the censer masks the users odor from fantastic and/or intelligent monsters as well. The censer is consumes its incense rather slowly; a rate of one hour per ounce is about the norm. The censer may be used for a cumulative total of three hours per day; once the duration has expired, the odor of both the incense and the user becomes plain to the nose.
Chest of Apprehending: These non-lethal magical traps take the form of an ordinary oaken chest, bound in brass or black iron. The chests have a functioning lock as well, built into the device. To set the device, the owner of the chest selects a command word and then clasps the lock closed; both the command word and the key are required to safely open the chest.
If any attempt is made to pry the hinges, pick the lock, and/or employ spells such as knock to open the chest, the trap is sprung. The chest bursts open, and tendrils of magical force burst forth to wrap around the body of any and all beings within 15 who were actively attempting to open it (innocent bystanders are left alone). The tendrils strike as 10 HD monsters, and if they hit, the victim can free himself only if a successful bend bars/lift gates roll is made. This is the only chance for escape, for once held, the tendrils snap back into the boxalong with the victimwith the speed of a striking snake. The chest can hold many a victim within its seemingly narrow confines, for its interior is actually an extra-dimensional space, much like that of a bag of holding.
Once the victims are inside, the lid slams shut, and the chest goes to work. The tendrils quickly hog-tie the would-be thieves, while a gag is tied tightly over the victims mouth. As soon as the victims are bound, the chest pops open, the tendrils literally throw the intruders out, and the chest resets itself when the lid slams shut. The bonds are incredibly tough and cannot be rent by brute strength, but are supple enough to avoid doing damage to the victim.
If left to themselves, the magical bindings last for 3d4 turns before dissipating. A dispel magic can free the victims, but only at a 5% cumulative chance per the casters level above the 9th. The bonds may also be severed by a magical blade of +3 or better.
The true nature of the chests can be discerned only by magical means; the find/remove traps abilities of thieves is rendered ineffective by the chests magic.
Deck of Fate and Fortune: This greatly expanded version of the deck of many things is extremely rare; only six complete decks are known to exist. It contains all the cards in the aforementioned deck and a host of others, for a total of 54 cards. In the interest of brevity, only the additional cards are described (by suit):
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| 3: | gain 3 points of I, W, or CH (DM option, 18 maximum) |
| 4: | gain use of one 4 HD lightning bolt |
| 5: | turn undead as 5th level cleric once per day |
| 6: | 60% of all silver coin on person transmuted to gold |
| 7: | defeat next monster in single combat and gain 7000 xp |
| 8: | find beneficial magic item within 8 days |
| 9: | become ethereal for 9 rounds on demandbut only once |
| 10: | +2 on all saving throws |
A deck of fate and fortune has the same strictures as a deck of many things.
Dolls of Dalhra: These magical dolls are the work of a wizardess who many claim never really grew up. The charge, however, is almost always expressed with a gentle sentiment, for Dalhra pel-Marain was many things: a loving mother of orphaned children, a wonderful storyteller, and a pious spirit, as well as a brilliant mage. She originally created the dolls as playmates and protectors for her brood, and after her death, the dolls were passed to her charges and ultimately scattered in the three centuries since her death.
Though legends tell of perhaps a dozen dolls, only a few are known (or believed) to have survived. Each of the dolls have two distinct manifestations: a "child's" aspect, which serves to entertain or teach, and an "adult" aspect, designed to protect and perform other activities suited to adults. The dolls are plush and beautifully fashioned, made of the finest materials and highly resistant to wear and damage. The three known surviving types are described below:
Gold Dragon: For children, the gold dragon doll is an animated wonder. It is about 4 feet in length, with a body of satin gold cloth and genuine onyx eyes. In the company of kids, it walks about and sings to itself, and when asked, can tell a wide variety of stories. It can also fly, for about ten minutes total a day, and does so at random. Upon the command of an adult owner (or when its young charges are threatened) the doll becomes a "living", 4-foot gold dragon. Though it has no breath weapons or spells, the doll has all the essential statistics of a pseudodragon save for the following: THAC0 15, no poison, and 25 hit points. It is treated as a 5 HD creature that inflicts 1-6 points of damage on a hit (bite). It can cast an identify spell once daily, a remove curse once a week, and a legend lore once a month.
