Custom Magic Items

Items: Artifacts:

Abyssal Token

Amongst the depraved cults that worship demons from the Abyss, this item is their most sacred relic. There are many such things scattered throughout the worlds, but each has a similar appearance. The Abyssal Token is small amulet, like the good luck charms common amongst hedge witches and other pagans. Hung on a leather thong, it is a small almost-perfect sphere of reddish ceramic material. Despite its apparent fragility, the token is almost impossible to destroy by nonmagical means. If examined carefully, a small seam will be noted along one side of the token's surface (its "eyelid").

Most of these tokens will be passed along as minor trinkets or good luck charms for years, passing hands between those who have little understanding of their true purpose. Knowledge of their function is restricted to esoteric circles of demonic worship, making it easy for them to be unwittingly carried around the multiverse. Their true function is revealed, however, only when their owner is thrust into a situation of utter and abject defeat; when their human limitations hold them back from their most ardent desire and they feel completely and utterly hopeless.

In the face of such emotions, the token activates - the "eyelid" opens, revealing a blood-red eye. Once triggered, it has the power to transport the wielder into the Abyss temporarily, where they are given an audience with the demonic lord responsible for its creation. The demon lord in question usually attempts to hide their true nature, sometimes presenting themselves as an angel or as a benevolent spirit. They will offer freely the power to achieve their ends, requiring a sacrifice of someone they hold dear in exchange. The sacrifice must be nearby before the token can trigger, regardless of the wielder's desire.

If the token's wielder agrees, the bargain is struck and their alignment chages to Chaotic Evil. From that moment forward, the wielder possesses all of the resistances and abilities common to all Tanar'ri. They gain other powers besides, which are not immediately apparent. In truth, their former human body is now just a shell over the demonic hybrid that they have now become. Their human body wounds normally, retaining its hit points: however, if wounded to the point of death, the cambion form that lurks beneath is revealed and their human shape is discarded. Continued wounds only make their form more inhuman and more powerful: only the separation of the head from the rest of the body can stop this, and only destruction of the head (by crushing, fire or similar means) will permanently kill them.

The purpose of the Abyssal Token is simple: to create "Scions of the Abyss" on the Material World. By corrupting humans to evil and bestowing them with great power, they increase the sum total of misery, fearfulness and blood-mindedness in the multiverse - and thus guarantee a steady supply of souls to the Abyss.

Ahriman, Bringer of Sleep

A creation of the Duergar, the dagger Ahriman is an evil spirit bound into the form of a weapon. Ahriman delights in misery and destruction of all kinds, though he has no problems being wielded by anyone of any alignment so long as he is used for killing. He is insistent and vocal in his desire to bring death to living beings. The type of murder he finds most delicious is the murder of sleeping or otherwise helpless beings, and the special ability of the blade is geared towards this end. On occasions where he takes control of his wielder, it will usually be to kill a helpless enemy, particularly one that has been put to sleep by his own ability - he will always attempt a Personality Test to force his wielder to kill an enemy that has been knocked unconscious by his ability, though in the case of a more evil or impressive wielder he is usually willing to trust in their judgement in the knowledge that the killing will come in time.

Ahriman functions as a +1 dagger in every way, but with a special ability: every time he draws blood, the wounded must make a saving throw vs. spell or fall asleep for 1d4 rounds.

Intelligent Dagger +1
Speed 1
Chaotic Evil
Telepathy w/ Wielder
Speech (Wielder's Native Tongue, Dwarvish, Abyssal)
INT 14, WIS 8, CHA 12
Ego Score: 12
Personality Score: 26

Mace of Healing

This strange device functions like an ordinary nonmagical mace, but all damage dealt with it is actually transferred as healing, restoring hit points instead of decreasing them. However, to anyone who is aware of this ability of the mace, it will function as a normal mace, simply bludgeoning the recipient - it only works when the wielder fully expects it to harm the person they are attacking. It was created, according to popular lore, by Jaeril, who thought it an amusing joke. It can heal a maximum of 40 hit points per day.

