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\title{Magic Items}
\author{Tim Prestero \and Aaron Miaullis \and Sandman \and Neuromancer}
\date{}
% Tim Prestero ==> ez003387@bullwinkle.ucdavis.edu
\maketitle
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{\it
{\Large T}ired of GMing the proverbial encyclopedia in platemail? Here're
some magic items your players won't know about no matter how well they've
studied the DMG! Tim, Aaron, Sandman \& Neuromancer hope you'll put them
to wicked use, confusing and befuddling the most jaded of gamesters. Enjoy!}

\begin{center}
{\Large Prestero's Rings\\}
\end{center}

\begin{description}
\item[Rings of Flying:] These rings grant the wearer the power of flight,
                   deriving much of their energy from the wearer himself,
                   who can remain aloft for as many
                   hours as $\frac{1}{2}$ his CON. Eight hours rest restores
                   the flier's stamina. Movement while diving is doubled.
                   There are five types of rings:

\begin{center}
\begin{tabular}{ccc}
                          Roll & Maneuverability & Movement \\
                          \%ile & Class & Rate \\ \hline
                          01-15 & C & 12"\\
                          16-35 & C & 15"\\
                          36-80 & B & 21"\\
                          81-95 & B & 33"\\
                          96-00 & A & 57"\\
\end{tabular}
\end{center}

\item[Rings of Stamina:] These rings are activated by a command word, with the
                    command taking effect the round after it is uttered.
                    These rings have 20-50 charges (d4+1), with charges
                    acting as a hit point reserve for the wielder. When
                    the ring is ``on", it absorbs damage up to its maximum
                    capacity. Upon reaching zero charges, the ring 
                    crumbles into dust. When ``off", the ring regenerates
                    one charge every eight hours.

\item[Rings of Animal Form:] Upon wearing one of these rings, the wearer is polymorphed
                        into the animal who's image is graven on the ring.
                        The ring will still be visible on the polymorphed
                        form, although perhaps altered in size, and the
                        wielder must contrive some way of removing the ring
                        to be able to return to his normal form. While in
                        animal form, the wearer retains his hit points and
                        AC, but gains the movement, breathing, esc. abilities
                        of the form which he assumes. All of the wielders
                        carried items are polymorphed with him. Listed
                        below are some examples of rings and abilities
                        bestowed by the ring on the wearer while in
                        animal form.
\begin{description}
                        \item[Bat:] flight (18"), echolocation
                        \item[Fish:] Water breathing, Swim (12")
                        \item[Monkey:] Brachiation, color vision, 9" move
                        \item[Raven:] Flight (27"), wide angle color vision
                        \item[Rat:] 15" move, wide angle night vision
                        \item[Dog:] 15" move, good hearing, scent
                        \item[Toad:] 3" move, good wide angle night vision
\end{description}

\item[Ring of Gaseous Form:] This neato cursed item turns the wielder gaseous,
                         but since he is unable to remove the ring in that
                         form, the poor sap tends to stay gaseous.

\item[Ring of Statues:] This is a rather powerful magic item. Upon mental command,
                    the wielder turns into a greyish stone statue, 
                    indistinguishable from ordinary stone, except through the
                    use of ESP. Location spells will not work on the character
                    in stone form, and the statue only radiates faint
                    alteration magic. If ESP or psionic disciple of some sort
                    is used, the statue will radiate faint emotions. While
                    stoned, the wearer requires no food, air,or water, and
                    can remain in this form interminably. While in stone form,
                    the wearer ``sees" and ``hears" through the equivalents of
                    Clairaudience and Clairvoyance spells, centered on the
                    statue. To become flesh again, the wearer merely wills it.
                    (10% of rings are cursed, and do not allow the wearer to
                    change back). The transformation to stone takes four
                    segments, while the transformation back to flesh takes
                    a round. While in statue form, the wearers features are
                    blurred and distorted, only recognizable on a successful
                    INT check (at -4).


\item[Activating rings:] In my campaign, rings are activated a number of ways.
                Turning a ring clockwise on the finger activates the
                ring, c'cw deactivates. Others work on spoken command.
                Still others work merely upon contact with flesh. (This
                type of ring soon gave way to magical earrings, toe rings,
                nose rings, etc). Finally, there is always the possibility of
                mental command.\\

\end{description}

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

\begin{description}
\item[Silver Horse:]
	The magic item is a figure of wondrous power about four
centimeters high and ten centimeters long made out of silver with
eyes of jade.
	When the command word (hydrayrum, latin for mercury) is
uttered the figurine enlarges, in three minutes, to the size of a
full horse.  Once the master mounts the horse both the rider and
the horse are completely immaterial.  No spells can be cast from
the horse and no attacks can be made.  One advantage is that only
magical weapons or spells can affect the rider or the horse and
only for half or no damage (save vs spell for spells and
weapons).  The silver horse and rider can also pass through
objects and walk over any surface.  The rider will feel no ill
effects from phasing through matter.
	Like all wondrous magic items there is a drawback.  The
horse absorbs hit points from the rider at a rate of one hit
point every three minutes.  Let the rider know he is feeling
weaker but never inform him about the hit point loss.  That's why
there are stories of skeleton riders on ghost-like silver horses
running through certain campaign worlds, the poor fools never got
off.

