Misc. Stuff

Subtable A (1)

D20 roll

  1. Book of Storms
  2. Chalice of Tranquaility
  3. Crests
  4. Ever filled Quiver
  5. Goblet of Death
  6. Grapes of Wrath
  7. Ice Cubes
  8. Lenses of Magical Detection
  9. Purse of Endowment
  10. Sesame Handle
  11. Shadow Box
  12. Sphere of Negation
  13. Spheres of Blasting
  14. Te-Waza
  15. Tome of Shadows
  16. Quill of Dictation
  17. Quill of Writing
  18. Sword Bracelets
  19. Wheel of Fortune
  20. Dm's own choice
Subtable B (2)

D20 roll

  1. Baldrick's Healing Blanket
  2. Candle of Conjuration
  3. Chalice of Healing
  4. Coin of Changing Luck
  5. Cooling Bottle of Kolding
  6. Darklenses
  7. Essence of the Spirit
  8. Eye of Lightning
  9. Eyes of the Medusa
  10. Figure of Speech
  11. Flute of Flying
  12. Helping Hand
  13. Invisibility Sheath
  14. Lightning Needle
  15. Loving Libram of Protection
  16. Foe of the Mint
  17. Fork of Throwing
  18. Saddle of Fire Protection
  19. Starbrow
  20. Dm's own choice
Subtable C (3)

D20 roll

  1. Acorns of Healing
  2. Belt-Ladder
  3. Canine Collar
  4. Collar of Protection
  5. Corner-Stone
  6. Cradle of Protection
  7. Dust of Dispelling
  8. Face of the Moon
  9. Hilt of Conjuring
  10. Identifying Mirror
  11. Lenses of Light
  12. Lyre of Suffering
  13. Monocle of Dispelling
  14. Saddle of Riding Skill
  15. The Shepherd of Love
  16. Tent of Extradimensionality
  17. Thieves Picks of Perfect Performance
  18. Today's Catch
  19. Whistle of Deafness
  20. Dm's own choice
Subtable D (4)

D20 roll

    1	Alrune's Bashing Banjo
  2 - 3	Back of Cold
    4	Back of Endless Bullets
    5	Banshee Horn
    6	Chanting Decanter
    7	Danger Glasses
    8 	Ears of Elvenkin
    9 	Executioner's Torque
   10	Glasses of Clairvoyance	
   11	Harp of Chaos
   12	Locking Handle
   13	Navigator's Head
   14	Regenerative Bandage
   15	Satchel of Nourishment
   16	Scabbard of Holding
   17	Vision's Half-Mask
   18	Weird Bottle
   19	Whistle of Time
   20	Dm's own choice

Acorns of Healing Invented by Lasivian T. Dark

These acorns are produced naturally by a very special and rare kind of oak (usually a very old one).
When consumed these acorns can cure blindness, or deafness, or cure one type of disease, or heal 1-10 points of damage. If the user suffers from more than one malady, the cure would be random.
Usually 1-12 acorns are found.

Alrune's Bashing Banjo Invented by Hogan

This instrument was created for the adventurous bard, Alrune Stormblade who despaired after having seen his chosen instrument shatter in his hands too many times when he had been caught off-guard and forced to use it as a blunt makeshift weapon. As the bard himself is still at large, the banjo is probably also with him, assisting him in his dangerous adventures and dazzling performances.
The Bashing Banjo is a unique and excellent piece of musical instrument, crafted and tuned by the great Gnomish craftsman, Beogran Noteflinger. Its name comes from the fact that it is enchanted to be virtually indestructible, resisting both natural and magical damage with 100%. Furthermore it also functions as a +1 weapon, dealing damage as a club, and even lends a +1 bonus to any musical instrument proficiency checks involving the banjo itself.

Back of Cold Invented by Hogan
(XP 700, GP 2400)

Back of Cold is a small satchel that seems to be able to hold about 1 cubic feet of material. When touched, it will feel a little chilly to the touch, and when opened a wave of cold will burst forth, with a possible (10% chance) of carrying with it an Ice Storm to be centered on the back's opening, affecting everyone within range.
Once this eruption has taken place, the back will emit a steady stream of cold, keeping the area within a 15 feet radius at a temperature of -10°C, for as long as the back is open. The temperature will be kept constant, giving those in the area a +2 bonus to saving throws vs. fire, magical or otherwise. Hopefully the same persons are protected against the cold if they plan to use the back for an extended period of time.

Back of Endless Bullets Invented by Hogan
(XP 800, GP 4500)

A small and enchanted leather bag that is usually tied shut with a leather string, the Back of Endless Bullets gives no visually hints of its enchantments but do radiate magic if detected for.
The back itself is able to produce an endless supply of leaden bullets of the kind normally used with most kinds of slings. One normal bullet can be withdrawn each round, and thrice a day an enchanted +1 bullet can be taken out. Furthermore, one draw a day will reveal a heavily enchanted +2 bullet. If any of the bullets are not used within 1 turn after they have been drawn, they disappear.
No matter how many bullets is withdrawn, it will to all onlookers always appear to be empty.

Baldrick's Healing Blanket Invented by Hogan
(1800 XP, 5000 GP)

Originally developed by the druid Baldrick, the use and creation of this blanket has spread to other clerical faiths of the Realms, as they saw the possibilities in it's use.
The healing blanket is roughly about 4' x 5' and is consecrated to speed up the healing process on anyone resting beneath it. For every turn passed where the recipient is under the blanket, he will automatically heal 1 point of damage. The recipient need not to stay under the blanket for longer durations, several naps of a 1 turn duration is allowed, healing 1 point each time, as long as a whole turn is spent beneath the blanket. The blanket cannot regenerate lost limbs, negate poison, diseases or similar. It's only good for normal healing.
Up to two persons can benefit from the powers of the blankett at the same time, lying together beneath it.
In order to gain the benefit of healing, the user must rest beneath the blanket, using it as a normal blanket. It is possible to wear the blanket as a kind of Toga and still benefit from its powers, but any successful hit on the user with an edged weapon, has a 50% chance of ruining the blanket.
As Baldrick himself was in charge of a small forest, which was continually overrun by monsters and woodsmen, he saw the need for conserving most of his spells for battle, lacking the healing ones. Over the years he created the blanket in order to receive healing while resting to gain strength and spells.

Banshee Horn Invented by Hogan

The Banshee Horn is a small bronze horn that most of all looks like a child's toy. However, blowing the Horn will emit a terrible wail that best can be compared as to the chilling dead scream of a Banshee. Those who hear the sound (are within 30 feet and are not hearing impaired) must save vs. dead magic with a -3 penalty or instantly drop dead. The blower is fortunately unaffected.
The Horn can be blown only once a day. Should it be blown a second time within 25 hours, the blower will be the only one to hear the sound, and he is allowed no saving throw!
A practical joke made by one of the necromancers of Valhingen, the horn, by obvious reasons, never became the hit at parties. But even the horns and the knowledge on how to create them were ordered destroyed by the new headmaster of the order, some of them survived to be sold to a shadier kind of people with no taste in music and dark plans in their mind. Therefore some horns can still be found around the realms.

Belt-Ladder Invented by Hogan
(XP 700, GP 3000)

A Belt-Ladder is in neutral shape a normal leather belt. Such a belt can be made from many different materials, but snakeskin, especially from large constrictors, is the most used. What is the same on all Belt-Ladders is the belt-buckle, which is made from untarnished silver and in the shape of a snake curled around a ladder.
Upon holding the belt in a hand a speaking the command word (etched in the underside of the belt-buckle), the belt will instantly transform into a 100 feet step-ladder, capable of holding up to 500 pounds. The buckle is transformed into a steel grappling hook, which will hold the step-ladder in place, if fastened probably on an unyielding surface. The speaking of the command word a second time retract the step-ladder back into belt-form. Since everybody can recite the command word and activate the ladder, is it normally kept secret since not a few owners of such a belt has fallen to their deaths because the reciting of the command word by others, causing the step-ladder to transform to belt while they where descending a cliff-side, only by the help of the ladder.
Besides this handy function, the belt also serves well in keeping it owner's pants up and his robe in place! Used like thus, the step-ladder cannot be activated before the belt is removed from is resting place.

Book of Storms Invented by Odwin "Odds" Bodkin

Several of these magical books have been written throughout the centuries. They come in many shapes, sizes, and languages.
Originally developed by druids, books of storms are unique pieces of literature that allow the reader to affect the local weather conditions. A book of storms contains various works of poetry or short prose, each describing some natural storm phenomenon. By reading the work, a storm of the type described therein is summoned forth from the sky. Storms described therein include simple rain storms, wind storms, sand storms, ice storms, blizzards, hurricanes, tornados, thunderstorms (with rain), lightning storms (without rain), hail storm and even meteor storm. The book is invulnerable to the effects of the storms it creates.
In order to summon a storm, the reader must first be able to read the language of the book. A Read Magic spell is not necessarily required unless the book is written in some magical language, but a Comprehend Languages spell may be needed. The book must be read while being exposed to the world's surface and atmosphere, reading the book underground will have no effect.
A storm affects a 1-mile diameter area, centered on the reader. Once the storm is finished, the weather resumes its normal pattern. Because most of the storms are typically intense and violent, the reader should take cover prior to reading to avoid the dangers of each. For each round the reader is not sheltered, those not sheltered risk experiencing the storm's dangers.