Akkadian Fire

The secret to Akkadian Fire is kept by the Alchemists of Akkad, whose numbers are few now - most alchemists of the Red Tower can count themselves amongst this order, but few besides. This is not without good reason; the secret has been carefully preserved and protected since the fall of the Kingdom of Akkad, for it is deadly and dangerous in the wrong hands. Akkadian Fire is a viscous black liquid when unlit, not unlike oil. As soon as the slightest spark touches it, however, it changes to a terrible aspect. It catches light much faster than oil, though it burns far longer - in the space of a second, a large quantity of Akkadian Fire can take light from a single candle-flame. This makes it immensely dangerous to store and handle.

The flame produced by Akkadian Fire burns bright blue. It is hot as dragonbreath and will burn anything - wood and flammable materials fall to ash instantly, and stone burns as though it were made of wood. Even water is not enough to quench it, though it will half the duration of the burning. Once something is touched by Akkadian Fire, it is doomed - it can even unmake magical protections of all but the highest quality. It is fire, given form. A direct hit from a pot of Akkadian Fire immediately deals 3d10 points of damage - those within 5 feet also take this damage, but they receive a saving throw vs. breath weapon for half damage. Anything that has been touched by the fire suffers an additional 1d10 points of damage per round for the next two rounds, regardless of whether they passed the initial saving throw. Larger amounts of Akkadian Fire will not affect the damage dealt, but they will increase the duration and area of effect accordingly.

As noted above, wood and other flammable materials offer no resistance to Akkadian Fire. Each round, Akkadian Fire can eat through 10 feet of solid oak, burning away as if it were nothing. Once the duration of the Akkadian Fire runs out, the blue flames will fade, but if any flammable materials remain they will continue to burn with ordinary orange fire. Akkadian Fire burns through every form of stone except obsidian as if it were made of solid wood - treat stone exposed to Akkadian Fire exactly as you would treat burning wood. As noted above, complete submersion in water will halve the duration that the blue fire persists, but will not affect damage. Even metal, when touched by the blue fire, cannot survive long - the metal itself will not catch light, but will melt and run for each round it is exposed to it. Akkadian Fire can melt an iron portcullis to a pile of slag within 1d4 rounds.

Akkadian Fire is valuable as any magic item. When it has been sold to warlords and kings in the past, it has commanded prices as high as 30-100 gp per jar.

Apothecary's Bandage

This bandage, when wrapped around wounds, will heal an extra point of damage when resting. It is reusable, but must be clean to work. If worn during 24 hours of bed rest, it restores a number of additional hitpoints equal to your character level.

Armor of the Brother-in-Arms

This imposing set of full plate mail armor is thought to have come from a distant world. Ominous and suffused with a dark energy, it is powerfully cursed. It once belonged to a great warrior who was betrayed by the companion who understood him best in the world.

The armor itself functions as a set of +1 full plate mail. However, it has other properties besides. Its wearer is able to fight, no matter what. Wounds, poison, broken bones - none of these will hinder them. If a bone is broken, the armor will shoot spines of metal into the flesh to bolster it, allowing the wearer to fight on. The effect of this is to give the wearer as many negative hit points as they have positive ones. Until they reach their negative hit point total, they will not die and their fighting ability will not fade in the slightest. The armor repels healing magic, making it impossible to heal the wearer until it is removed.

In fact, if they will allow it, the armor will make them stronger when they receive deathly wounds. For every round they spend below 0 hp, a saving throw vs. death must be made (it can be voluntarily failed). If failed, they enter a berserker rage. They are unable to do anything but mindlessly attack while in this rage, and will continue fighting until no enemies remain. While in this rage, every 5 hit points below 0 increases the wearer's Strength by one point. Above 18, Strength increases by 10% at a time. The absolute maximum is a Strength of 23. When all enemies are slain, the berserker gets a saving throw vs. death each round to return from his rage. If he fails, he will continue attacking the nearest living thing until he either passes, dies, or kills everything in sight.

The armor also affects the mind of its wearer. Each time it is worn, color fades from the eyes. The tongue loses taste, the skin looses sensation. More and more of the wearer's mortal, living sensations will be drained away by it as they continue to wear it. The eventual effect that this will have is not known. The further into negative hit points one goes while wearing the armor, the more pronounced the effect is.

Bag of Sharing

This is a bag of holding with a twist - there are 10 of them, each identical. Each of them will identify as simple bags of holding, but in truth they share the same extradimensional space - each of the 10 bags opens onto the same space, and anything put into the bag by someone can be taken out by any of its companions. Nevertheless, it can be a very useful item if you control more than one.

