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\title{Magic Items}
\author{Tim Prestero \ \ \ \ Jeffrey Contompasis \\
Neuromancer \ \ \ \ Sandman \ \ \ \ Whizzard \ \ \ \ Scourge}
\date{}
\maketitle
\setcounter{page}{115}

\begin{center}
{\Large Miscellaneous Magic}

{\copyright1990 Tim Prestero}
\end{center}

\begin{description}
\item[Black Cauldron:] Once the cauldron is filled with humanoid blood, corpses 
     placed in it emerge two rounds later as powerful zombies (HD:5 AC:8 + 
     armor D: 1-8 or by weapon, MV: 9" SD: +2 or better needed to hit). These 
     zombies are controlled by the cleric or mage with the highest value for 
     (wisdom + level) touching the cauldron. If no one is touching the 
     cauldron, the zombies will continue their last command (ie, they'll 
     continue attacking, or standing still, if that was the last thing they 
     were doing).  Zombies emerging from the cauldron all appear as hairless,
     6' tall, muscular humanoids, with nearly identical facial features.

\item[Iron Robe:] When worn, the wearer is AC:0 versus slashing and piercing 
     attacks, AC:8 versus bludgeoning attacks. Bludgeoning attacks, however,
     only inflict half damage.

\item[Gem of Illusions:] When concentrated upon, the gem casts an illusion (visual 
     components only) of whatever the wielder can mentally picture, covering up
     to a maximum of thirty cubic feet. The illusion lasts as long as the 
     wielder concentrates, and can be used a maximum of twice per day.

\item[Gloves of Mifflis:] While worn, everything the wielder touches must save 
     versus magic or be turned to stone. This will only affect creatures or 
     items of large size or smaller.

\item[Figurines of Fabulous Power:] These are slightly less powerful items than
     usual figurines of wondrous power. There are several types, each 
     appearing as a small, 2" high statuette of ivory. when the figure is 
     placed on the ground, and the command word spoken, it grows to its full
     size. Most types obey the user (whoever spoke the command word) to the 
     best of their ability and comprehension.
       If the figurine is broken or destroyed in statuette form, it is rendered
     permanently useless. If slain in animal form, it reverts to statuette 
     form, and is reusable. Here are some different types:

\begin{itemize}
\item Kobold (F3/T3 AC:3 (Studded Leather + Shield) HP: 24 S17 D17 Dagger +1)
\item Skeleton (HD:3 HP:21 AC:7 D:1-6 SD: regenerates 1HP/rnd, reattaches 
     severed limbs, 50\% magic resistant)
\item Hill Giant (HD:8+2 HP:50 AC:4 D:2-16 SA: Rock Hurling)
\item Owl Bear (HD:5+2 HP:36 AC:5 \#At:3 D:1-6/1-6/3-12)
\item Rust Monster (HD:5 HP:40 AC:2 \#AT:2 D: Rust) This figurine looks 
     extremely weathered, the details are hard to discern (ie the party has no
     idea what it is). When used, it ignores the commands of the user, and 
     will not return to statuette form.
\item Leprechaun: (HD: <1 HP:5 AC:8) This one is also booby-trapped. When 
     summoned, it will annoy the summoner for 1 day, before wandering off.
\end{itemize}

\item[Wheezing Bottle:] This ornate bottle will suck in or blow out, alternating 
     once per round. It can suck in up to 125 cubic feet of air (gas, etc).

\item[Bottle of Gaseous Form:] This bottle appears to be a wheezing bottle. When 
     opened, however, it turns the opener gaseous, and sucks them inside, 
     stoppering itself up. The next person opening the bottle will release the
     trapped individual. The next opener gets sucked inside, etc.

\item[Bag of Rations, Brand X:] Always full of bland food of high nutritional value.

\item[Magic Cards:] There are several types of magic cards, and they differ in that
     the drawer usually has some control over what happens. Some types are 
     listed below.

\begin{description}
     \item[Card of Teleport:] Picture of some area, concentration will teleport the 
     user to the area depicted, minus card.
     \item[Scroll Card:] Roll for random scroll. Darn tiny print.
     \item[Card of Imprisonment:] First person to gaze at an empty card is imprisoned
     on the card, with the command word to free them written on the card below
     their image. Damage to the card affects the victim.
     \item[Wanted Card:] The card holds the image of the wielder, in the form of a 
     wanted poster. 100 full-sized copies of this wanted poster will appear,
     scattered about in a 50 mile radius.
\end{description}

\item[Ball of Endless String:] This ball of 5 lb test string is always 4" in 
     diameter, regardless of how much is pulled off of it.