Puppy: As far as children are concerned, this is the ultimate in simulated pets. The puppy doll can perform all the tricks a normal dog can perform, and is never mean-spirited or contrary. Though it has boundless energy, it quiets itself when the children are tired or asleep. It is always playful and eager to please...and has no fleas. The brown, shaggy doll stands about 18" tall, has stubby legs and floppy ears, and can hold sticks and balls in its teeth of carved bone. Upon the command of its adult owner, the doll assumes the formand gains the abilitiesof a mature blink dog (30 hp). The doll can speak a halting but intelligible Common, and can faultlessly track a subject if it has its scent and the trail remains unbroken (escape is possible if the subject crosses a river, etc.)
Pony: The largest of the dolls known to have survived, the pony has the size and move rate of a full-grown Shetland. The piebald doll is ridden bareback by youngsters, and will do so from sunup to sundown without tiring. During the evening hours, the doll is inert, and cannot be roused unless its charges are in danger (at which time it will carry one or possibly two to safety). Though fully responsive to its reins, the doll is designed to override its rider's commands at the first hint of danger. When an adult owner requires a mount, however, the doll takes the outward form of a light warhorse but possesses the combat abilities of a heavy warhorse of maximum hit points. It also has an additional attack per round: a bite for 1-3 hit points. This coal black mount comes fully equipped with saddle and bridle, and conforms to all the statistics found in the Monstrous Manual.
"Adult" manifestations can perform in combat mode for a total of one hour per day, in non-combat mode for eight. While in combat, the dolls need never check morale. If reduced to 0 hit points, it reverts to its toy state and begins to mend itself at a rate of 1 hit point per hour. Once repaired, a doll may not be used in its "adult" mode for two days thereafter.
Everburning Torch: This magical torch measures 1½ feet in length. The handle is fashioned from polished bone or ivory, while the spherical head is composed of a strange, spongy material that glistens with a viscous oil that is constantly renewed. The torch may be ignited by any ordinary means or by command word and, once burning, will continue to burn until the flame is doused, smothered, or the possessor issues the proper command word. A doused torch does not need to be dried out, and may be reignited immediately. The flame of the torch is completely smokeless, and its effective radius of illumination is 30 feet.
Embedding Spike: These spikes are composed only of the finest dwarven steel and are 1d4+8 inches in length, with each spike ending in an rotating eye for lashing rope. When a spike is held firmly against a solid surface and a command word is uttered, the device will bore itself into whatever material it is pressed against. When the user desires the spike to release itself, he merely repeats the command word.
Endru's Earrings: In conditions of relative silence, Endru's earrings can greatly enhance the auditory acuity of the wearer. The earrings grant any human, demi-human, or humanoid the detect noise ability at the base percentage of a 1st level thief (15%). If the wearer is already a thief, the earrings grant a 20% bonus to all such rolls. Conversely, any being attempting to use the move silently skill within 100 feet of the wearer does so at a -15% on the check. Further, any character possessing the blind-fighting NWP may fight without penalty to hit, and ability checks made for any NWP involving auditory perception (such as sound analysis) are at a -1 bonus on the die.
Fireflask: These flasks of lead crystal contain the distilled essence of the Elemental Plane of Fire. Once broken, the essence will instantly burst into flame and remain burning for 1d4 hours. If broken upon a flammable surface, such as a wooden table, the object will immediately catch fire, and continue to burn as long as the essence remains. Smothering the flame is impossible, and dousing it with water will result only in a scalding eruption of steam, inflicting 1d6 points of damage to anyone within five feet of the cloud. Contact with the flame itself inflicts 1d8 points of damage per round.
Gem of Hidden Shame (R): A extortionists dream, these magical gems possess the power to reach into the mind of any human, demi-human, or humanoid and extract the memory of the most disgraceful, scandalous, and/or embarrassing act of the subjects life. The range of the gem is but 50 feet, and the subject must be clearly within the line of sight of the user (note that this does not preclude using the gem from behind a window). The scan itself takes but a segment, but the subject is allowed a saving throw vs. spell to avoid the effect.