Black Nectar of Tharn

A foul smelling, black liquid that tastes like ink, black nectar is nonetheless highly sought after by alchemists and sorcerors. It is made with a highly complex and difficult process, involving many rare and deadly herbs, and is instant death to the imbiber if improperly prepared. If properly prepared, however, the Black Nectar is a truly wondrous potion. It opens its recipient to the world of magic, to the spirit world. A single drink's effects last 2d4 hours, and they only become stronger the more they are used. However, drinking the Black Nectar has a price on the body of the wearer; each time it is drunk, the imbiber must make a System Shock check or lose a single point of constitution, becoming thinner and weaker, more drawn as a part of their own essence is drawn into the spirit realm.

Those who have lost a total of 2 points of constitution from Black Nectar experience a change in eye colour as their irises become completely black. Those who have lost 4 points of constitution from Black Nectar lose their shadow and do not reflect in mirrors. Being reduced to 0 constitution from Black Nectar results in permanent death and destruction of the soul, with no possibility of resurrection.

The first time that Black Nectar is drunk, the imbiber will note only a heightened awareness that causes them to only be surprised on a roll of a 1. They will also detect lies or concealed emotions in people's faces 10% of the time.

The third time it is drunk, their awareness will become preternatural, and they will be impossible to surprise while its effects last. They will also be able to hear a constant dull murmur from sentient creatures within 20 feet. If they concentrate on one, they will be able to read surface thoughts.

The ninth time it is drunk, they will have all the powers of the third drink, but will also occasionally hear whispers about the people around them, disclosing secrets and telling of their intentions. Furthermore, they will gain the ability to see invisible creatures and spirits of all kinds, and will be able to see dweomers and magic items, which will glow with a faint white aura.

The twentieth time it is drunk, they will also gain in sorcerous power. Any spell they cast with a variable effect will be maximised; any that does not will be cast as if they were a wizard 3 levels higher than they are. This will be accompanied by a rush of power and an elated feeling.

From the fiftieth time onwards, drinking will cause them to immediately remember any spells that they have already expended as if they had never been cast.

From the one-hundredth time it is drunk, they will gain the ability to move between the Border Ethereal and the Material Plane at will by concentrating for one round.

Black Nectar is a recipe that is well guarded, and is a Level 6 Alchemical Recipe. It requires 16 drams of black lotus, 32 drams of black mushrooms, and a single dram of dragon's blood to produce a single elixir. It has a base 65% chance of success, to which the dexterity score of the alchemist is added; if failed, it produces a poison that appears to be exactly the same as Black Nectar, but brings instant death without a save to any living creature that drinks it. The recipe to Black Nectar is known to the Black Wizards of Tharn, who grow black mushrooms in the Halls of the Forbidden on Tharn, and travel to an unknown island to harvest Black Lotus. It is said that they will pay a hefty sum for dragon's blood.

Bowl of the Desert

The polar opposite of the decanter of endless water. Liquids falling into this bowl will immediately dry out and be consumed, leaving behind only a fine trace of dust. It can consume as much liquid as a decanter of endless water can create, although - like the decanter - if overused it will eventually fail.

Bucknard's Handy Coinpurse

This useful purse will turn any coins placed into it into the most compact form possible - copper into silver, silver to gold, and so on.

Crowbar of Opening

This enchanted crowbar was made for the legendary thief Zamanthar, who had become exasperated at doors that did not have locks - portcullises and the like. When using this crowbar to lever open a door or to bend bars, the wielder is treated as if they had a strength of 18/01: meaning that they open doors on a 12 and have a 20% chance to bend bars.


A weapon of mystical power forged by dwarves for Vingaard in the War of the Black Rose, the dragonlance is a long silver lance made entirely of mithril steel. The dragonlance is a +3 footman's lance that can be used equally well on foot or from the back of a horse or dragon. Its true power comes forth when it is wielded against a dragon, however.

When a successful hit is scored against a dragon with a dragonlance, there is a bright blinding flash of light and a loud retort like a thunderclap. It deals a number of points of damage equal to the wielder's current hit points to the dragon, making it one of the few weapons that can put a mortal warrior on equal footing with a dragon.

