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\title{Magical Items for AD\&D}
\author{Aaron Sher \& Jim Vassilakos}
\date{}
\maketitle

{\it \noindent
{\Large I}f the magic in your AD\&D campaign is getting a little boring, the following
items should help spice it up just a bit. Feel free to modify and use as you see
fit.\\}

\begin{center}
{\Large Aaron's Items}
\end{center}

\begin{description}
\item[Force Gem:]  Appears as a brilliant blue gem about 4" across, faceted, 
   and with a yellow glow in the center.  If someone holds it and
   invokes it (``I invoke you", ``Invoke!", or something similar), it
   will sink into their palm, becoming just a pattern (like a tattoo),
   of blue with glowing lines of yellow running up the fingers.  At
   any subsequent time, if the user so wills it, a bolt of force (which
   looks sort of like colorless fire, if you can picture that) will
   shoot from his palm to a range of 150', doing damage based on the
   percentage of HP the user has left:

\begin{center}
\begin{tabular}{cc}
            100\% - 75\%:&  3d6\\
             75\% - 50\%:&  2d6\\
             50\% - 25\%:&  1d6\\
              0\% - 25\%:&  1d3\\
\end{tabular}
\end{center}

   A successful save {\em vs} Wands on the part of the target will reduce 
   this damage by half.  Item saves apply only if 1) the target failed
   his save, and 2) the item is exposed to the blast, which is very
   directional and about half a foot in diameter.


\item[Ring of XXXXXX:]  Note about the name:  This ring should be called either
   a ring of lightning/electricity/whatever, or after its creator.  Its
   two incarnations in my campaigns have been called the Ring of Irabunol
   and the Ring of Istaris (yes, the same one as in the module).  This
   ring appears as a normal silver ring, with a good-sized emerald set 
   into it.  Its powers are as follows:

\begin{itemize}
           \item{Immunity to Electricity}
           \item{Lightning Dart (2/day,1 turn)}
           \item{Lightning Ball (1/day)}
           \item{Shocking Grasp (4/day,3 rounds)}
\end{itemize}

   Where applicable, the value before the comma is how many times the
   power may be used, and the number after is the minimum interval
   between usages.  For instance, Lightning Dart may be used twice in
   a given day, but the second usage must be at least 1 turn after the
   first.

\begin{itemize}
   \item{The wearer is completely immune to any and all electrical effects,
      including any type (magical or natural) of lightning.  However,
      his equipment is not; if he's hit by a lightning bolt, item saves
      still apply.}

   \item{A spell of my own creation, Lightning Dart is as follows:\\
  
         Lightning Dart\\

         2nd level Invocation/Evocation\\
         V,S,M\\
         Casting Time: 2\\
         Duration: special\\
         Area of Effect: special\\

         When this spell is cast, the mage is empowered to fire 
         small ``darts" of electricity, like miniature lightning
         bolts.  These darts can vary in strength; their power
         is measured in ``units", each of which represents 1d4
         damage (i.e. a 3 unit dart does 3d4).  The available
         power equals 1 unit per level of the mage, and these
         can be held for a time equal to one-half of the mage's
         level, rounded up.  After this time, any unused units
         are lost.  Units may not be split.  For example, if
         Isid the 7th level mage were to case Lightning Dart,
         he would receive 7 units.  If he then cast a 4 unit
         dart (doing 4d4 damage), he would have 3 left.  He
         could then cast a 1,2, or 3 unit dart.  If he does
         not use all 7 units within 4 turns of the casting
         time, any remaining units are lost.}

   \item{Lightning Ball is as a ring of shooting stars, but at one-half
      damage.}

   \item{Shocking Grasp is as the spell.}
\end{itemize}

   All powers are used at the 8th level of magic use, where applicable.