The subject is also entitled to a Wisdom check at ½ the normal score, fractions rounded down. Success indicates that the subject is aware that his mind has been probed, but not how or by whom. If the scan itself was successful, the victim knows exactly what was taken from his mind; if not, the subject is overcome with a sense of deep relief, as if some dark secret had been threatened but ultimately kept.
Gem of Memories: This rare device has the ability to reach into the mind of its user and display the user's memories to the outside world. A gem is always of the finest lead crystal, and is about the size of a golf ball.
The gem's magic is activated when the item is held and the user concentrates on an event or scenario he has personally witnessed. The near-solid spectral images which result are generated from the user's point of view; any observers of the images see, in essence, through the user's eyes. Such is the nature of the gem that any memory, no matter how faded with time, can be amplified and restored with absolute clarity.
The images extend in an arc of 180°, mimicking the typical human and demi-human range of vision, at a radius of 30' directly in front of the user, and can be maintained for a maximum of one hour per day per user. Up to three users may employ a gem per day.
Gems of the Palm: Before their powers become manifest, these rare and precious magical gems appear to be all the same: curious pieces of polished obsidian, cut into nearly coin-shaped gemstones ¼" thick and 1" in diameter. However, should any human, demi-human, or humanoid press the disk into the flesh of their palm with even the slightest of pressure, the gem comes to life.
First, the gem takes on its true appearance: a softly glowing gem of varying clarity, color, and purity. At the light intensifies, the gem burrows painlessly into the palm of the owner, becoming one with its new host until death. Once it has settled itself in the flesh of its new host, the gem imprints the nature of its power directly into the owners mind.
The appearance and powers of a gem are determined by a roll of 1d20:
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* 18 maximum, unless racial limits permit 19
On the rarest of occasions when multiple gems are discovered, two may be used by a single individual at the same time, one in each palm. If forcibly removed from a still-living host, the gem will simply rematerialize in its place, at the same time binding whatever wound the removal may have caused. The gems free themselves from their host moments after death, allowing their recovery by others.
Glass of Eternal Moments: These plates of magical glass, flawless in both transparency and fashioning, have the power to capture and preserve an image of any moment witnessed by the user. The glasses measure 3" x 5" in size and are set into a frame of pure silver 1½ inches wide and ½ inch thick. Three large, rectangular-cut gemstones (a peridot, a garnet, and a topaz) are set into one side of the frame: the garnet rests in the center of one of the longer sides, and the other two in the corners of that side.
To activate the device, the user must raise the glass to eye level and hold it, with both hands, no further than twelve inches from his eyes. By sliding the thumbs against the peridot, the user may constrict or widen the field of view, while the topaz adjusts the apparent distance to the area of interest. The garnet, by various command words, can adjust the brightness of the image the user sees. Once the user is satisfied, a final command word is given for the glass to capture the desired image. The glass can preserve up to six such images, and may be replayed in sequence by pressing the garnet once. Pressing the garnet twice in quick succession erases that image; pressing it thrice erases them all. Pressing the peridot and topaz together clears the image from the glass but does not remove the image from the device.
Grindstone of Disenchantment: A cursed version of the grindstone of enchantment, this grinding wheel removes a +1 bonus per use from any magical weapon it touches; the grindstone also curses normal weapons in like manner. In either case the effects are permanent, and are cumulative with each additional sharpening.
Grindstone of Enchantment: This magical grindstone has the ability to give any normal weapon a +1 bonus for 1d3 weeks after grinding. The effects are not cumulative; an already enhanced weapon cannot be ground again for another +1 bonus. Similarly, a magical weapon may be temporarily enhanced by +1, in this case for 2d4 weeks.
Helm of Infravision: When the proper command word is given, the visor of this +1 helm grants infravision to the wearer if none exists, or doubles the range of natural infravision if possessed. The maximum range is determined by percentiles:
| Roll (%) | Range |
| 01-35 | 30' |
| 36-90 | 60' |
| 91-00 | 90' |
Hendels Mercenary Map: Lord Hendel was a dwarven warrior of considerable renown and great wealth; throughout his long life, he always seemed to have an uncanny knack for tracking down vast sums of long-forgotten treasure. After his death some 800 years ago, his family found the map, and the secret to their forebears success, among his personal effects. At great effort and expense, the secrets of the how the original map was fashioned were rediscovered, and perhaps seven more maps have been created since. Unfortunately, none have truly equaled the original, which has since been lost in the mists of time.