The forging of dragonlances is a lost art, known only to the inner circle of the runepriests of Dagrenoth Ur. Though they despise dragons, they will make no more of these weapons; they can be used against dragons as good as easily as against dragons of evil. Besides this, they are artifacts of significant power even against non-dragons, and following the War of the Black Rose many were used for what - in the dwarves' eyes - are selfish ends.

Flux Blade

These strange blades are forged from steel from a timeless realm far beyond the ken of mortals, deep in the astral plane. Like the realm they come from, flux blades have chaotic effects upon the flow of time around it. At the beginning of each initiative round, roll a d12 - this becomes the weapon's speed for that round. The strength of enchantment of a flux blade can vary between +1 and +3.

If the effective speed of the Flux Blade during a round is half or less than the speed of your enemy's weapon, the Flux Blade grants an extra attack that round.

Gauntlets of Chaos

These gauntlets were created when a set of Gauntlets of Ogre Strength went awry, creating an item of wild magic. This set of iron gauntlets alters the strength of the wielder in unpredictable ways. They can be activated once each day by speaking the command word, renewing their effects.

When the gauntlets are activated, roll a single d20. A roll of a 1-18 gives a strength score of 1-18 (in the hands and arms only) gives the equivalent score. A roll of 19 gives a score of 18/50, and a roll of 20 gives a score of 18/00. If the strength of the wielder drops to 1, the strength of the wielder is too low to move their arms. Once the gauntlets are activated, their effects last for one hour. While active, they cannot be removed without a remove curse spell.

A dispel magic cancels their effect for the rest of the day.

Hand of Glory

A very powerful and grisly item, the hand of glory is exceedingly difficult to produce. As with any enchanted item, the creator must be a wizard of at least 11th level. The left hand of a murderer, hanged to death, must be cut from his body. It must then be preserved and anointed with special oils distilled from rare herbs. Once this is done, a candle must be made, rendered from the fat of the same man from whom the hand was cut. Once placed into his hand, it will be locked there, held fast. A hand of glory made in this way will burn for 6 hours.

While the candle is lit, it can only be extinguished by milk - nothing else will put it out. Furthermore, the light that it sheds can be seen only by the holder. If the lit hand enters an abode where any are sleeping, there is no chance that they will awaken unless the candle is put out or leaves the abode. Those who are still awake are unaffected, but if they are confronted by the holder then they must make a save vs. paralysation or be rendered immobile until the candle is extinguished or leaves the abode. Finally, the lit Hand has the ability to unlock any door it comes across, producing a similar effect to a Knock spell.

Once the candle has completely burned away, only the Hand will remain. It will, at this point, become animated with a strength of 18 and the ability to float through the air at a movement speed of 4 or "walk" with a movement speed of 8. It has an AC of 3 and 4 hit dice.


It is said that there was once a shieldmaiden amongst the Knights of Vingaard; such are rare there, for while there are no formal strictures preventing women from attaining knighthood, the social order is such that it would be difficult for any to reach such a level, and they would face prejudice and ostracism from every corner. Yet it is said that nevertheless was Lilith a Knight of the Crown, and no small one at that. She personally protected King Harald III from a trio of doppleganger assassins in the year 12 AE, but succumbed to poison when the last of them was slain. Stories of what happened next vary; some say that the King, who had secretly loved Lilith, was stricken by grief and secretly ordered one of the newly sanctioned wizards to aid him. Others say that it was the force of duty in her that caused the creation of the blade, or that the gods recognised her sacrifice and allowed her to serve on. Whatever caused it, the fact remains that at some point after her burial, the enchanted blade she had wielded, which had been known as Illuminator, took on her personality. How the blade was retrieved from her sealed tomb without scarring it and what removed it is a mystery that has endured the test of time.

Lilith is a +3 sentient longsword with the personality of the late she-knight. She may communicate with her wielder telepathically or vocalise in a clear, feminine voice from the blade at normal audible levels. Lilith is reserved and will usually remain silent for a time after aquiring a new wielder, observing their thoughts and judging for herself the mettle of her new master. She is strongly lawful good and very conscientious, with a flair for melodrama and sanctimoniousness. If she finds her wielder unworthy she will actively work against them, reducing her bonuses to hit (or even imposing a penalty), or perhaps even yanking herself from the wielder's hand rather than shed the blood of an innocent. She can only "see" when she is being wielded, when she looks through the eyes of her wielder. If she is unsheathed but unwielded, she can hear her surroundings but is effectively blind.