There are 10+2d6 works in any book, and each work is no more than 6 rounds of reading time. The reader cannot control the storm, but as long as (s)he reads the work, the storm will remain in existence. As the reader reads, the words (except for the title of the work) fade away.
A storm lasts for one round after the reader stops reading. Once an entire storm work is read to completion, all but the title disappears from the book forever.

Candle of Conjuration Invented by Hogan
(XP 3000, GP 13000)

A Candle of Conjuration is much like a standard candle, except for the fact that the creation of one involves the burning of fat from several different species of monsters, blood from even stronger species and the entwined and enspelled hairs from those species that make archwizards wet their pants. No wonder so few of these was ever created!
The use of a Candle of Conjuration is only allowed for wizards specialized in the magic of conjuration, also called Conjurers, but for these it's regarded as a priceless object, as the candle will greatly enhance the power of the wizard.
The powers of the candle itself can be used in several ways:
First of all, if the candle is lightened and a Monster Summoning spell is cast nearby, the powers of the candle will enhance the spell's call, summoning triple the maximum number of creatures normally attracted by the spell. Furthermore the powers of the candle will keep the summoned creatures at the conjurer's command for as long as the candle burns (approximately 8 (48 turns) hours from new), this supersedes the duration of spell. Ways of communicating and ordering the creatures are also bestowed on the conjurer.
Another use for the candle is its power to summon a named creature (none of demigod or higher status) from an outer plane without any remedies. The caster needs only to lighten the candle, saying aloud the name of the being, and within 1turn the creature will arrive by a dimensional vortex. The summoned creature will be completely bound to the caster's will as if protective pentagrams, spells and similar had been invoked. For as long as the candle burns, the creature is magically compelled to follow the wishes of the conjurer, but if not ordered to return home where it came from before the candle burns out, the creature is set free in the world, possible with vengeance in mind.
A third way to use the candle is by placing it in a coal filled brazier, lightening it and then casting as many spells from the conjuration/summoning spells at it as possible. None of these spells will have any immediate effect, instead they are all stored in the burning candle, and for as long as the candle burns, more spells can be added. Any number of Conjurers can take part in this, but in each spell cast must a name of a single individual be endowed. This individual must be the one who, when the last spell has been cast, must lighten the coals of the brazier. The resulting fire will quickly melt the candle into a hunk of molten wax and by doing so the candle is destroyed, but its powers and captured spells released. Within 1d4 rounds, every spell cast into the candle will take effect, each one calling in the maximum number of creatures possible. All these creatures will be placed under the command of the individual specified in the casting, and for a timespan equal to one turn per level of the individual, the creatures will obey his merest wishes to the point of fighting to the death. When the summoning powers expire, the creatures will disappear in a white haze.

Canine Collar Invented by Hogan
(XP 600, GP 2700)

When worn around the neck by a humanoid, the collar will grant its owner a benefit much like that of an Animal Friendship spell towards all normal canines, dogs wolves and such, and will give the wearer a +3 reaction adjustment when dealing with monstrous species like Blink Dogs, Winter Wolves etc., undead versions of either not included. Those canines affected by the collars powers, will act friendly towards the wearer, and will offer no harm unless they or others of their pack are harmed first. They will follow the wearer around for a short time before returning to their own hunting grounds.
The Collar, which consists of a red-dyed leather strap with metal studs that looks more like it should be worn by a mastiff, must be worn around the neck in order to have any effect. Removing it will cause the granted benefits to wear off within 1d3 turns unless the collar is replaced.
No other collars, torques etc. can be worn around the neck when the Collar is in place, necklaces not included.

Chalice of Healing Invented by Hogan
(XP 500, GP 2100)

A Chalice of Healing is a minor clerical creation but of an ancient design. It has mostly been created from a crystalline substance, treated with a minor dust, which has given it a purple hue.
Once a week, the chalice can be filled with water or wine. By saying a word of power, the liquid in the chalice will be transformed into a nourishing drink with powers equal to that of a Potion of Healing. If holy water is poured into the chalice, a drink with powers equal to that of a Potion of Extra Healing can be created.
The healing fluid will only retain its healing abilities as long as it's contained in the chalice. If removed by any means (besides drinking it off course), it will return to the status it had before it was enspelled.
As a Chalice of Healing always is created as a testament to the power of the creator's deity, it can sometimes be dangerous to drink from it, especially for clerics. If a cleric should drink from a Chalice of Healing consecrated to a God of the opposite alignment of the cleric's deity, the drink will have the effect of a poison type G.

Chalice of Tranquility Invented by Mestoph

These wooden chalices are extremely rare. Each one has several emeralds encrusted in the cup, and beautiful carvings along the stand.
By holding up the filled chalice in the direction of the target intended, the priest can utter a command word to shoot forth a ray of airy water. This ray strikes the target unerringly, delivering a spell, depending on the recent actions of the target:

Target has killed thrice or more within last hour:
Imprisonment (no save) for 2 hours
Target has killed once or twice within last hour:
Hold person, monster, or animal (or save vs. wands) for 2 turns
Target has consciously hurt another living being within last 3 turns:
Hold person, monster, or animal (or save vs. wands) for 5 rounds
Target has unconsciously hurt another living being within last 3 turns:
Nothing happens
Target has not hurt anyone within last hour:
Sanctuary for 2 hours

This ability can be invoked twice per day, only if the chalice is filled with clear, unpolluted water.
The powers of a chalice can only be fully activated by a priest of Eldath ( Pacifist Goddess ), otherwise only the latter ability can be used.
If the contents of the chalice are drunk (the latter ability), the chalice will bestow Ironguard to the drinker for 2 turns if its a good beings, nothing if neutral, and unconsciousness for 2 turns if an evil being. The chalice must be refilled afterwards, and the water must be in the chalice for 24 hours before the magical properties are attained.

Chanting Decanter Invented by Hogan

If filled with holy water, a powerful chant will arise from this steel-tipped cup, affecting the owner's friends and enemies as though the Chant-spell was in effect, although a Prayer spell will not enhance the effects of the decanter.
The Chant has a duration of up to 20 rounds when filled to the brim, which requires a whole vial of Holy Water. As the rounds go, the level of water sinks until the cup is empty and the chant ends. Its possible to fill the cup for a lower duration if that's the owner's intentions. To be used for maximum security, the decanter must be placed on a plain surface while it chants. Pushing it over will spill out its entire contents, effectively ending the chant.
The Decanter can only be filled thrice a day.

Coin of Changing Luck Invented by Hogan

The Coin of Changing Luck is a heavy gold coin, about the size of a normal gold coin of typical coinage. The coin is stamped with a head on each of its side, one head is of a beautiful smiling maiden, the other is of a devilish looking woman. Even the coins have been discovered in many different planes, the faces is said to resemble two Goddesses from the world of Toril in the Realmssphere, Tymora, the Lady of Luck, and her "sister" Beshaba, the Maiden of Misfortune.
A Coin of Changing Luck has the power to change the luck of the user for the next 24 hours if flipped. But luck is fickle, when the coin is flipped, grabbed and turned on the back of a hand, there is a 50% change for each of the heads is shown. If a 1d100 roll comes out with 01-50, the lucky head of Tymora is shown, and the user are granted an bonus of +1 to every action for the next 24 hours, be it initiative, attack, ability or proficiency check. But if the mischievous head of Beshaba is up, the user is cursed with bad luck for the next 24 hours, earning a -1 to every appropriate roll.

Collar of Protection Invented by Hogan
(XP 1000, GP 4900)

A collar made from dark leather, hardened and strengthened by magic and further equipped with protective layers of enchantments. The first of its kind was made by a noble wizard who could not bear to see his canine followers suffer under the claws of the mighty monsters he encountered on his travels. He created the Collar to give them a better edge in the fights and give them a better chance to survive the encounters.
The Collar gives a +2 bonus to the armor class and saving throws of any canine being wearing it. This includes both normal and monstrous versions and even Great Cats of size M or S, but excludes were-beasts as the collar cannot be worn by humanoid creatures, even those who are only human a part of the time.

Cooling Bottle of Kolding Invented by Hogan
(500 XP, 1300 GP)

Kolding, the famous travelling mage of the southern deserts invented and created this bottle to keep his water cold and fresh when venturing beneath the scolding sun of the deserts he made his home. The Cooling Bottle is in reality two bottles in one, one within the other. Between the two bottles, there is a layer where a miniature Ice Storm is caught. This will serve to cool down the contents of the inner bottle, keeping any fluid stored just above the freezing point, cool and clear. The outer bottle is cold to the touch, though never damagingly cold, due to a minor spell. In hot temperatures, moisture will collect at the outside coldness.
The bottle is not transparent. To those unaware of its creation, it will seem to be made of a thick foggy substance.
Though the glass is magically strengthened it can be broken, an act, which will release the Ice Storm. Those caught within 10 feet of the breaking point, takes 2d10 in damage. The glass makes its saving throw as Rock Chrystal.