The maps are made from the finest vellum and measure 2 square. When first discovered, a map is always blank save for a red "X" at its center and a blue compass point in one corner. When the proper command word is given, the map activates, and the DM makes a secret roll of 5d12. This determines the search radius (in miles) in which the map scans for that application. The DM can arbitrarily decide whether there is a treasure trove in the area or not, or he can roll randomly; a ¼% to 1% chance per mile radius is not unreasonable. A map will reveal the location of a hoard only if its aggregate assets meet or exceed a given value, which is rolled randomly each time the map is used (1d4 x 1000 gp). If a hoard exists within the maps range but falls under this threshold, the map will not bother to reveal it.
If a hoard is detected, the map sketches the immediate area around the treasure to a radius of five miles about the site; the red "X" marks the exact location of the treasure. The map accurately depicts all significant natural and man-made land features, and the scale is precise to within a few yards. A thin green needle then overlays the blue compass point, telling the user in which direction the treasure lies relative to the users current location. The map, however, does not give the distance to the area.
A given owner may use a map until 1d3 hoards are in fact revealed; once this limit is reached and the location of the last trove found, the map vanishes.
Horseshoes of Endurance: These magical horseshoes enable any horse to double the normal distance traversed in a day, adjusted for terrain. All four shoes must be firmly nailed to the horses hooves; if but one is lost, the enchantment is broken unless the lost shoe can be recovered or replaced.
Ink of Blinding: Missives written with this ink will instantly blind the first being who reads them. A system shock roll is then made. If successful, the victim will remain sightless for 1d4 days; if not, the victim is blinded permanently. A remove curse, cure blindness, or other appropriate spell will restore sight in either case.
Ink of Spell Preservation (P, Wi): By using this extremely rare magical ink, any arcane spell written on a scroll will not immediately disappear when the spell is read. Instead, it will linger on the parchment for 1d4 additional readings before fading.
Ink of True Translation: This highly useful ink is best explained by an example of its use. For arguments sake, say that a message is written in elven by an elven author. The intended recipient of the letter is a dwarf, whom the author knows will not understand it. Once the ink is dry, the author then requests that the missive be translated into dwarven. The magic of the ink causes the elven characters to twist and deform on the parchment until the message is legibly written in the dwarven tongue. The language and syntax used will have the same level of literacy as the original document, while emotional content, idiomatic expressions, and sociopolitical contexts are likewise preserved within the limits of the translated language.
Jar of Perfect Preservation (P, Wi): These crystalline, gold-capped jars range in capacity from ½ pint to one gallon. Once the contents are placed into an empty jar and the cap is sealed, the enchantment of the jars prevents any sort of decay upon the contents inside, be it from biological processes, conditions of environment, or the ravages of time. The jars are incredibly tough; they can hold literally any matter, no matter how corrosive, and no vapors or odors can penetrate the seal. Once the seal is broken, however, the contents will decay as they would within any other normal container. In order to reuse a jar, it must be washed out with water either created or purified by clerical magic.
Lavallis Oven (Wi): Only seven of these ancient devices are known to exist, the secret of their manufacture lost in the mists of time. Each of the ovens was fashioned from a single block of black basalt measuring 6 x 3 x 3. The top three inches of the oven was then sliced off and worked into a lid, while the remainder of the slab was hollowed out, turning the whole into a box with an interior dimension of 5½ x 2½ x 2½. The handles along the sides of the oven and the hinges for the lid were wrought from mithril, adamantite, or glassteel.
The purpose of the ovens is to imbue an enchant an item spell onto any newly manufactured magical item. It may also finish an item with a permanency spell as well, but only if the item in question requires such a dweomer. As a result, the ability to create magical items is granted to relatively low-level magesfor as long as the oven remains with its owner.