As mentioned above, the personality of Lilith is similar to the way it was before she died, though it is plain that assuming the form of an enchanted blade has changed the way she sees the world. She considers herself first and foremost to be a weapon, and knows that a weapon is made to be used. While she will not brook evil, she will soon grow tired of a wielder who rarely actually wields her. She is very jealous of other weapons, particularly of other swords, and absolutely detests being dropped or damaged in any way, to the point of demanding repairs before she is willing to fight again.

Intelligent Longsword +3
Speed 2
Lawful Good
Telepathy w/ Wielder
Speech (Wielder's Native Tongue, Common, Vintish)
INT 14, WIS 14, CHA 11
Ego Score: 8

Magic Nail

These magical nails have a strange and incredibly useful property. They are difficult to make, as they must be first beaten out from cold iron that has never been smelted or smithed with a forge. It is said that these cold iron nails were first used by the wizard Loredus to construct the floors of his tower. When it was wrecked by a magical explosion, only the nails remained from his tower, suffused by magical energy. Though they are not widely known, one or two wizards have since replicated their effect by creating a similar nail and imbuing it with the spells of ESP, Creation and Fabrication. The nails have only a single use, after which they are expended and become a regular cold iron nail.

The unique power of these nails is only discovered when they are used to create something - no matter what it is, a shoe, a house, a piece of furniture, or anything else. They must be appropriate to the item being constructed and serve an important role in its function - you cannot simply stick a nail into an amulet that does not require nails. They immediately change the physical makeup of the item created to suit the person who created it. For example, an assassin who used the nail when cobbling a broken shoe might find that the repaired shoe contained a concealed knife that can be extended and used as a weapon when kicking. These changes are rarely minor, and are often quite dramatic, often completely changing the function of the item in a way that suits the creator.

Manticore Stave

Lightning-based touch spells such as Shocking Grasp can be transmitted through metal objects - a property that makes them very useful for fighter/mages using bladed weapons. However, there is no easy way to transmit an electrical spell through a quarterstaff or polearm - a simple strip of metal is not enough to carry the magical lightning to its target. There is, however, one solution to this dilemma: manticore spines. The spines of a manticore are made of a quasi-magical form of iron that is conductive enough to avoid disrupting magical energy. A skilled smith can forge this metal into the core of a stave, which can then transmit electricity to the head of a pole-arm or the steel tip of a stave.

Manual of Golems

This entry is actually errata on the manual of golems found in the Dungeon Master's Guide. Under my houserules, manuals of golem creation do not burst into flame upon successful creation of a golem; the extreme cost of manufacturing a golem is enough. Instead of ashes from the manual, a piece of paper inscribed with arcane formula from the manual must be placed into the golem's mouth to activate it. This paper must be soaked with the blood of a highly magical creature - like a mimic, a beholder or a dragon.

Furthermore, the 10% chance per level below 10 of a golem failing is not the chance that it crumbles to pieces, but the chance that it turns on its creator. The rule in the Monstrous Manual that any clay or flesh golem, even if properly made, will eventually turn on their masters, is overruled. However, if the DM wishes they can apply the following optional rule: greater golems (stone or iron) will turn on their masters immediately if improperly made. Lesser golems (flesh or clay) will serve their masters if improperly made, but have a 1% cumulative chance per round of combat of turning on their masters.

Orb of Seeing

This crystal orb, which is identical in appearance to a Crystal Ball and functions in much the same way, has a special caveat. In addition to allowing the user to scry upon distant locations, it also allows access to a special demiplane of the ethereal. By concentrating and gazing deeply into the sphere, the user may transport his mind/soul to this pocket realm, leaving his body behind. The realm appears to be a large, circular room of marble and sumptuous furnishings. In the center of the room is a great table of polished black obsidian, and surrounding this table are 8 high-backed thrones, each corresponding to one of the existing Orbs of Seeing. When one of the Orbs is being used to scry, that Orb's throne will be occupied by a shadowy, incorporeal figure. When one of the Orbs is used to access this room, that throne will be occupied by an astral version of the user of the Orb.