Corner-Stone Invented by Hogan
(XP 900, GP 4400)

A Corner-Stone is one of the most heavy object of magic created. It is roughly 1½ ft. x 1 ft., and 6 inches thick, weighing about 80 pounds.
The stone is designed to be built into a wall, where it will magically strengthen the structure. With the stone in place, the wall is considered to have thrice as many hit-points as normally for that kind of structure, and are able to support twice as much as such a construction should normally be able to. Furthermore, the wall is unaffected by any damage giving spells, short of Disintegrate, as well as the elements and spells that normally would affect earth, stone or walls and constructions in particular.
Without the benefit of a spell of Detect Magic, a Corner-Stone is unrecognizable from any other stone in the construction. When the stone is removed, the wall looses its enhanced strength, but the stone can be inserted again or into another wall for that matter, and the strength is regained. The destruction of a wall with a Corner-Stone inserted only has a 10% chance of also destroying the stone, unless the stone is targeted specifically.
Only a single man-made wall can be strengthened by the help of a Corner-stone, and it must have a maximum area of 300 sq. feet. Additional stones are needed for larger constructions.

Cradle of Protection Invented by Hogan (dedicated to Mikkel)
(XP 9000, GP 45000)

Adorned with beautiful woodcuts and Elven runes, a Cradle of Protection has for millenniums been used by the Elves as the last line of defence for their young against assassins, illness and many of the other disasters that could befell a young defenceless child.
The Cradle is made to fit a Human/Elven child of less than a year of age. A strong magical field has been woven into its creation, a field that visits a complete immunity to disease and poison upon its inhabitor. If such a malady is received while outside the cradle, it will be held when the child is placed in the Cradle, to continue its course when the child once more is removed.
Furthermore, the process of the Cradle's creation has strengthened it against both magical and none-magical assaults. It takes magical weapon to hit it, can take 70 hp of damage before being destroyed, and has a +5 bonus to any possible item saving throw. Area of effect spells of cold, fire, electricity and so forth, have no effect on the cradle or its content. The magical properties of the Cradle also transfers a 25% magical resistance to its inhabitor, plus a +3 bonus to all saving throws that get pass the other defences.
Last of all, should danger seriously threaten the Cradle's content, the Cradle will Teleport itself to a pre-determined location of safety and security. Such a state is usually reached when the child has taken damage form a hostile attack or the Cradle itself has been brought below 50% of its maximum hit points. Other possibilities can be added at behalf of the parent. A command word makes it possible to change both safehold location and other options.

Crests Invented by Søren Surlykke

There are many kinds of crests, each type is special. Up til now, there has been discovered one type of crest for each character class. That means there is three crests for warriors (Fighter, Paladin, Ranger), and so on.
Crests can take many forms, but the class it affects can be identified by the small figure on the crest. The figure can either be engraved, embodied or in any number of other ways.
Beneath is a short description of the powers of the known crests:

Fighter :	
Figure :	A Sword and a Shield
Powers :	Bonus to hit and damage : +2
		Extra HP : +15
		Bonus Str : +1
Figure :	A Shield with his God's symbol
Powers :	Bonus to hit and damage : +1
		Bonus level for Prayers : +1
		Ability Bonus : Wis +1
Ranger :
Figure :	Two swords, crossed
Powers :	Bonus to hit and damage : +1
		Level bonus for Tracking : +2
		Ability bonus : Dex +1
Priest* : 
Figure :	The holy symbol of his God
Powers :	Bonus level for prayers : +2
		Bonus level for turning : +1
		Ability bonus : Wis +1
Thief :
Figure :	An open chest
Powers :	Bonus to Thief abilities : +15 %
		Ability bonus : Dex +1
		Infravision to 40 feet/+20 feet
Bard :
Figure :	A harp or other instrument
Powers :	Level bonus for spells : +1
		Ability Bonus : Chr +1
		Ability Bonus : Int +1

Mage/Specialist :
Figure :	A cloak, embodied with stars
Powers :	Level bonus for spells : +2
		Bonus to saving throws : +1
		Ability Bonus : Int +1
* Priests and paladins can only use crests made for priests of their god.

All the powers of the crests function continuously, as long as it is worn, except when a time comes where they are willingly suppressed by the wearer (note that the effects doesn't manifest until 3 rounds after reactivation).

Danger Glasses Invented by Hogan

A pair of gold-inlaid glasses, that will, if identified, appear to be an instrument to warn their wearer of present danger.
Indeed this is what the do, but this effect is not as beneficial as future users might think! Because in order to be of any use, the glasses must be worn, and when danger is present, the turn completely dark, totally obscuring the users vision and effectively blinding him! Off course the glasses can quickly be removed, but when you turn a corner and face an angry Owlbear (the glasses only work at very present danger, than kind of danger that looks you straight into your eyes), vision is not exactly what you need to loose, especially since you receive a -4 penalty to any surprise rolls of yours!
These glasses are quite unique and were created by a "slightly" crazed mage who had the idea that if you can't see the danger, then there is nothing to be afraid of!? Accidentally the glasses saved his life a number of times when he stumbled into medusa's and basilisk's, but they also became his undoing when they prevented him from seeing the spiked pit they lay at his feet, the danger they were warning him about when they turned dark.

Darklenses invented by Hogan
(XP 800, GP 3100)

An object much appreciated by the races of the Underdark, especially the evil Drows who originally developed them, the Darklenses make the travels in the lands of light much easier to stand for creatures of darkness.
The lenses themselves is a pair of small circular objects made of something that resembles transparent obsidan. They will magically fit over the eyes of any humanoid creature from size S-L, provided they have ears to hold them with! Wearing the lenses will make the wearer seem to possess two dark reflecting holes where his eyes where supposed to be. The use of the Darklenses hinders in no way the use of normal vision, infravision, or other kinds of vision. The powers of the lenses lie in the fact that they will protect the wearer from any baneful light that would normally blind or hinder him/her. Hence they will provide immunities to the centering of a Light spell on the wearer eyes, and will allow light sensitive creatures such as Drows to suffer no penalties when under scorching sun or lightpowered spells and similar. Even sudden light given effect like the blinding rays of a Sunray spell, is kept at bay by the glasses.

Dust of Dispelling Invented by Hogan
(XP 600, GP 3200)

Dust of Dispelling is an almost liquid dust that has been put into similarities with the twinkling of stars. It is normally contained in a small sealed leather pouch. If the pouch is thrown at a target, there is a 40% chance that the throng will break, spilling its contents over the subject.
The Dust of Dispelling is created to be a very potent form of disenchantment. If poured over a creature or object, any and all enchantment lingering on the person is subjected to a Dispel Magic cast at 20th level of ability. This goes for enchantments of both negative and positive qualities, either granted by spells or from objects, although those that normally wouldn't be dispelled by a Dispel Magic, is left unaffected. Permanent magical effects from items worn or in touch with the subject, is rendered powerless for a one round duration, before they function again.
A whole pouch of the dispelling dust must be used on a subject in order to achieve the expected effect.

Ears of Elvenkin Invented by Hogan
(XP 650, GP 2200)

A pair of rubbery ears that resembles those of an Elf; when placed over the ears of a humanoid creature of size M or S, they will melt together with the ears making them impossible to recognize them as fakes.
Properly in place, the ears offers the racial potent hearing of the Elves, hence a standard check for hearing noises will be of 20% (DM's guide), unless already better. Also, if the wearer is a rogue, she will also receive the racial bonus of an Elf to her Detect Noise checks. The ears can be worn for as long as the user wants to. Users must, however, be aware of the fact that they might suffer from the prejustice many people harbor towards those of Elven blood.

Ever Filled Quiver Invented by Søren Surlykke

This quiver magically creates arrows out of thin air so that the user never will run out of arrows.
The Quiver looks like a standard quiver, except for the fact that it has a pocket on the side large enough to hold just one arrow. If an arrow is placed in the pocket, the quiver creates 20 duplicates, and places them in the main compartment. If the duplicates are removed from the quiver, they last for two minutes before vanishing in the thin air, and a new duplicate is created. If the "main" arrow is removed, all the duplicates disappear.

Essence of the Spirit Invented by Hogan

The Essence of the Spirit is a glass bottle containing a small portion of the Spirit of the islands of Sparta. It has for centuries been used by the druids of the islands who venerate the spirit to bring the spirit with them when one of the numbers for different reasons has to leave the island, and thereby the source of his or hers druidic magic, for a time.
Drawing a portion of the spirit is a task only for the High Druid of Sparta. During the night of the full moon, when the tide is at its highest, he fulfills his rituals and draws a part of the essence of the spirit to the bottle, which will stay there for infinity or until the bottle is opened or broken. Only one such bottle can be created each year, so they are carefully guarded by Druids until their use becomes imminent. This protectiveness is also due to the fact, that should such a bottle fall into evil hands, it can be used to greatly damage the spirit itself.
Opening or crushing the bottle releases the essence within, which will pour out. This will for a time give the spirit access to the area of its release, thereby making it possible for Spartanian Druids or others wearing a Robe of the Druid to use their powers as if within the spirits normally sphere of influence.
The essence will merge with the users of such druidic magic or items, and will allow them access to the powers for a timespan of 2 hours. After this, the essence will thin out and once again merge with the sprit of Sparta.

Executioner's Torque Invented by Hogan
(XP 2000, GP 11000)

An Executioner's Torque is made from a pure steel alloy with no decorations what so ever. It has a simple locking mechanism that, once closed, only can be opened again after the Torque has fulfilled its purpose.
As soon as the Torque is locked around the neck of a living being, a build up of force can be felt by the wearer as a tinkling around the neck, and in the end of the round following that in which the Torque was donned and locked, an almost impossible thin beam of force will for a split second fill the whole area inside the Torque. Not only will this effectively decapitate the wielder, regardless of protective enchantments and/or armors, but the force also serves to fuse the skin of the sliced area together, so the decapitation will be completely bloodless. The Executioner's Torque can only be used once a day, as it takes 24 hours to regain the necessary energy to perform its merciful duty.
The successfully casting of the spell of Dispel Magic will negate the powers of the Torque for 1d4 rounds. During this time, the Torque can be removed freely and even be put around the neck of another being, but if the Torque is locked and placed around the neck of a living being when the dispel wears out, the force take effect.
The Executioner's Torque was created by early Archmages from one of the floating cities of the Netheril empire, as a way to make an execution a clean and painful affair. Not as much for the victims sake, but more for the messy bloodshed that was prevented and for the decadent show the whole affair offered.