\item[Gauntlets of Septugenarian Power:] This cursed item cuts the wearer's strength
     to a third of the original, and confers +2 to Wisdom, -4 to CON, and -4 to
     DEX.

\item[Gauntlets of Betelgeuse:] The wielder of these gloves is able to hurl fist-
     sized fireballs, every other round, up to 5 times per day. The fireballs
     take a segment to form, and the user must successfully hit the target, 
     consulting the missile misfire table on a miss. The fireballs can be 
     thrown up to 1" per point of STR. The gloves themselves are fireproof, 
     protecting the user's hands from any fire damage (magical or not), though
     they convey no other protection to the rest of the user's body. The gloves
     are considered sacred by the cult of Betelgeuse.

\item[Flying Gauntlets:] These gauntlets will fly off the user's hands upon command,
     poking eyes, wringing necks, deflecting arrows, pushing levers, and other
     pugilistic actions, at 18/00 STR. The gauntlets are +3 to hit, if flung at
     somebody, and +6 to damage (d4) if they do successfully hit. They are 
     incapable of complicated actions.

\item[Cloak of Invisibility:] One side of this immense, hooded cloak is invisible, 
     always.\\
\end{description}  

\begin{center}
{\Large Slaybells}

{\copyright1989 Jeffrey Contompasis}
\end{center}

          This is  a  particularly  nasty  magic  item because  it  is both
     blessed   and   cursed.   This seemingly innocuous weapon appears as a
     simple  set of bolos.  When detect magic is cast upon  it, the strands
     connecting  the  metal  balls  will appear thicker and it gives off an
     overall  cyan glow.   Used  as  a magical  weapon,  it is merely +1 to
     hit  and  one  must  have a proficiency in bolos to use it without the
     standard  non-proficiency  penalty.  When it strikes an opponent, toss
     a  d6.  1-3 indicates a low hit about the legs, feet, or lower portion
     of   the   physical body  of  the  victim.   4-6  indicates a high hit
     about  the  neck,  head,  or  upper portion of the  physical  body  of
     the  victim.    In   the   former  case,  1d10 damage is done.  In the
     latter,  2d10 damage is done.  This is without regard to  the size  of
     the  victim.  The strands will expand or constrict to bind the feet of
     a  kobold  or  the  throat  of   a   titan.    The  throwing range  is
     about   20   yards   at best and requires a six foot radius to get the
     weapon swinging properly.

          If the  victim  survives  the  initial  hit,  its trouble  is far
     from   over.    The   bolo  will then fuse about the struck portion of
     the  body  making  the  victim either unable to  run, or   unable   to
     turn   its   head.    Furthermore,  the  item transforms itself into a
     thick  leather-like  strap   with   two  bells   on  its surface.  Any
     sudden  motion  by  the  victim  in  the afflicted area will cause the
     bells  to  sound  a  high   pitched  klaxon.  If the victim manages to
     crawl   away  noisily  or  walk  cautiously  with  its  head   pointed
     straight   forward,   the   bells  will continue  to  sound  with  any
     sudden   motion.   This  effectively  marks"  the  victim  for  future
     slaying.    Dispel   magic   will  cause   the   loop to slacken for a
     round and allow the victim to remove the bells silently.

          There  are    additional    penalties    while    wearing     the
     slaybells.    Thieves   will   not  be  able  to move silently.  Mages
     and  clerics  will  not  be  able  to  use  the  somatic components of
     their  spells  and concentrate at the same time.  Fighters will not be
     able  to  properly   give   orders   because  the  noise  drowns  them
     out.   Bards  can no longer play and sing properly.  The noise  stands
     a   1   in   20   chance   per   day   of  permanently  deafening  the
     victim   if   the   victim  is not somehow deaf already or lacks aural
     senses.   The  ringing   also   stands  a  1  in 100 chance per day of
     driving  the  victim  insane  if  deafness  does   not   occur  first.
     Normally,   the sound will increase the rate of random encounters from
     1  in 6 to 3 in 6, so the victim will usually  wind  up  fighting more
     frequently.   If  slain, the loop will slacken, fall off the victim in
     some manner and revert to its bolo shape.