This function of the Orb allows distant magic-users in possession of the Orbs to converse with each other; as might be expected, up to 8 people may use the 8 Orbs at a time to occupy the council room. However, it is not without its dangers; firstly, while the incorporeal forms in the council room may not attack each other by physical means (and no magical items will translate with the user of the Orb), they can use arcane magic to affect each other, causing the effects to be translated into the physical world. If someone is slain magically while in the council room, their material body will also die, their soul having been utterly destroyed and incapable of moving on to any afterlife.

The Orb possesses another danger: as noted above, when an Orb is being used to scry, its corresponding throne in the council chamber will be occupied by a shadowy, incorporeal figure. While in this form, they are not completely safe; if there is a magic-user who is at least 3 levels higher than the user of the Orb, they may attempt to "drag" the shadowy figure into the council room, forcibly bringing the user of the Orb into the room as if they had willingly entered. The user of the Orb is entitled a saving throw vs. spell to resist this and will most certainly be aware of what is happening, but if they fail their soul will be pulled into the council room, where they will be vulnerable to magical attack. Those "dragged in" to the council room in this way may not leave by returning to their thrones for at least 3 rounds after they are "dragged in".

Pearl of Wisdom

These pearls, created and bestowed as gifts by certain powerful and wise magical beings such as sphinxes, are identical in appearance to a normal white pearl of 100 gp value. However, when used in an Identify spell, they have a unique property: they allow the spellcaster to make between 2 and 10 times as many identification attempts in one casting, depending on the power of the pearl. The pearl may have additional abilities related to the mind and wisdom and enchantments involving them.

Prismatic Darts

These darts of simple iron are usually found in quivers of 2d4+4. Upon examination, they appear to be simple darts of iron, but their true properties become clear when they are thrown - they take on some of the qualities of the Prismatic Spray/Prismatic Wall spells. When one of the darts is thrown, roll a d8 - this dictates what effect it has. Upon being thrown, the dart begins to glow with one of seven colours, becoming similar in appearance to a magic missile.

  1. Red - inflicts 10 points of additional damage, save vs. spell for half
  2. Orange - inflicts 40 points of additional damage, save vs. spell for half
  3. Yellow - inflicts 80 points of additional damage, save vs. spell for half
  4. Green - save vs. poison or die, if succeeded take 20 points of poison damage
  5. Blue - save vs. petrification or be turned to stone
  6. Indigo - save vs. wand or become insane
  7. Violet - save vs. spell or be sent to another plane
  8. Multicolored; roll twice and ignore any 8s

Ring of Cairen

Created by a powerful magic user who understood just how much deeper and more complex magic is than the spells wielded by mages, the Ring of Cairen is not one that can be worn on the finger. It is too big, and the wrong shape. The ring, which seems to be made of white and black stone woven and twisted together, bends in on itself so that it has only a single edge.

The ring cannot be worn, but it can be slept with - whether on a thong around your neck, in a pouch, or anywhere else - as long as it is on your person. It is even possible to activate it by accident, if it is too close - although the chance is much lower if it is not intended. When used properly, the ring has the power to carry a sleeping dreamer into The Dreamlands as they slumber, mind and body. They remain physically within the Dream until they awaken, fully lucid and even able to cross from dream to dream, with patience and practice. They remain there until their mind "awakens", at which point they are returned to the Material Plane. With careful practice, it is also possible to force oneself awake, but simple shocks or grievous wounds are not enough to do it.

Ring of Cloudwalking

This ring allows the wearer to walk upon clouds as if they were solid ground. Banks of fog or mist can also be interacted with in this way, but will act as quicksand, slowly miring the wearer in them and causing him to sink slowly through, although the wearer will not drown. Likewise, trying to walk through fog or mist while wearing the ring is like trying to move through dense sludge, and can only be done at 1/4 speed. Removing the ring cancels this effect, causing the fog or mist around them to act normally.

Ring of the Sparrow

This simple ring of burnished steel has the power to change someone into a small, normal sparrow when worn. There is no limit on this transformation, but the wearer cannot not resume their original form of their own volition. The ring takes the form of a slim golden band on one of their talons, which must be removed to reverse the transformation.