Eye of Lighting Invented by Hogan
(XP 2800, GP 9100)

An Eye of Lightning is an artificial ceramic eye, which closely resembles a real eye. Any creature who has completely lost an eye, or had it damaged to a degree where a Regeneration spell is the only option, can replace what's destroyed with an Eye of Lightning. The eye can magically change colour and appearance to match that of an existing eye and change it size to fit any creature. Hence the eye could be used by creatures ranging in sizes from a Giant to a Pixie without problems. What differ the eye from the normal(s) is its glassy sheen, which can easily be recognized up close (70% chance).
An Eye of Lightning will work as a normal eye, giving a normal vision that was lost with the destruction of the original eye. However it cannot confer other kinds of vision, so creatures using infravision and such cannot use it with their new eye and suffer a -2 penalty on actions in surroundings where their infravision is on.
Thrice a day, the Eye can unleash a lightning charge about 1 inch wide and with a range of 15 yards. The strike does 2d12 in damage but allows for a saving throw vs. spells for half damage.
Wearing the eye also confers a 20% magical resistance to all lighting based attacks upon the wearer.

Eyes of the Medusa Invented by Hogan
(XP 4500, GP 10500)

The Eyes of the Medusa is a pair of crystalline lenses made to fit over the eyes of a basic humanoid creature. Different from other pairs of magical lenses, the crystal of these is slightly greyish, and will tend to obscure vision beyond 15 feet. Object beyond a range of 30 feet will be seen as only a grey blur.
Those wearing the lenses can, by merely meeting the gaze of another creature, visit the effect an effect on it, which is much similar to that of a Medusa's gaze. When meeting the gaze of the wearer of the lenses, the subject must successfully make a saving throw vs. Petrification or turn instantly to stone along will all possessions.
As long as the user has the Eyes of the Medusa in place, everybody meeting his gaze is subject to their powers, no matter the will of the wearer who cannot control whom to effect and whom not to.
Should the eyes of the medusa happen to be donned in haste (in the middle of a combat situation for example), there is a 5% chance that one or both lenses are turned the wrong way. Should this happen, the wearer will instantly turn to stone, as if he has donned a pair of Eyes of Petrification.

Face of the Moon Invented by Hogan
(XP 1200, GP 9100)

Named so by the clergy of Selune, a Face of the Moon is a heavy gold coin marked with the lady's symbol. At night both sides will change to show the current face of a full moon, no matter what the current naturally face happens to be. The full moon of the coin will give away a light like moonshine in a 20 feet radius, bright enough to see by, but still letting the surroundings retain a shroud of mystic shadows.
Any lycanthrope caught in the moonshine of the coin, are without any saving throw allowed, forced to change into its full lycanthropic form. The change is permanent until sunrise, and as the coin also radiates a Protection from Lycanthropes, the transformed lycanthrope is forced outside the area of effect to stay there unless hostile actions is taken against it by creatures under the protection of the Face of the Moon.

Figure of Speech Invented by Hogan
(XP 1300, GP 3100)

The Figure of Speech is small figurine about 6 inches high, normally cut to resemble a royal herald, complete with feather-stucked cab and pompous vestment. All figures are cut from fine Chultean Teak, but only a few of them have been painted during the process of creation.
When a command word is spoken the figure comes to life, first flexing its arms, then retrieving and unfolding a scroll from its coat, and finally looking up on the one who spoke the word, waiting for the speech to deliver.
The figures power is to recite anything it is told by the one who gave the command word in whatever language its told to do it in. The speech will be delivered in a high speaking official fashion of a formal herald, and loud enough to be heard by anyone within 20 yards.
The figure of speech can convey up to 20 messages a day before it looses its voice. This will cause it to scowl at the user and then become inert for the next 24 hours.
The figure cannot confer magical spells through its speech, and a limited to languages spoken by intelligent creatures, that is, not animals and similar.

Flute of Flying Invented by Hogan
(1200 XP, 3000 GP)

The Flute of Flying is the invention of a genius bard who shared and equal love for music and adventure. The flute gave him many a great time, and carried him through a lot of daring adventures until the day where a Silence-spell caught him high above the Rift of the Damned and made a smashing end to his career. But his music and the design for the flute lived on, something, which have been treasured by many.
The Flute of Flying is a standard 7 holed flute, about 8 inches long. It is made from wood from the rare Elventree, treated with oils from the southern jungles, and imbued with small emeralds near the mouthpiece.
In order to use the Flute, a proficiency in the instrument is required. Otherwise it's not possible to access its magic. When playing on the flute, the player is able to control a power very a kind to the wizardly Fly-spell. As long as he keeps playing, he will be able to access that power and fly with a speed of 18 (B). Should he ever stop playing, the laws of gravity immediately takes effect and he will start to fall. The fall will continue until he either hits the ground, taking the appropriate damage, or starts playing again. The worst thing that could actually happen is what overcame the creator of the flute, having a Silence spell centred on oneself or the flute. With no means of continuing play, the descent is imminent.
After 3 turns of continued playing, a constitution check is required to keep on playing. For each turn afterwards, another check is required. One to two rounds are normally required to catch ones breath, then the player can pick up his tune again.

Foe of the Mint Invented by Hogan
(5.000 XP)

The Foe of the Mint is a small box-like object about 1'' * 5'' * 3''. It is made from polished dark wood with small metal ornaments. When opening the box, two small hollows can be seen, right next to each other, and about the size of a standard gold coin.
To make the box, a gold coin must lie in one of the hollows, the box must be closed and the command word spoken (about 25% of the times a Foe of the Mint is found, the word is engraved in the top of the boks). If not, the word must be found by other means, (an Identify spell will not reveal it). When the word is spoken, and the box opened once more, two coins will now lie within, identical right down to every scratch. It would take a professional mint-master to see that both of the coins weight slightly less than a standard coin of the same type.
The magic of the box peels some of the gold from the original coin, substituting it with a substance and weight of magic. Thereafter it makes an exact copy of the coin, using the gold just taken, and once more substituting the rest with magic. The magic substituting the hollowed out coins, makes them weight less than before, but besides this, they are perfectly normal coins to the naked eye.
Unfortunately both coins now radiate a faint glow of magic, and a carefully used spell can be used to trace the origins of the coins. A Dispel Magic, used on either of the coins, will immediately destroy the weighting magic, causing it to be easily recognized as a fake. Destroying the box will immediately remove all magic from all tampered coins, no matter where in the world.
Off course this object is highly illegal and any government will take great steps to find and punish the user and the creator. Because of the destruction of the coin's magic when the box is destroyed, very few governments will ever destroy a Foe of the Mint out of fear of destroying their whole economy. Instead they are hidden away and guarded more heavy than a king's daughter.

Fork of Throwing Invented by Banzo

The Fork of Throwing looks like a normal fork for roasting (about 10 inches), normally found in the kitchen, but a shining in a silvery hue, and has small blue runes engraved.
The history of creation this unique fork is unknown, but was used for the first time by the chef, Sinarius, when his inn was beset by thieves. The visitors to the inn could tell that he threw the fork after the leader of the thieves, who died with the fork deeply embedded in his chest. Since then, the fork has been known as "The Savior of the Chef".
The Fork of Throwing gives everybody with the cooking none-weapon proficiency, a +2 to hit and damage with the fork, plus their dex. bonus for missile attack, causing 1d4+2 in damage. Users without the cooking skill will not get the +2 bonus, but only the missile bonuses and only causing 1d4 in damage.

Glasses of Clairvoyance Invented by Hogan
(XP 1400, GP 5500)

Wearing these silver-inlaid glasses enables the wearer to mimic the effect of the 3rd level wizardly spell of Clairvoyance. When the wearer dons the glasses, he mentally picks a to him known spot which can be everywhere he wants, provided it is on the same plane and not protected against such intrusion. What the wearer sees in the glasses will be what he would see if he was standing in his chosen location, and since the glasses doesn't give any modification to vision with regard to darkness and such, he also sees exactly what he would normally see if he was there in person. Though the wearer cannot move without spoiling the effect, he can slowly turn around to see in an entire 360 degree spectrum. As with the spell, the use of the glasses creates a magical invisible sensor that can be detected and dispelled by the use of magic. While using the glasses, the user in naturally unable to see what's going around in his normal location. Removal of the Glasses ends the use for this time. The glasses can maximum be used for 3 turns in a row before the user receives such a headache that he must rest for the next 2 hours. Only four times a day it is possible to wear and use them.

Goblet of Death Invented by Søren Surlykke

This goblet is a non-magical item often created by barons and other nobles who want to have someone killed, but don't want to hire an assassin to do the job.
Inside the top of the goblet there is a hidden blade, and if one doesn't secure it, the blade slips out, just above where the throat of the drinker is situated, slices it, and slips back inside. This action will kill the victim unless he/she makes a successful saving throw vs. Breath weapon. If the victim suspected it to be a trap, he gets a +4 to his save.
If a thief examines the goblet, he automatically finds the blade. If the goblet was made to fool a thief, he has to make a successful find/remove traps roll.