When first claimed by a mage or specialist, an oven generates a store of 2d4+1 "charges," with an enchant an item costing one charge per device created, and a permanency two charges per device. (The number is secretly rolled and noted by the DM.) Once all requisite spells and processes have been imparted upon a new magical item, the nearly finished device is placed inside the oven and the lid closed. The black stone of the oven then begins to glow with the deep red of molten rock as the device begins to "bake in" the appropriate finishing dweomers. The item is not finished until the oven "cools" and becomes black once more, a wait of 8d4 hours per use.
Only one item can be placed into the oven at a time; any more will overload the oven and destroy its contents. The oven may be used for as long as it has charges; if an item requires more charges than the oven has in reserve, the oven simply flares briefly and goes dead. Once its charges are expended, the oven crumbles to dust, its remains scattered by a small magical whirlwind. Careful research by sages, however, lends credence to the belief that the oven merely reconstitutes itself elsewhere and is eventually rediscovered and used againthough the cycle may take centuries.
Map of Underground Charting: When discovered, this enchanted parchment will usually be blank, save for a compass at one if the corners. The map, though it radiates a strong magical aura, will remain inert and unresponsive until taken into any underground complex fashioned by intelligent beings: dungeons, sewers, foundations, catacombs, etc. Once below ground and when the proper command word is uttered, the map will accurately "draw" the corridors, stairways, and chambers of the complex, starting from the center of the parchment, and using the position of the user of the map as the reference point. The scanning radius of the map is determined by a percentile roll the first time the map is used:
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The map can be used thrice daily, and the duration of the image is one hour.
Note that the map will only describe the complex in terms of its ideal condition; it will not reveal cave-ins, barricades, traps, magically concealed areas, or any other feature not intended by the architect. Further, it can only map one level at a time; levels above and below can only be inferred by the presence of stairways, ladders, etc. The map can, however, hint as to the location of non-magical secret and concealed doors, as well as those traps included in the original design.
Orb of Times Past (P, Wi): The orb appears as a perfectly sculpted wooden sphere some four inches in diameter, its surface covered with ancient and indecipherable glyphs. When the proper command word is spoken, the orb will perform a hemispherical scan of its surroundings; the scan covers a 30 radius and takes a full round to complete. When the scan is finished, the orb will reveal (in the form of three-dimensional illusions) all the comings and goings of every animal, monster, and sentient being passing within the area of effect over the last 24 hours.
The speed at which the illusions play themselves back is at the control of the user of the orb; the images can be reversed and played back as desired. The orb, however, can only hold its stored images for one hour. The orb can be used only once per week.
Pearl of Dread (P): Unholy remnants of a dark age of deep racial prejudice and hatreds, these flawless black pearls prey upon the racial phobias of any demi-human race (as defined by the DM), for the sole purpose of creating panic and terror in the hearts of such beings. Humans and humanoids are inexplicably immune to the pearls power, though priests of any sentient, bipedal race may employ them.
When activated, the pearls magic is directed at any and all demi-humans the user selects up to a radius of 50. All potential victims within range must then make a saving throw vs. wand, adjusted for Wisdom. (A -1 bonus on the roll applies for every three experience levels, if possessed; all fractions are rounded down.)
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If a save is unsuccessful, the images in the minds eye of the victims are truly horrific. Elves clamp their ears at the frightening din of nightmarish, forest-shredding machinery, their nostrils filled with acrid steam and smoke; dwarves, sealed in spheres of glass, are swept from their caverns by raging torrents of sea water; halflings endure a hellish world dominated by evil humanoids, their bare, dusty burrows carved into the baked earth of a desert waste where nothing will grow.
The first instinct for those affected is to panic and flee (at the maximum move rate) from the priest possessing the pearl; this flight will last for 1 hour or until the victim collapses from exhaustion. Attempts to restrain the victim will incite a berserker rage, lasting until the victim is dead, unconscious, or released. (This rage entitles an additional attack per round, at +2 to hit and +3 damage.)
NOTE: use of this item is often construed by the gods to be an overtly evil act; prolonged use is virtually guaranteed to result in alignment drift towards neutral or chaotic evil.
Pendant of Renewable Spells (P, Wi): There are two varieties of these star-shaped silver pendants: one for clerics and priests of specific Powers, the other for mages and specialists of magical schools. Clerical pendants have four points, while mage pendants have five. The pendants are not interchangeable by caster type.