\item[Lightning Whip:]  This appears as a metal whip, 18' long.  It is shaped
   like a three-pointed star, with the edges very sharp.  It thus 
   inflicts slashing damage as a longsword, rather than normal whip
   damage.  At the wielder's will, the whip will begin to crackle and
   emit faint blue sparks.  Anyone struck by it when its power is 
   active will take an additional d4 of electrical damage.  Its power
   can be active for one turn per day, but this can be split however
   the wielder chooses.

\item[Mesh Armor:]  This is not exactly a magic item, it's a new type of
   armor I've come up with.  It's made of heavy wire mesh, in layers.
   It's thicker (more layers) over vulnerable points, and thinner over
   the joints to allow increased flexibility.  Treat it as elven 
   chain for combat purposes, but it is almost silent as there's 
   nothing to click, clank, or clatter.

\item[Wand of Acid Blobs:]  This wand is capable of firing small blobs of acid,
   one per round.  If a successful to-hit roll is made, the acid 
   inflicts 2d4 points of damage on the target.  Ranges are 2/4/6, in
   tens of yards.  It has charges, of course, and cannot be recharged.

\item[Necklace of Guarding:]  This necklace protects the wearer from normal
   missile attacks.  It puts out needles of force, hopefully diverting
   the missiles from their course.  In game terms, this translates to
   a -4 for any normal missiles of spear size or smaller (no boulders)
   to strike the wearer.  It has charges, which are used up at a rate
   of one per missile, whether or not the missile is successfully 
   repelled.
\end{description}

\begin{center}
{\Large Jim's Items}
\end{center}

\begin{description}
\item[Gem of Imprisonment:]
This dark gem has the property of serving as an efficient prison
for spirits and demons. Any being captured within it cannot
normally be released other than by breaking the gem of through
magical means. Nor is any communication possible with the held
party, though some distinctive feature (usually eyes) may be
recognized. Note that by placing the gem against a crystal ball,
communication with the imprisoned spirit may occur via the
crystal ball.

\item[Ring of the Leprechauns:] This ring,
wearable only by a dwarven sized creature or smaller,
causes its wearer to become as a two-foot tall leprechaun with
the powers of invisibility at will (from normal sight and
infravision but not from ultravision or vision of undead),
ventriloquism also at will, and create minor illusion once per
day (with the following restrictions).

The illusion must be something small and simple and can only be
worked on one person. All illusions are cast instantaneously and
last a maximum of one minute (10 melee rounds) or until
dispelled. Options on illusion forms are as follows:

\begin{itemize}
\item{A small object may seem to appear, such as a shiny coin or
bright gem or dagger in the hand of the ring wearer.}
\item{The illusion may take the form of a blur spell for the
ring wearer (-4 on initial attack, -2 on successive attacks, +1
save {\em vs} directed magical attacks).}
\item{The illusion may finally take the form of a hypnotism (if
the victim is lured to attention in a non-combat situation and
fails a saving throw {\em vs} spell at +5). The victim may then be
urged to do something (as suggestion) for the duration of the
minute or until attacked or damaged.}
\end{itemize}

\item[DragonDeath:]
DragonDeath is a magical (+3), two-handed sword. It is +4 versus
reptiles, +5 versus dragons, and +6 versus wyrms (true-dragons in
my campaign).
It has a tendency to glow when in the presence of these creatures
which it detests within an unholy wrath, and in the presence of
Wyrms, the weapon attains dancing capabilities, striking as its
wielder for d12 rounds before returning. Note: regardless of circumstances,
the weapon may dance only once per day.

\item[Amulets of Inner-Voice:]
These amulets are dull copper and unremarkable except for their
magical auras which confer upon their respective wearers the
ability to speak with each other, regardless of distance or
method of separation, as though by an inner voice which need not
be openly vocalized.

\item[Belt of the Serpent:]
Snapping this belt causes it to transform into an eight foot
Amphisbaena (two-headed) poison-spitting serpent. The creature
has 64 hitpoints and attacks with a 12 thaco causing 3-18 points
of damage biting (twice), 2-12 points for constriction, and 1-6
for poison spittle (twice). The serpent's Armor Class is 3. If
victims make saves {\em vs} poison, normal damage applies, however if
they fail their save then death quickly ensues.