Grapes of Wrath Invented by Hogan
(XP 300, GP 500)

The Grapes of Wrath resembles a normal cluster of grapes, greenish in color. A typical cluster contains 1d10 + 18 grapes.
When one of the Grapes of Wrath is swallowed, the eater will be taken by a sudden anger, which usually manifest in one way, he suddenly attacks the most hated of the persons in sight. Even if there are only two persons present, and the eater loves both, he will attack the one he likes least.
The effect will last for 10 rounds, in which the subject is immune to fear and emotion based spells and gets a -1 to his attack, because of his emotion-based way of attack. But he instead gets a +2 to damage, because of the strength his hate-filled state puts into his attacks.
Placing these grapes on the dinner tables of others, has always been a delightful act by the enemies of that household.

Harp of Chaos Invented by Hogan
(XP 700, GP 2900)

A Harp of Chaos is a rare object made from petrified, yet extremely durable larchwood, and stringed with impossible thin mithril strings.
Whenever the harp is used by a musician with proficiency in harp-play, it will create an effect on its surroundings much akin to that of the 1st level wizard spell, Melody of Chaos, with a 120 feet range. Those within range will either (50% chance for each) hear an inspiring tune giving them +1 to morale and attack, or a distracting noise causing a -1 penalty to both the before mentioned. This unpredictable effect will play its course for as long as the harp is played, affecting more people as they come within range of the music, leaving others as normal when they no longer are within its sphere of influence. It's possible to keep up a slow walk (movement 3) while playing the instrument.
The harp can maximum be played for 3 turns, and then its' strings must rest for an hour before the chaos can be enacted again. The period of rest is obligatory whenever a play is stopped, even if it only was played for a short time.
Once affected, a creature is stuck with the same effect for as long as the tune is played, even if it enter and leaves the area of effect, it will still be affected the same way when it returns.

Helping Hand Invented by Hogan
(XP 4000, GP 8700)

A Helping Hand most of all resembles a stuffed out white gentleman glove, but to those who happens to own it, its more like a familiar.
The Hand is gifted with a low (6-7) intelligence, which enables it to perform a lot of different tasks for its owner on its own…hand! When not given any orders, it tends to follow the ways of a domestic pet, following close in its owner's footsteps, always staying neat in case it is needed.
The hand can fly around with a movement rate of 9. It has 10 hp, a Thac0 of 19 and an AC of 8. It is immune to none-magical weapons and has furthermore a 40% magical resistance. It will be able to make a slapping attack for 1d3 in damage, but will be loath to do so if it's not in defend of its owner. Its mostly intended for performing tasks like fetching and such, but it can also be used as a advanced scout since it can be told to describe what it has seen by sign language if necessary. It cannot however, move itself father away from its owner than 70 yards.
For purposes of lifting, pushing and grabbling, the hand is considered to have a strength of 12. It is possible to catch the hand and keep it at bay by sheer force of strength. This requires a successful bare-handed attack, followed op by successful strength rolls against the strength of the hand for as long as the hold is kept.
The Helping Hand will stay with its owner for as long as he is alive or until given to another. If ever taken away by force, it will try by any means to get back to its owner, unless the ownership is dispelled by a Dispel Magic. Should the owner die, the Glove will wait for anyone else to come along and claim ownership.

Hilt of Conjuring Invented by Lasivian T. Dark

This Brass hilt has no normal blade, its blade is conjured by command (the command word can sometimes be found etched on the base of the hilt). When the command word is spoken the wielder must mentally envision the desired blade type and material, which will then magically appear on the hilt till the command word is once again spoken to cause the blade to vanish. The desired blade can be of any non-magical material, iron, steel, copper, gold, stone, etc... possibly at the dm's approval it could also be non-magical ice, fire, lava, possibly even gas should such a thing be desired. The form of the blade can be of any hilted weapon, sword, dagger, possibly even a mace or morning star (allow imaginative uses). Should the blade be broken in some way (accidental or intentional) the blade will vanish and the hilt will remain until used again

Ice Cubes Invented by Odwin "Odds" Bodkin

Typically 2d4 of these small (1 cubic inch) blue cubic crystals are found, neatly arranged in a soft, velvet-cushioned case.
They have been imbued with the magical property of quickly removing heat and feel cold to normal touch. They must be handled carefully since any surface impacted by one will instantly drop in temperature to 0 degrees F and be covered in a thin layer of ice.
The cubes must impact in order to release their magical energy; simply touching one will do nothing. Therefore, they are really considered hurled weapons (dexterity thus applies to the attack rolls).
One cube affects up to 125 cubic feet (5'x5'x5') of contiguous solid or liquid volume. Once the cold magic works over the entire volume of effect, it will freeze nothing else. Living creatures vulnerable to cold will freeze solid instantly if directly hit.
If thrown onto a surface that a creature is touching within the volume of effect (e.g., around the floor where a creature is standing), the creature is allowed a saving throw to avoid the "instant-freeze". A successful saving throw, means the creature completely broke contact with the affected surface just in time as it froze (e.g., they jumped up off the floor for a split second as it froze). A failed saving throw means the creature did not break contact in time and it suffers 2d8 cold damage.
Fire- and heat-loving creatures take on double damage. Creatures immune to cold-based attacks are not affects by these cubes.

Identifying Mirror Invented by Hogan
(XP 2500, GP 8000)

An Identifying Mirror appears as pure and unbreakable glass surface in a gold inlaid silver holster. The back of the mirror is adorned with magical runes with praises to the goddess of Mystra and her ability to penetrate the veil and reveal the mysteries of magic. Among the runes the command word for the mirror can also be found.
The powers of such a mirror lies in its ability to identify magical items as per the spell of Identify. If the item is mirrored in the mirror and the command word is spoken, the mirror's surface will shimmer for a moment, and then show the items full powers, command words etc. in stylish ancient writing. True this information might be, the mirror can only copy the powers of the Identify spell, and is therefore unable to reveal the secrets of items which is proof to such spells, and will even reveal false information if the spell would have done so.
The mirror has 4d4 charges, and each use of its powers, no matter how much is revealed, drains one charge. When the last charge is spend, the mirror cracks and is rendered unusable. The mirror cannot be recharged.

Invisibility Sheath Invented by Hogan
(XP 800, GP 3000)

An invisibility Sheath is a sword sheath that comes in many different sizes, depending on what kind of sword is was made for. The magic of the sheath is such, that when a proper sword is sheathed, both the sword and the sheath turns invisible to the eyes of everyone but the wearer of the sheath. As with the spell, the invisibility is effective against any normal kind of vision, including Infravision, but both sheath and weapon can be detected by spells that can foil invisibility. When the sheathed weapon is drawn, the sheath becomes visible again.
To see what kind of sheath is found, consult the table below:

D100	Blade to fit
01-45	Long Sword, Broad Sword
46-55	Knife
56-65	Dagger
66-75	Short Sword
76-85	Bastard Sword
85-90	Claymore, Great Sword
91-95	Two Handed Sword (made to be fitted to the back of the wearer)
96-00	Any other kind of sword (DM's choice)
Lenses of Light Invented by Hogan
(XP 1000, GP 5400)

These two small lenses are enchanted with a permanent and modified version of the Light spell. They will allow the wearer to see perfectly in both normal and magical darkness, as though a Light spell has been cast. The view will extend to a range of 10 yards in the users direction of view, but everything behind that point will only be seen as good as it would normally be possible under the given circumstances.
Prolonged use can be dangerous for the user. If the lenses are worn for more than 12 hours in a row, without the user having his eyes rest for at least a 2-hour period, there is a 30% chance that the user will go blind. This is due to the amount of light his eyes receive at short hold. For any 6 hours period after the initial 12, this chance will be increased with a cumulative 10%, and the period of needed rest is extended with 1 hour.
Both of the lenses must be worn in order to achieve any kind of effect.

Lenses of Magical Detection Invented By Hogan
(1100 XP)

By the first look, these lenses look like a normal pair, but when worn, they give the wearer the ability to see the magical auras of items, spells, wizards and magical monsters, just as per the Detect Magic spell.
The brightness of the auras seen, tells the power of the magic being active ( an aura of a +3 sword is more bright than that of a +1 sword, and a Wizard of 12th level, radiates more power than that of a 4th level ).
Things or beings with incredible high magical power, like the avatar of a god, an archmage or a Holy Avenger sword, can radiate an aura so bright, that the wearer of the lenses must make a saving throw vs. Spells or be blinded for 1d12 rounds, before he is able to see again.
When wearing the lenses in areas with high magical radiation, it can be very difficult to tell the different areas from each other, so travelling can be one heck of a problem !
In order to make the lenses function, both lenses must be worn by the same person.