Staff of U-Bastis

The staff of U-Bastis was wielded by clerics of the dead god U-Bastis, Empress of Cats. While U-Bastis is worshipped by virtually no one on Morus in the current day, her priests were powerful in their era. They created these staves, whose power persists. It has the following qualities:

The Shroud of Talisien

This is a leather shroud, obviously very old, and is the perfect size to completely cover a man-sized creature. It is covered in hundreds of inked symbols and sigils that appear to be some form of pictographic language. Those who are capable of reading the Druidic Script will recognise these sigils; each rune is the symbol that represents a type of bird in the Druidic Tongue - wren, raven, robin, etc.

The power of the shroud is activated by wearing it; it must be wrapped around the body so as to completely cover it, as one would wrap a corpse. Once this is done, whether it works depends on whether there is a bird within 100 feet. If not, the shroud will seem to have no effect. If there is, the person under the shroud will suddenly become still and lifeless; their heart will stop beating, their skin will become pale, and they will stop breathing. If touched, they will be freezing cold regardless of the ambient temperature.

When the shroud is activated in this way, the consciousness of the user will be transplanted into the mind of a bird within 100 feet. The user will retain all their intelligence but gain complete control over the bird for as long as the shroud is worn. They will feel the presence of the bird's mind when they are inhabiting its body; its hungers and its instinctual warnings and desires will be constantly present, but this will also allow the user knowledge of how to fly and other things that come naturally to the bird. Spending too long in bird-form can have disastrous results, as with any shapeshifting - with time, it can become difficult to discern the human from the animal.

The effect of the shroud can be ended if the bird returns to the shroud and perches upon it, at which point the user's consciousness will return to their body. It can also be ended by removing the shroud from the user, but this is a jarring experience that requires a system shock check - if failed, the user dies and is trapped in the body of the bird forever. Likewise, if the bird dies while the user is in it, the user is irrevocably dead. The shroud will work on any non-sapient bird.

Vest of the Eel

The Vest of the Eel is a thin leather cuirass made of a strange, supple black material. Minor protective enchantments have been woven into it, and it functions as a set of Leather Armor +1; giving an AC of 7 and a +1 to saving throws. The vest always feels slightly slippery to the touch, and allows the wearer to squeeze through spaces much too small for them to normally fit through. It allows human-sized creatures to squeeze through spaces that would normally only admit halfling-sized beings, and so on - large becomes medium, medium becomes small, etc.


Axe of the Dwarvish Lords

The Axe of the Dwarvish Lords is an ancient and powerful artifact, one of the oldest and most potent in the possession of the dwarves. Though the history of the time is extremely fragmented, commonly held lore amongst the dwarves states that when Moradin awoke them in the Ancestor Forges, he placed the Axe with them as a gift and a symbol of kingship amongst the dwarves.

The Axe is an immensely powerful weapon: it is a double-bladed dwarven greataxe, but can be easily thrown at something within 30' as if it were a throwing axe, and will return to its wielder. The Axe itself has a +3 enchantment, and functions as a blade of sharpness - that is, it will sever an extremity or limb on a dice roll of an 18-20 for normal creatures, a 19-20 for larger than man-sized creatures, and an 20 for creatures made of solid metal or stone.

The possessor of the Axe gains dwarvish abilities of detecting stonework, infravision, etc. If the possessor is a dwarf, all these abilities are doubled (including their saving throw bonuses vs. poison and magic). The possessor of the Axe also enjoys an unnaturally long lifespan of 150% what it would otherwise be. The longer one possesses the Axe, the more dwarflike one becomes; a dwarf will begin to embody qualities of leadership and kingliness amongst dwarves, while a non-dwarf will slowly become more dwarflike until they resemble one in every way.

The Axe has the following additional properties:

The Axe is capable of sometimes giving a premonition of impending death or serious harm to its wielder. This ability cannot be controlled by the wielder, but is a manifestation of Moradin's divine will through the artifact.

The possessor of the Axe always sees it as an item to be protected and kept safe, and will never willingly be away from it for more than a day. The Axe refuses to draw the blood of any dwarf, and will shatter if used to do so, disintegrating the wielder and possibly summoning the Avatar of Moradin himself for the crime of turning the most holy artifact of dwarfkind upon kin. There is record of this happening once in ancient times, leading some time believe the Axe may not be permanently destroyed by this event.