\item[Hat of Three Spirits:]
This cloth hat is tall, light grey, and pointed, with an ever-
dusty rim. It contains within it three spirits who serve separate
functions. One Spirit erases magical trails left during
teleportation, another serves as a pair of 2nd eyes for the
wearer of the hat (in any level of lighting up to sixty feet).
Still another spirit controls the movements of the hat, so that
it can act on its own with minimal control by the wearer,
sprouting legs or wings as called for by the wearer. This spirit
may also be enticed to leave the hat for a short duration, but is
very shy of doing so. In this capacity, it may act as a light, an
unseen servant, or a liaison with unfriendly spirits.

\item[Saddles of Walking:]
This is a pair of seemingly ordinary leather sandles without shin straps. By use of
this footwear, the wearer may walk on water (80\%), on air (50\%),
as teleportation (20\%), or as interplanar travel (10\%). Note,
that there is an improvement of 1\% for every sucessful use up to
a maximum of 95\%. On a role of ``00" something bizarre may occur
such as interplanar travel, teleportation, timetravel, or a
``spirit-high" involving an out-of-body experience (DM's discretion).
Luckily of foolish wearers, the saddles will nearly always attempt
to find their point of origin after such mishaps.

\item[Staff of the Elementals:]
This is a tall wooden staff, twisted as if warped by water, and
black as if charred by fire. At the end, it is looped, with the
head of a snake, the forked tongue wrapping around the shaft to
close the circlet.

An Elementalist may spit through the loop, blow air or fire
through it, or toss a speck of dust through it to create any
of the four basic elementals. Other sorts of elementals can
also be created with some imagination. All elementals start with
AC2, however, hit dice, thaco, and D/A follow
directly from the wielder's level of experience.

\begin{center}
\begin{tabular}{lcl}
Hit Dice & = & d8 $\times$ level \\
Thaco & = & as per monster thaco at level \\
D/A & = & max of 2.5 $\times$ level \\
\end{tabular}
\end{center}

A save {\em vs} INT or Spell must be made to successfully control the
elemental, both checks mean absolute control and neither meaning
total loss of control where the elemental attacks the wielder of
the staff.

The elemental may grow to greater proportions once released from
the staff, but with such growth the elemental may make a save {\em vs}
spell breaking the wielders control when the elemental reaches
the necessary hit dice corresponding to its save.

After several minutes on a prime world, the elemental will
naturally seek its own plane again, thus gating itself through
any like element, seeming to dissolve within its own kind.

\item[Sulegurth (Spirit Death):]
This folding mace is a devourer of spirits, and in particular, of
magic items. It does d10+4 damage and is at +4 to hit. When
thrown it will attack its target and return to the wielder in the
same round. It can also defend the wielder in combat without
actually being held, striking attacking weapons and foes. Persons
killed by Sulegurth are forever dead unless the spirit makes a
save to flee the corpse before being devoured, and normal weapons
failing saves are likewise destroyed.

Sulegurth has the personality and temperament of a small,
ill-disciplined child. It will insist of its wielder that it be fed
at regular intervals, often refusing to go to bed without
{\em supper}.

\item[Bands of Dholethalion:]
Both wrought of enchanted gold, inlaid with mithril, and each
holding a soulstone, the bracelet and anklet are intertwined in a
powerful magic.

Each bands confers an 18 constitution upon the wearer, and if
one of the band wearers approaches death (unconscious), then
hitpoints are instantly transferred (d8/melee) to keep each at or
above 0hp. Once put on, the bands cannot be removed except by the
most exceptional countermagic. Further, both bands cannot be
placed upon the same person.