Lightning Needle Invented by Hogan
(XP 1200, GP 4800)

Small and steel grey, a Lightning Needle resembles a normal sewing tool except that it radiates magic of the Evocation school if detected for.
The Needle is designed to draw in and absorb any lightning based attacks or effects launched or centred within a 20 yards range. Once lightning is absorbed, it is immediately being redirected through the nearest object in touch with the needle in order to avoid an overload of electricity. For this reason, the needle is mostly placed in the ground as a part of a pre prepared battle area, this way the lightning is channelled into the ground without any effect to the surroundings. Should the needle happen to be in contact with a living body when channelling the electricity away, the body will take the full damage (with the appropriate saving throw for ½ damage).
In order to activate the Needle, a steel tread is attached through its eye. As long as the tread stays attached, the needle will continue to take in lightning. Should the Needle at any point absorb and redirect more than 100 hp of electricity in a single round, it will overload and dissolve.
The Lightning Needle has been known to be used as a trademark by a group of seamstresses when they wanted to get revenge at customers who had cheated a member for her payment. The customer's next or kin usually found the Needle in the remains of the customer after the last thunderstorm had passed.

Locking Handle Invented by Hogan
(XP 1000, GP 4500)

Looks like an ordinary polished wooden handle, but if placed against the surface of a standard human-sized door (no gates, portals or double doors), and a command word is spoken, it will attach itself to the door. One turn of the handle and the door will be wizard locked as per the spell. Another turn and it will also be enchanted with the wizardly version of the Fire Trap spell as if cast by a 10th level caster. Passwords for the avoidance of both spells are determined by the one who turns the handle. A second uttering of the command word will cause the Handle to detach itself, leaving any enchantments on the door for the next 20 hours. The Handle is from new charged with 80+2d10 charges, but cannot be recharged once emptied.

Loving Libram of Protection Invented by Hogan

The Loving Libram of Protection is a unique and massive tome about 2' x 1' and almost 4 inches thick. It is bound in soft scarlet leather with rosebuds engraved on its cover. The book itself contains more than 200 pages, covered with poems of love. The contents of these poems seem to constantly change, old ones cease to exist and new ones pub up at random. Sages speculate that the new poems are magically added as they are created around the Multiverse. Those poems that are considered old and inadequate by the book are similarly removed. The contents can be read by anyone, even those who are barely able to read just one kind of script, as the words magically change to be understood.
Reading the poems aloud to a member of the opposite sex, will raise the readers charisma with 5 points in the eyes of the listeners for the next 48 hours as the words of love slowly dwindles away. It takes nearly 8 rounds to finish reading enough poems to create the effect, and it only works on members of the opposite sex that has been there for the whole session.
As the Libram is written as the greatest gift the wizard Amrukaning could offer to his love, the fair princess Gildakin, the Libram is infused with the very power of love itself! In fact, the Libram can be hold and used as a shield that will absorb and cancel any spell or magical effect directed at the holder. Area of effect spells, like Fireball that is not directly centred on the caster, is not absorbed, but the holder of the Libram is given a +4 bonus to any saving throw. Any bonuses though, are only rewarded if the holder has the Libram in his bare hands and does not take part in any hostile actions, as the protection of love is not given to those who make war.

Lyre of Suffering Invented by Hogan
(XP 3500, GP 12300)

Definitely not an instrument to be used for a public concert, a Lyre of Suffering is considered something a kind to a holy artifact by most Wolfweres, and it is probably among them the first of its kind was created!
At first glance the Lyre seems to be a standard musical instrument, though finely crafted and gold-inlaid. But beauty deceives! The Lyre is fabricated to produce tunes that causes deep suffering to any but the wearer who is within a 20 yards range when it is played.
One of the following effects can be achieved each round, but each one requires a successful Musical Instrument proficiency check with the lyre to fulfill. Two checks with a -2 penalty to each is required if the player tries to achieve two effects at the same time.
The possible effects are as follows:

  1. A high-pitched tune loaded with magic that causes an effect similar to Cause Light Wounds (1d8) plus the player's proficiency modifier, in internal pain to everyone listening, unless a saving throw is made. The pain will not be able to kill them, and will reduce them to a minimum of 1 hp. A Successful save causes only half damage. his tune can only be played once each turn.
  2. A nerve-splitting sound that causes all within range to automatically fail their spells, and/or suffer -3 to attacks rolls, ability checks and similar due to lack of concentration for as long as the tune is played. This tune can only be played twice each turn.
  3. A mind-numbering tune that causes a 3 point drop in intelligence to anyone within range for as long as it is played.
  4. A stamina-shattering tune which sends the whole nerve system of listeners in chock, lowering their body's constitution with 3 points for as long as it is played.
Victims forced (chained or likewise, but able to move around, fighting etc.) to listen to a complete piece of music played out on the lyre (require a successful proficiency check at -4, and takes about 5 rounds to play), causes the victim to take a total of 2d20 in pain-wrecking damage and acquire the permanent effects of a Feeblemind spell, plus a permanent reduction of Constitution with 4 point. The latter can only be removed by a combined casting of both a Heal spell, immediately followed by a Remove Curse cast at least at 10th level of ability. This can be done any amount of time after the effect took hold.
Playing the lyre has an initiative modifier of 3, but only when a new tune is tried in the beginning of a new round. Tunes carried on from the round before automatically gains initiative.
The Lyre can maximum be played for 10 rounds in a row. After this, the player must have a 2 round rest before he can play it again.

Monocle of Dispelling Invented by Hogan
(XP 2000, GP 10400)

Placing the Monocle of Dispelling in either eye socket, will grant the user a dispelling view, much like that of a Beholder. When the user activates the power of the monocle, a visible thin red haze will fill the area in a 60 degree arc in front of the user, and reaching a distance of up to 90 feet (the distance can be shortened down to a minimum of 10 feet at the will of the user). Those caught within the affected area will be unable to work any magic, and spells cast outside the area but passing through, will also be negated. Spells already cast will be dispelled when the red haze settle around the target, but permanent magical effects and effects from magical items will only be negated for as long as they are within the area.
When performing the gazing, the user must concentrate and stay motionless. Therefore no other action is possible and the user looses all benefits of having a high dexterity.
The unstable placement of the monocle is highly sustensible to sudden push and likewise, therefore, each time the user is hit by a damage giving physical attack (also counting violent spells like Lightning bolt and likewise), there is a flat 25% chance that the monocle will fall out of the eye socket, having a further 10% chance of breaking when hitting the ground. Luckily, roughly 75% of the Monocles found are equipped with a small string to be attached behind the ear. This will not prevent the Monocle from falling out, but will be preventing it from falling far.

Navigator's Head Invented by Hogan

A Navigator's Head is a grizzly tool normally only found on partly savage islands on the edge of civilization. The tool is, unfortunately, what its name indicates, the mummified head of an experienced (having a high score in the Navigation and Direction Sense none-weapon proficiencies) ship-navigator!
This bizarre instrument is able to guide its holder across oceans by giving correct directions to the stearman, or guiding a wielder through the tunnels of the Underdark without a wrong turn. As it is not foiled by neither magic nor elements, so places such as labyrinths are no blockade to it, and the spell of Maze will have no effect either.
The head will always be helpful and its directions always correct, although it's cursed existence causes it to complain and grumble while giving away the information. If a Dispel Magic is successfully cast upon the head, it will become freewilled for a duration of 1d6 turns, allowing it to bring woe to its tormenters (which currently is the one carrying it), and perhaps its own destruction and relief.
The process of creating a Navigator's Head is, as far as expert in the necromantic arts are concerned, only known by a few isolated voodoo-practicers in faraway swamps. The process involves using spells and voodoo-herbalism on the head, then to cut if of from the body while its owner is still alive. Charms and other magic will create a servile intelligent guide for use in dark swamps, on open water or in dungeons deep below the surface of the earth.
The unwilling soul who donated the head for the unjust cause can only be freed by casting a Remove Curse on the head, followed by at least a Limited Wish.
Bizarre as it might be, a Navigator's Head has become a favorite tool of seagoing Necromancers and Liches.

Purse of Endowment Invented by Johnny Bremer
(1,000 XP, 2000 GP)

This item resembles a small richly embroided purse, which when emptied, will generate a small amount of silver coins equal to those which was just taken out of it. If there are ever put anything else into the purse it will destroy the magic, and it will no more be able to produce coins.
When found, there are 1d6 coins within it. When the last coin is taken out, it will produce another 1d6 coins. The purse is made of black leather and has a silvery lion embroidery on the front of the purse. It has a red string of silk to close it with.

Quill of Dictation Invented by Søren Surlykke

Looking like a goose feather, but made entirely of gold, this quill, like its cousin, the Quill of Writing, can't be used for ANY kind of combat, but only for writing purposes.
The Quill of Dictation will write down anything that is said within 10 feet exactly as it is spoken.
Note that if any spells are cast within the 10 feet radius, the quill will write down the verbal components (if any).
This can then be used to identify the spell if a spellcraft check with a -4 modifier is made.

Quill of Writing Invented by Søren Surlykke
(3.000 XP)

A Quill of Writing looks like a normal swan-feather, only it is made of a soft silvery metal.
A Quill of Writing doesn't give ANY bonuses to any form of combat, it can only be used to...yes you guessed it, writing !
The quill gives a halved writing time if a mage wants to write a spell in his spellbook, and it also gives a halved research time if one wants to make a new spell.

Regenerative Bandage Invented by Hogan
(XP 2000, GP 9600)

The Bandage is a finely woven piece of cloth, made from light Elven material end embroidered with almost invisible runes dedicating the work to the Elven God of Labelas Noreth, the God of Longevity.
When the bandage is applied to a wound that is the bleeding remains of a severed member, the healing magic stored in the bandage will flow into the wound, and within one turn the lost member will be completely regenerated into an identical copy of the missing limb. The Bandage can also be used to hold the flow of blood from other wounds, just like a standard bandage, but only when it is attached to a wound that requires regeneration, its powers will be activated.
The Bandage is only able to regenerate limbs, not restore life. So regenerating a severed head will still not bring the headless person back to life… unless we are talking about one of those rare people who can do without their head!
The regenerative powers of the Bandage are only useable once, though it can still be used as a normal bandage afterwards if necessary.