Set into the tip of each point are small gemstones of various types. One is always clear or white, while another (always to its left when facing the pendant) is always black; all others in between are of unique colors, though the stones may be either translucent or opaque. Each gem has the capability of permanently storing a single spell of a given level; the clear/white stone always holds first level spells, while the black holds the highest spell level, defined by the total number of points the pendant has; i.e., fourth level for clerics, fifth level for mages. The spell levels in between are stored in clockwise order around the pendant.
In order for a pendant to store a spell, the owner must personally cast it upon the device. When the magical energy contacts the pendant, the gem set to receive spells of that level will glow brightly for one round. Once stored, the owner merely has to touch the appropriate gem and concentrate to recall the spell (for combat purposes, the recall has an initiative modifier of 1).
A given gem may be employed once in as many days equal to the level of the spell contained within it: e.g., the gem storing the fourth level spell can be used only once every four days. The area of effect, range, etc. of the spell released remains fixed at the experience level of the owner when the gem was charged. If the owner wishes to replace a spell within a given gem, a dispel magic must first be cast upon it. The gems of the pendant discharge completely upon the owners death or any change in ownership lasting one day or more.
Quill of Accounts: These animated and intelligent quill pens will perform even the most complex bookkeeping without error. A command word and a nearby source of ink are all that is required to activate the quill, while taking the quill in hand deactivates it. If the inkwell runs dry, the quill will cease writing, suspended above the page, until it is refilled. The quill will function for a maximum of 12 hours per day. 10% of the quills may alter the color of the ink used when so instructed by the user.
Quill of Dictation: These enchanted quills are capable of taking down the words of their owners as quickly as they can speak. A quill may be used as long as paper and ink are within reach, for up to two hours per day. The dictation is taken down verbatim; mispronunciations and bad grammar are preserved with the same faultless accuracy as the finest erudition.
While all quills write in the Common tongue, 10% of all quills are capable of taking dictation in one other languagebut only if that language is spoken to it, for quills are incapable of translating one tongue to another.
Quill of Secrecy: This magical quill pen, made from a wing feather of a fledgling roc, pegasus, or other magical creature of flight, has the ability to render its messages invisible to all except those whom the author intends. Once dry, the document radiates no dweomer, and a detect invisible spell will reveal only the fact that there is invisible writing on the page; it does not make the writing visible. The script may only be read when placed under the scrutiny of a true seeing or other appropriate spell.
Reins of Quick Turning: When used to guide the motion of any horse, these enchanted reins enable the mount to perform an instantaneous and radical change in direction, even when at a full gallop.
To use, both horse and rider must first become practiced in certain combinations of rein pulls and command words. Once mastered, the reins will make the mount and everything on it vanish for an instant; when the mount reappears, it will be traveling in a totally new direction, as if it had been going that way in the first place! The rider can "rotate" the mount from its original direction of travel by one or more increments of 45°, allowing for even a total reversal in course. The reins may be used thrice daily.
Scabbard of the Elements (Wa, R): These magical scabbards have the ability to imbue any sword, normal or enchanted, with temporary magical abilities. There are three varieties of scabbards, each providing the weapon with a unique method of inflicting additional damage. The variety is noted by the color of the enameled finish of the scabbards bronze casing:
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In addition, non-magical blades are given a +1 to hit and damage for as long as the enhancements last (magical weapons do not gain this bonus). Successful saving throws vs. wand reduce damage from all special attack forms by half, and appropriate resistances apply. All magical enhancements will dissipate in 1d3+1 rounds, and each requires a successful hit in order to be effective. Though the enhancements may be used only once per day, the wielder may choose the time that the magic becomes active.
Scarab of Social Indiscretion: The exquisite and eminently tasteful beauty of this cursed device provides a strong inducement to the unwary. The scarab, wrought from fine gold, is some two inches in length. The antennae and edges of the wings are of platinum, the eyes are sapphires, and the wings are a mosaic of inlaid gems of various shadesmaking the whole worth at least 3000 gp as jewelry alone. A detect magic will not reveal an aura; only a wish can identify the device with certainty.