The soulstone betrays the inner feelings/states of the wearer
through the ever changing color of the gem.

\begin{center}
\begin{tabular}{|rl|rl|}
\hline
   Red& Anger        &  Yellow& Revelation\\
   Blue& Sorrow      &  Green& Life/Nature \\
   White& Purity     &  Orange& Forgiveness\\
   Black& Evil       &  Purple& Hurt\\
\hline
\end{tabular}
\end{center}

There is a limited dream telepathy between the wearers, an
emotional cross-over, and often wearers will experience parallel
lifepaths, each doing similar things, meeting similar people,
catching the same cold, ect...

Further, the bracelet may only be worn by a male while the anklet
is specifically female. Each of the items has a powerful spirit,
but little outward intelligence.

\item[Necklace of Lust:]

Inscribed on one red pearl of this necklace is a PowerRune which
allures members of the opposite sex when the pearl is rubbed. Eleven
charges are present.

\item[Ramagurth (winged death):]

This weapon is like a boomerang, except that it has one extra
blade. When thrown, the weapon seeks out its target, even if out
of range or behind cover. It attacks at +4 twice per round,
slicing and stabbing for d6 \& d8. Its straight blade in venomous,
doing an extra 3d12 on failed saves {\em vs} poison. Once in, the
poison works to the heart, doing an addition d4 per melee until
the victim is at zero hit points. Then the victim becomes numb
and dies slowly and painfully. The weapon may dance for three
rounds, and it may defend its wielder during sleep if stuck into
the side of a living creature or plant. [As a sidenote: in my campaign, the PC
who acquired the weapon (not
knowing its truename) named it ``Ragamuffin'' which
eventually stuck, becoming representive of the personality the venom
blade soon developed. Feel free to carry such ``development'' out
as you see fit.]

\item[Rings of Mischief:] \ \\
\begin{description}
\item[The ring of truth:] the wearer cannot tell lies, and must save
{\em vs} magic when attempting to deceive. Likewise, all lies which are
heard or read are detected, and attempts to deceive must make a
save {\em vs} magic in order to remain undiscovered.
\item[The ring of gullibility:] The wearer will believe anything told
to him, but likewise, others will believe everything he says.
Save {\em vs} magic applicable for truly unlikely lies. Counters the
ring of truth, canceling both magics.
\item[The ring of lies:] The wearer cannot tell a truth in the most
awkward situations. Further, when he hears a true statement, the
ring may tell him it is a lie. When he hears a falsehood, the
ring may force him to believe it. DM's discretion advised.  
\end{description}

All three rings appear as simple circlets of gold. Each adjust in
size to the finger of the wearer, and they are impossible to tell
apart. They all have the ability to fall off fingers during the
night, roll to where they want to go, and hop on new fingers as
desired; thus traveling with a party, continually interchanging
partners, and causing confusion and mayhem along the way.

\item[Make-up Kit:]

The magical make-up, properly applied, grants a 24 comeliness.
Duration is eight hours and there are ten doses. There is also a
special nail paint (5 doses) which turns a womans fingernail into
a sharp poisoned dagger (d4 \& save). The perfume (9 doses) acts as
an aphrodisiac on males. And the black lippaint (3 doses) may be
used to administer the kiss of death (save {\em vs} deathmagic). The
make-up kit is locked with a wizard lock and trapped with a sigil
2d20pts.

\item[Shorty:]

This long, thin-bladed dagger possesses its wielder with a desire
to steal and kill, turning the wielder toward a shade of selfish
evil. In the hands of a thief, the blade allows a plus 50\% on
opening locks (up to a maximum of 99\%). Moreover, it can cut
through most magical seals (8 charges). The blade does a base d6
damage, is +4 in term of magic, and attacks twice per round
whether thrown or held in melee. It may dance for 3 rounds and
may excrete a magical poison once per day (save {\em vs} poison: lethal
{\em vs} lawful creatures, others take 6d6). The dagger has a playful
mentality but a limited intelligence.
\end{description}

\end{document}