Saddle of Fire Protection Invented by Thampion

This unique Saddle was made for an experienced Husar that was tired of the fact that his special horses quite often were slain by Fireballs cast by both enemies and his lousy companions who didn't know how to cast their spells in a proper way! He found a wizard that for a large amount of money were willing to make the Saddle for him.
The Saddle makes the horse immune to all normal fires like a campfire, a burning house (if the roof collapses, the horse still take damage from the falling wood) etc. If the horse is attacked by magical fire like Burning Hands, Fireball and dragon breath, the saddle absorbs the first 20 points of damage each day. If the total amount of damage is greater than 20, the horse gets +2 to the saving throw for half damage for the rest of damage.
The Husar and the wizard later found out that the saddle also, to some degree, protects the rider sitting in the saddle. He will get the +2 to saving throw vs. fire based attacks.

Saddle of Riding Skill Invented by Hogan
(XP 900, GP 3500)

Anyone riding a mount with a saddle of Riding Skill strapped on its back is considered to be a master rider with the none-weapon proficiency of riding air/land (depending on the type of mount) with a further +2 bonus. Those who already know the proficiency still benefit from the bonus.
The bonus and granted proficiency is only in effect as long as the rider is actually in contact with the saddle. Should the rider ever leave the saddle for more than a brief second, he will be without the benefits.
A Saddle of Riding Skill not only fits all normal breeds of horses, but also fantasy species like Unicorns, Pegasi and Unisus'.
Users of the Saddle should note, that among the nomadic and more horse-orientated tribes, such equipment is highly frowned upon, and the consequences are dire, if ever caught with the saddle during a race or similar performance of riding skill.

Satchel of Nourishment Invented by Hogan
(XP 1000, GP 4400)

The Satchel of Nourishment is a medium sack that each day magically will provide adequate food and drink of up to 5 people. The food produced is basically standard travel rations and water that, although nourishing, definitely is no challenge to the taste buds.
As the satchel is only designed to magically produce food and store other kinds of foodstuff, there is a daily 25% chance for each none edible item (from 2 gp and up) that has been placed in the back, that it will be completely absorbed by the back. The good thing about this, that next time a meal is produced, it will be of fine quality fit for a landlord, with wine as refresher.

Scabbard of Holding Invented by Hogan
(XP 1000, GP 5000)

A leather-bound scabbard that holds more than it seems, in fact it functions much like a Bag of Holding with regards to swords. Any sword (from as large as a Two-Handed to as small as a Dagger) placed at the scabbard's opening, will be transferred to a holding space that will be able to hold an unlimited number of weapons. Merely thinking of any particular stored weapon while reaching for the scabbard, will produce the wanted weapon in the wielder of the scabbard's hand.
Destroying the scabbard destroys the enchantment and immediately causes all weapons to reappear around the wielder.
No matter how many weapons it has stored, the scabbard will always appear to be empty.

Sesame Handle Invented by Hogan
(XP 1300, GP 2500)

A Sesame Handle is a beautifully crafted and smoothly polished mahogany handle that could have come from a door in a royal bedchamber.
Using the handle requires the owner to place it on a door next to an existing handle or, if no handle is present, where a handle normally would be. By saying the command work of "Sesame", the handle will stick to the door, ready for use. By turning the handle the door is targeted by a force similar to that of the wizardly Knock spell, effectively opening it. If the door is multiply barred or locked, each turn of the handle will give the Knock-effect until the door finally opens. The uttering of the word "Sesame" a second time, enables the user to retrieve the handle.
The opening effect of the handle equals that of a 3rd level wizards, hence only doors of standard human size or less can be affected. The Sesame Handle can be used a maximum number of ten times a day.
Each time the handle is used, there is a 2% chance (not cumulative) that the handle becomes stuck to the door permanently, and nothing shot of a Dispel Magic cast at 11th level ability can remove it and still letting it keep its magical properties.

Shadow Box Invented by Johnny Bremer
(2,000 XP)

This little box is made of onyx-plates held together with silver framework. It contains a Shadow Monster (as described in the monstrous compendiums) that when the box is opened, will creep out and attack any enemies of the holder of the box. If the monster is ever killed, the box will remain empty. If the monster is able to slay the opponent it will crawl back into the box and the lid will close.

The Shepherd of Love Invented by Dice & Hogan

Shepherds of Love are red roses coming from a unique bush that only blossoms once a year, and then only with one stalk. The bush seems to grow a new place each year, and then only a place where tears of love has been spilled recently. The bush will bear its rose for 6 days, before both the rose and the bush wither away. However, is the rose first taken, it will last infinite, as long as it doesn't come in contact with any kind of blood. This will cause the rose to decay immediately.
A person picking up such a rose will feel a deep and sincere love to the first person of the other sex he or she encounters. The love will be in place for as long as the rose is carried, and only after the rose has been carried for more than a year, and the love isn't returned, will the wearer notice that something is guiding his actions and can take steps to remove the curse of the rose (if he/she chooses to). This requires a Dispel Magic cast by at least a 12th level spellcaster, or by a priest of the Goddess of Love. Such an action that succeeds will cause the rose to wither away.
Before a year has passed, nothing can cause the wielder to let go of the rose, as it is considered a token of the wielder's beloved, even if the love isn't returned.
The only way to carry a Shepherd of Love without falling under it's effects is either to be unable to love (certain mindless undeads for example!), or carry protecting or dampening magic.

Spheres of Blasting Invented by Johnny Bremer
(1.000 XP per sphere)

These small spheres are actually the equivalent of fireballs trapped inside crystal balls. When broken, the sphere will explode in a ball of fire within an area of 20-foot radius and deliver 5d6 point of damage. The spheres are 4 inches in diameter and filled with a red/yellow glow resembling flames burning within the sphere. The sphere isn't warm, and can be held without fear of burns. They are usually found in a box containing 1d4 spheres.

Sphere of Negation Invented by Mestoph

This large ball of blue crystal is decorated with bands of gold, and studded with various gems. Actually this isn't a magical item, rather anti-magical. By coincidence a dead magic area has been
centered on the orb, which now radiates this aura in a 20' radius. This makes spellcasting and magic impossible within the area.
The only disadvantage of this shield is its size. It weights 80 lbs. and is as bulky, as it is helpful.

Starbrow Invented by Hogan
(2,000 XP, 4500 GP)

The Starbrow is a starshaped medallion which is placed on a persons brow, where it will attach itself, only to be removed by the wielder himself or by force (in this case, the wielder takes 1d4 in damage).
While wearing the Starbrow, the wielder can, by concentrating and closing his eyes, expand his vision to be able to see into more dimensions than the human eye normally does. Hence he will be able to see into the etheral plane, to locate objects and/or creatures nearby, as surely as they were on the material plane. He will also be able to see people or objects made invisible either by magical or psionic abilities, and will be able to see the silvery thread, which stretches from people travelling by the Astral plane. The Starbrow also gives of a light, which will remove the darkness in front of the wearer, making night into day at a range of 30 yards.
Once attached to the brow of a person, the star is not notable by most people, only those with a wisdom score of 16 or higher will be able to see the star.
The Starbrow can be used infinitely, but only as long as the wearer keeps his concentration. Casting of spells with a casting time no higher than 3 is possible, and so is normal movement. Taking damage or trying to cast spells which requires more concentration, turns off the Starbrow but its use can be resumed immediately afterwards.
The Star was invented by the Human Priest known as Mit Ray, who's research into the spiritual world of higher enlightment are highly regarded by monks and others who's work focus on concentration and spiritual enlightment.

Sword-Bracelets Invented by Søren Surlykke

Sword-bracelets is a pair of bracelets and a sword, enchanted in such a way that when the sword is put with the hilt next to the bracelets, and a command word is said, the sword will shrink until it is completely gone. At that time, the only thing left to see of the sword, is a drawing of it on the hilt of the bracelets. When another command word is spoken the sword will reappear in one of the hands which arm is covered by one of the bracelets.
In addition, some of the bracelets also work as Rings of Protection, and some of the swords may also contain some magical plusses or even be special weapon, such as a Vorpal Sword, or a Luckblade. The chances for such a situation is given below:

1d100	Bracelets	Weapon
1-50	None		None
51-60	+1		None
61-63	+2		None
64-67	None		+1
68-70	+1		+1
71-73	+2		+1
74-76	None		+2
77-79	+1		+2
80-82	+2		+2
83-85	None		+3
86-88	+1		+3
89-91	+2		+3
92-94	None		Special Weapon
95-97	+1		Special Weapon
98-00	+2		Special Weapon
Tent of Extradimensionality Invented by Hogan
(XP 1800, GP 8000)

From the outside, and at most time from the inside also, this tent seems like a standard tent, fitting for four persons, although it is made from canvas of extremely good quality.
No special thing about the tent is revealed to the naked eye. It is carried, set up and in any way handled as any other tent would be. It is not before the opening flap of the tent is closed and secured that something takes place. At this point the tent itself and everything inside is transferred to an extradimensional pocket, much similar to that created by the Rope Trick spell, with the difference that time takes place here as it does in the real world. Once activated, the inside of the tent will become stiff and unyielding. To everybody outside the tent would seem to have disappeared in thin air.
The tent can maximum stay closed for 12 hours. After that it automatically reappears where it disappeared. The same thing happens when the flap is opened again. Once the tent has reappeared, it cannot be activated for another 12 hours.
Should the tent be damaged with a sharp instrument, it is ruined and will reappear if it was activated. Only the spell of Mending is capable of restoring the tent to a useable function.
A warning about the tent tells a tale of a Ranger who went to sleep in one of these, just to wake up and reappearing in the middle of an orcish army who happened to having camped the same place he had while he where away in the tent.