          If the  thrower  of this weapon rolls a non-adjusted 1 on a  d20,
     the   wielder  must roll again against his own armor class with the +1
     bonus  and  any  non-proficiency  penalties to determine  whether  the
     wielder   is   struck   by  the weapon instead of the intended target.
     If  someone  steps  within the six foot swing radius while the wielder
     is  attacking,  there  is a 50 percent chance that the person stepping
     into  the  swing radius will receive the effects of the attack instead
     of  the previously intended target.  Appropriate rolls to hit are made
     in this case.

\newpage

\begin{center}
{\Large Magic-Mania}

{\copyright1991 Neuromancer, Sandman, Whizzard, \& Scourge}
\end{center}

{\bf The Gloves of Batman}
\begin{quote}
These are skin tight blueish black gloves with three fins that go down the 
forearms.  The gloves are well armored and give a +1 AC.
When punching with these gloves the users gets some interesting effects.  
For every punch the wearer does, a large red or yellow bubble will appear 
with words like POW!, WHAM!, BOP!, BLOWIE!, SMASH!, and BOOM! within the bubble.
\end{quote}

{\bf Ring of Fly Paper Touch}
\begin{quote}
	When this ring is put on it cannot be remove with out amputation.  
Whatever the wearer touches will automatically be stuck to his hand forever.
\end{quote}

{\bf Headband of Duct Tape}
\begin{quote}
	This looks like a normal headband, but when worn it turns into 
duct tape.  This looks very idiotic, when removed much of the character's 
hair will go with it.
\end{quote}

{\bf Coward Sword}
\begin{quote}
	This appears to be a magical long sword, 
but whenever a character tries to use the sword against a monster whose level 
is greater than the plus of the sword, the sword will scream ``Oh Shit!" and put 
itself back in its sheath.  The sword will not come out of its sheath until 
the monster is no longer within striking distance.  The sword is cursed so 
that the character who gets it will think it is the best sword in the world 
and will {\em never} get rid of it no matter how many times it gets him beat up 
and/or killed.  The only way to free yourself of the sword's curse is to 
touch it to a Vacuous Hole or the like or to have a 20th level cleric 
remove curse.
\end{quote}

{\bf Sword of Dancing}
\begin{quote}
	This appears as a fine rapier with a golden hilt, and when identified 
will be identified as a Sword of Dancing +3.  Of course, this is not the normal 
Sword of Dancing that the players will expect, and when commanded to ``Dance" 
in the middle of a battle, it will proceed to grow arms and legs and will disco 
dance for 1d10 rounds and then return to its wielder.  Anyone watching the 
sword must Save Vs. Spells or start to dance with it.  After all, it's a very 
attractive sword.
\end{quote}

{\bf MC Hammer}
\begin{quote}
	This appears as a large black hammer with the letters MC inscribed 
on the side of the head.  It does standard hammer damage in combat.  It 
will identify as an MC Hammer +2, but no other properties can be found.  
Only through much research can the true powers of the Hammer be found out.
The powers are as follows:
\begin{description}
\item [U Can't Touch This:]  Whenever the wielder of the Hammer mutters 
the ancient words ``U Can't Touch This" his AC will immediatly become 
--10 and missile attacks will NEVER hit the character.
\item [Pray:]  Whenever a cleric wields the weapon and says the word 
``Pray" he will regain all of his spell points and everyone who is 
friendly to the wielder will have Cure Serious Wounds cast upon them.
\item [Have You Seen Her:]  Whenever the words ``Have You Seen Her" are 
asked of the weapon, The Hammer will respond by telling the wielder 
where the item or person that he/she seeks is.
\item [Proper:]  Whenever the wielder of the Hammer says ``Proper" a 
strange young black man will appear out of nowhere and hand the 
wielder a paper cup with a strange liquid in it.  Drinking the 
liquid makes the character very hyper and he/she won't be able to 
get to sleep for 1d10 days because of all the caffiene.
\item [Go Hammer:]  Whenever the words ``GO HAMMER!" are screamed at 
the top of the wielder's lungs, the Hammer will attack the nearest 
evil creature at +5 To Hit and +5 Damage.  When the creature is 
dead, the Hammer will lose it's advantages until ``GO HAMMER!" 
is screamed again.  Screaming ``GO HAMMER!" a second time will cause 
the effects to be cumulative.
\item [Stop! Hammer Time:] When ever the words ``Stop! Hammer Time" 
are uttered by the wielder the Hammer will cast Hold Monster.
\end{description}
\end{quote}
\end{document}