The curse of the scarab can manifest itself only when it is worn, and is not always present, a combination making the device both subtle and insidious. When the owner is present at any social gathering of real consequencea business meeting, religious ceremony, formal reception, etc.the scarab begins to quietly exert its influence.
When the character arrives for the gathering, and for every turn thereafter, a Wisdom check must be made for the character at a +4 penalty on the die; for every point of Charisma above 14, however, the penalty is reduced by one. Example: if an owner has a Wisdom of 11 and a Charisma of 15, the modified check is (11 + 4) - 1 = 14. Success indicates that the character is free of the scarabs influence for the moment; failure indicates that the victim has committed some social faux pas.
The DM is free to choose just what the character did to embarrass or offend; possibilities range from using the wrong dinner utensil to pinching the princess on the rear. If the roll is a natural 20 or the difference is 7 or greater than the minimum required to save, the indiscretion is so patently offensive that the entire gathering may be brought to a screeching haltin short, the sort of offense that can get a priest defrocked, cost a knight his spurs, or even start a war.
NOTE: it takes a full round for the scarab to work its magic. It is possible for any appropriate magical detection to zero in on the scarab during such moments.
Scarab of Spell Silencing: These devices provide an excellent defense against spellcasters of all types. When discovered, the scarab appears to be a crude bronze casting, its metal dark with patina, but a detect magic spell will reveal its magical nature. When the proper command word is given, the scarab will effectively numb the vocal cords of a single target within a 40 radius for 1d3+1 rounds, during which time speech is impossible. The subject is permitted a saving throw vs. wands to avoid the effect.
Shells of Conversation: These magical seashells provide long-range communication between their owners. Shells are always created in sets of two to four, and all must be of the same species in order for the enchantment to take hold. This makes the sets unique, and shells of one set will not work with shells of another. To use, one user speaks into the open end of the shell, and the voice can be plainly heard emanating from all the other shells in the set. The shells have a range of 1 mile in open country, ½ mile in urban areas and towns, and 1000 underground. Roll percentile dice to determine the number of shells discovered:
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Stone of Airy Water: This enchanted pumice slab, measuring 1" x 6" x 8", is held within a leather harness and is worn like a backpack. Upon command, the wearer can descend underwater and continue to breathe normally; the effects are identical to the airy water spell.
The enchantment lasts for d4+8 turns. One turn before the stones air supply expires, it expels three quick bursts of air in rapid succession. Once back on the surface, the stone requires two hours to recharge; the device will make a dry, sucking sound all the while it is recharging.
Tools of Kaartha (R): This master thief of days gone by was well known for her almost unbelievable luck with locks and traps of a mechanical sort. The secret of Kaarthas success was her thieving tools, discovered by her most trusted apprentice after her untimely death. Since that time, a small number of duplicate sets have been fashioned by mages who have preferred to remain anonymous.
The tools grant any human, demi-human, or humanoid thief a significant increase to manual (as opposed to overall) Dexterity. For every level of the thief up to the 10th, there is a 3% cumulative bonus to the thiefs percentage chance of opening locks and removing (though not finding) traps. The behavior of the tools hints that they are designed to enhance the skills the thief already has; the greater the personal skill, the greater the tools magnify it.
Wandering Trough: This device is a great boon to any traveler on horseback. When found, the trough is typically a gold or silver carving of a bucket the size of a large thimble. When placed on the ground before a horse or group of horses, the device expands into a large, segmented trough, filled with clean water and fine grain.
Each trough is designed to provide an entire day's food and water for a predetermined number of mounts and/or beasts of burden. Roll percentiles for the capacity of any given trough:
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The trough will satisfy the needs of the number of animals indicated on the die; a pony and an ox are all the same to the trough. When the beasts are refreshed, the trough returns to its original form.
As a rule, only horses, ponies, mules, donkeys, oxen and other mundane, domesticated animals may be served by the trough. If the riders of the mounts attempt to fill their own bellies, for example, the water will turn to vapor, and the grain to sand. 10% of troughs, however, can serve such fantastic mounts as pegasi, griffons, hippogriffs, or any such creature the DM deems appropriate.
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