Te-Waza Invented by Søren Surlykke

This Powder, which comes in many different colors does, at first glance, not look like a threat but in the right hands it becomes a deadly weapon.
As Te-Waza is a powder, you can put in on and off as you like, the only exception is the black powder, as it is cursed. When the Te-waza powder is applied, the only sure sign that it is in use, is that the hands of the person who applies the powder, are dyed in the color of the corresponding powder.
Depending on its color this magical powder has several different powers:

Color:		Power:
White:		Hands will work as Daggers +4, Defender
Red:		Hands will work as Daggers +2, +4 Vs coldbased
Blue:		Hands will work as Daggers +2, +4 Vs heatbased
Black:		Hands will work as Knives -1, Cursed
Yellow:		Hands will work as Daggers of Venom
Silver:		Hands work as Shortswords +1, Hasted (as spell)
Gold		Hands work as Shortswords +1, double Hasted (as spell)
Green		User is able to cast Cure Light Wounds 3/day with his bare hands.
The powder will work for 12 hours unless removed by washing hands (except with the black ones).
Each found back of powder contains enough for 1d4 uses.
As some powders are more powerful than others they require higher levels to create:
Color:		Level required:
White:		13th
Red:		12th
Blue:		12th
Black:		10th
Yellow:		13th
Silver:		16th
Gold:		18th
Green		14th (Priest)
The level is for wizards, the only exception is the green. It takes a priest to create a green Te-waza.

Thieves' Picks of Perfect Performance Invented by Corbien

These picks are of the finest quality and if a thief ever comes within 10 yards of their place of rest, he will feel himself drawn to their hiding place. When he finds them and lie his eyes on them he is unable to resist taking (stealing) them, no matter who they belong to. This special attraction is nullified as long as the picks are in the personal possession of a thief, but if he puts them away for just a short time, other thieves are once more drawn towards them.
The picks are created magically and will give the thief a +10% bonus on his Open Locks ability. Furthermore they are able to open magical made and sealed locks (The kind of lock the picks are able to unlock and their difficultness should be determined by the DM).
Note: The Picks are only usable by thieves.

Today's Catch Invented by Hogan

Today's Catch is the nickname for a unique net, about 12' times 12', woven by a ranger turned wizard, who couldn't give up his love for fresh-caught trout, even if his study of magic took up most of his time. Although his time was short, he still managed to get his fresh and favorite fare with the help of this net, all awhile still climbing the steps of magic.
The net itself is woven from different fibres of sea-weed, magically strengthened and enchanted to be attracting to any fish nearby, drawing them into its clutches. Anyone using the net for the fishing, gains a +5 bonus to any use of the none-weapon proficiency of fishing. Those without the proficiency are allowed to use the net as if they had the proficiency.
As the wizard's hideout was located in a remote and wild area, an area he had to travel to reach his favorite fishing spot, he saw the idea of extra protection on his fishing trips. Therefore the net is also enchanted so it can be used as a +1 weapon if need be.

Tome of Shadows Invented by Johnny Bremer
(1.000 XP)

This large tome contains the description of over 100 of the most known shadowforms. Within its pages you will find everything an adventurer would like to know about shadows and how to prepare for battle against these dark beasts. The tome is about 20 inches high and wide and about 3 inches thick. It is wrapped in dark red leather and has a frame of bronze.

Vision's Half-mask Invented by Hogan

Vision's Half-Mask is a unique white porcelain half-mask, created to cover the left side of a humanoid head (it shrinks and bends to fit any head perfectly, be it the one of a pixie or a giant). When worn, a small slit covers the place of the left eye, but in no way it hinders any kind of vision, actually providing a few more interesting effects.
When worn, the mask can confer either X-ray vision or Ultravision to its wearer at his own decision, allowing him to see either through other materials as per the spell, or see into complete darkness as it was brought daylight. Only one special vision can be used at a time and furthermore the effects can only visited when the right eye are closed! As a result, all actions partaken while making use of the enhanced vision are only made in 2D! However, the closing of the right eye will provide the masks wearer with a superior sharp aim, basically adding a +3 bonus to any attack with a missile weapon, without any penalties for 2D vision!
However effective the mask's powers of vision are, they are not the true purpose behind its creation. Its true power lies in its ability to substitute for loss of vision in the left eye, either due to magic, defect at birth of forcefully removal. Whenever the mask is donned, the wearer will see normally as if he still had the use of both his eyes, hence no penalties for loss of 3D vision is applied, and the substituted vision provided will be as good as the right eye, therefore inborn modes of vision, such as infravision, is also applied.
Whenever the mask is worn, no lenses or similar can be used.
The Half-Mask was created by a Dwarven Priest of Abbathor who worked hard for the retrieval of the vision on his left eye, lost to the cutting edge of a Drow blade. His research became his obsession, and he took the name of Vision as he after more than a decade put the last polishing into the mask, which not only gave him back his lost vision, but also a few other effective powers fro use in his career in the name of greed!

Weird Bottle Invented by Hogan
(XP 3000, GP 14000)

When this steel-bottle is uncorked/broken, a phantasmal image, featuring the most feared enemy of the closest creature within 5 yards, will be released, forcing the creature into an imaginary battle against it, as per. the 9th level Weird spell. If none are within range, the image quickly fades away and the effect is lost.
A saving throw vs. spells is allowed with a -4 penalty in order to avoid the initiating attack and repel the image, but as per the spell, the creature will still be paralyzed with shock for a full round and suffer the loss of 1d4 strength points for 1 turn due to seeing her most feared enemy suddenly materialize in front of her.
If unsuccessful with the saving throw, the target must face its opponent in battle as per the spell, but the effect dissipates after 10 rounds of imaginary battle-time, which is only 1 round in real time. To onlookers, it will look like the victim suddenly goes mad, fighting imaginary enemies and then, perhaps, suddenly drop dead.

Wheel of Fortune Invented by Hogan

A Wheel of Fortune looks exactly like any other old used wagon wheel, about 3 feet across. However, it radiates a strong scent of magic that will be obvious to all magic-users who merely touches the wheel.
The Wheel of Fortune can, if placed as a normal wheel on the wagon of a travelling merchant, cause all his wares sold form the wagon to command top prices from the local customers. It simply convinces them mentally, that his wares are top quality and that they need it badly and it is well worth the price.
However, the wheels major power is to locate hidden treasures for its user. If carried to the top of the hill and then rolled down, the wheel will, if there are a treasure of at least 10.000 gp worth of valuables within range (100 yards), take on a silvery hue and start humming while its turns. The wheel will continue directly towards the treasure, stopping as close as possible to its location. If no treasure is in range, the wheel stops when it runs out of momentum.
The wheel is imbued with the power to find and locate 10 treasures; each treasure found is a countdown towards the end of the wheel. When the last treasure has been located, the wheel crumbles to a golden dust, worth 13 gp but probably a lot more to an experienced alchemist.
To find out how many treasures left in a found a Wheel of Fortune, roll 1d10 and consult the dice.

Whistle of Deafness Invented by Hogan
(XP 900, GP 4900)

Blowing this whistle creates an extremely high-pitched sound that deafens anyone within 15 yards with inadequate protection gear (anything short of putting wax or two fingers in the ears or be under the effect of a Silence spell), except for the one person blowing the whistle.
The effect wears of within 2 turns, but before that, those affected are considered under a spell of Deafness, hence they have a -1 to any and all surprise rolls and spellcasters has a 20% chance to fumble in spells with verbal components.
The whistle can only be used a maximum of 4 times in any 24 hour period. Should the whistle be used a fifth time during such, the instrument will backfire and permanently deafen the user. Spell like Dispel Magic however, will be able to restore the sense of hearing without difficulty.

Whistle of Time Invented by Hogan

The Whistle of Time is an ancient and unique item that is said to have been created by a Chronomancer, Barek Riverfire, but stolen and used by the notorious and powerful rogue Bruno Tiefgold. His repeatedly use of the whistle to obtain wealth made him quickly the wealthiest thief of his era, but as Barek caught up upon him the resulting flare apparently spelled the demise of Bruno, Barek and the Whistle, but at least two of them has been seen since then.
Blowing the whistle creates an effect much akin to that of the powerful Time-Stop spell. It totally stops time for 3 rounds (which seems only as 1 round to outside forces), in which the whistler can do want he wants as he is the only one not affected by its' magic.
The whistle can be blown a maximum of 5 times a day, but for each blow the caster's constitution will be lowered by 2 points, as the whistle draws upon his strength to halt the flow of time. A full days rest (24 hours) is required to regain lost constitution. Should the constitution ever reach 0, the owner of the whistle will nor be able to blow the whistle again before the required rest has been gained, and he will loose 1 point of constitution permanently.