\begin{center}
\begin{tabular}{ll}
Armor Class: &5\\
Movement:  &30\\
Hit Dice:  &4\\
\# of Attacks: &0\\
Special Defenses: &Immaterial (see above)\\
Magic Resistance: &20\%\\
Alignment: &None\\
Intelligence: &None\\
\end{tabular}
\end{center}

\item[Wooden Horse:]
	This figure of wondrous power is a small wooden statue of a
horse on two curved skies. When the command word (yippee!!) is uttered the horse
appears to the owner to grow to the size of a full horse with any adaptations
(color, wings, fiery hooves, armor, etc) the character desires. 
The character can then mount the majestic beast and {\em take-off} at
any speed he wants (warp nine is fine).  The terrain, horse
adaptations, speed, creatures racing or fighting against, sounds
and theme song are all in the character's mind.
The reality of the horse's magic is much different, however. When the
command word is uttered the wooden horse grows
to the size of a full horse, but is still a rocking horse. Other
characters can have a great time watching the owner of the horse
ride off into his imaginary sunset.

\item[Impact Armor:]
	This is a set full plate armor of dwarven make and size. 
The wearer of the armor takes NO DAMAGE from falling, regardless
of the height.
	The dwarven kings had this problem, their warrior kept
falling down pits and dying.  So they commanded their smiths and
physicists to design armor that would save their clumsy troops. 
The smiths started on a design for strong armor and the
physicists worked out this equation:

                       $$ F = ma = PA $$
                
                  $$ F + x = ma + \frac{d(magic)}{dx} $$

	It practicality, the character in the armor takes no damage
from a fall because the force of the fall is transferred to
another location.  This also makes a dramatic effect for those
fighters who want to jump from the top of a castle or cliff and
into the middle of a fray.  There is also the added effect of
having an object near the character take all the falling damage.

\item[Goggles of Sight:]
	These goggles give the character ultravision, infravision,
and far seeing.

\item[Blanket of Pass without Trace:]
	This magic blanket can be used to cover up the trail of a
small army.  Useful for bandits.

\item[Scroll of the Map:]
	A map parchment that gives a map of where the character has
been in the last seven days.  This just makes it easier on the DM
and the players by getting rid of all that mapping business.

\item[Silver Sword:]
	Simply a silver/steel alloy sword for attacking
werecreatures on low magic campaigns.  This way the characters
don't have to try to stone the attacking werewolves with silver
pieces (believe me, we did it one time).

\item[Gauntlets of Electricity:]
	These copper and silver gauntlets have the following powers:
\begin{itemize}
\item{Lighting bolt, 12d6, once per day.
Somatic component is any grand, dramatic gesture the DM or player can think of.}
\item{Shocking grasp, 2d6, five times per day.
		Somatic component is to just reach out and touch someone.}
\item{Sparking, no damage, unlimited usage.
		Sparking is just giving off a spark of electricity.  It
can be used to start a fire but it's best use is for those
ever-so-common situations needing dramatic displays of minor but
effective power.  The somatic component is snapping your fingers.}
\end{itemize}

\item[Headband of Radar:]
	Gives the character $360^{\circ}$  vision, but in shades of black and
white only.  Never any colors.
\end{description}

\begin{center}
{\Large Items from\\Sandman \& Neuromancer\\}
\end{center}

\begin{description}
\item[Ring of Subtitles:] By appearance this looks like an ordinary gold ring,
but when worn it has some extraordinary features. Whoever is wearing this ring
will enjoy the ability to communicate via subtitles to any individuals capable
of reading their own native language. The subtitles generally appear one foot
away from the wearer's feet.

\item[Headband of Outta-Sync:] This item appears as a headband with several
chinese symbols written upon it. When worn, it causes the wearer to talk out
of sync (his words not matching the movement of his lips) thus making
lip-reading upon the wearer an impossible feat.

\item[Gloves of Cool Sound Effects:] These items appear as normal, black,
leather gloves, but then worn they cause sound effects with certain
movements. If the wearer jumps, a {\em swoosh} sound is emitted. All punches
and kicks make {\em shoom} and {\em crack} sounds, and an audible {\em *Hi-yah*}
often accompanies crits making the wearer of the gloves sound just like
Bruce Lee! Note: Do not mistake these with the {\bf Gloves of Batman}.
\end{description}

\newpage
\ \\
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\begin{quote}
``Gosh!  You've really got some nice toys in here."
\ \ \ --- Roy Batty, Bladerunner
\end{quote}

\end{document}