Baba Yaga's Hut

Baba Yaga is a fearful name, whispered in hushed tones and used as a warning from mother to child: "If you don't go to sleep, Baba Yaga will get you!". Though little is known of her early life, it is not doubted that she began her career of a sorceress of singular evil power. She came to prominence only after she had already accrued great power, and she seemingly had no qualms about delving into demonology and lichdom, doing so surprisingly early in her career. That she was inordinately talented was beyond question, and by the time tales of the dread witch Baba Yaga had spread she was already well beyond being human. None know just what cocktail of horrible demonological rituals and foul sorceries she wove around herself, but all agree that her aspect and terrifying power made her an inhuman monster that showed signs of lichdom, demonic abilities, vampirism, lycanthropy and many other terrifying alterations that are beyond classification.

Chief amongst the tales of Baba Yaga is that though it has been long since she has needed to eat, she bolsters her power by roasting and devouring children. By doing this, she increases her own strength; it is unknown if this is due to some demoniacal pact, if she uses the bodies as part of some potion or ritual, if she drains the childrens' life forces to sustain herself, or if some unknown or even darker motive is behind her practises. Regardless of their purpose, every legend of Baba Yaga - who is said to still roam dark woods today - steadfastly maintains that she keeps up this practise, and the place she does it from is her moving sanctum, Baba Yaga's Hut.

The Hut appears to be a circular thatched cottage with a 15 foot diameter, 10 feet high. When it is stationary, it appears to be anchored into the ground by two curiously bandy, spongy stilts. However, in truth these are a pair of gigantic fowl legs that anchor it into the earth when it is stationary, and when it is fully mobile the 12-foot long legs can move it at terrifying pace - with a speed of 48 over swamp, 36 over rough or normal terrain and 12 over hills and through forests and the like. The Hut is sentient, with an intelligence of 16 and the full range of human senses, as well as infravision and ultravision to 120 feet around it in every direction. The hut gets a saving throw vs. spell to notice invisible creatures within 30 feet of it as though it were a 20th level mage. The hut can run forever without tiring or slowing. At a command from the hut's master, the legs will retract into it so that it appears to be a normal hut. They can also be commanded to anchor into the ground to hold it in place and appear as stilts or support beams.

Despite its outward appearance, the interior of the Hut is a small palace; with a garden, fountains of water and wine, and 30 rooms across 3 floors, all lavishly furnished. The Hut is absolutely loyal to its master, who must know the secret phrase to make it operate. To the one who knows this phrase it can come at a command from up to 1 league away. Its powerful legs can deliver blows as powerful as a giant's fist when it is stationary, one of them attacking any creature within 10 feet each round. The legs themselves are AC 2 and can take 48 points of damage each, regenerating 1 hit point each round. The walls of the hut are deceptively strong, for despite their thatched appearance they are as strong as 5 foot thick granite.

Beyond these, the Hut has the following additional properties. Unless noted otherwise, all abilities function as if cast by a 20th level magic-user:


According to the myths of Nordmaar, Gleipnir was a chain forged by the Dwarves of Dvergarheim (a region of the Plane of Elemental Earth) to bind the Fenris Wolf. Twice the Norse gods tried to bind Fenris, and twice he broke the chains, until they went to the Dwarves for a chain that could bind even him. The Dwarves forged for them a chain as thin as a silken cord, suppposedly made from: the sound of a cat's footfall, the beards of women, the roots of a mountain, the sinews of a bear, the breath of a fish, and the spittle of a bird.

It is uncertain whether Gleipnir actually exists, or whether there are more specimens of such a chain do exist, but if they do, then they are items of incredible power. Gleipnir chain is truly unbreakable; it can hold anything, even a god, in place, and there is no force sufficient to rend the chain. The more one resists against it, the stronger it becomes, and it can only be removed by another. Gleipnir is always a fairly short chain, just long enough to constrain someone, rarely more than 10 feet long.

Harp of Ye'Cind

This magical instrument needs no hand to play it, for the Harp can play the most complicated of tunes upon command. It will always sound an alarm if anything belonging to its possessor (including itself) is stolen while within 30' of it, and is able to communicate with its possessor after a fashion by playing certain tunes and songs with clue words; its possessor can use this property to learn what has taken place within 30 feet of the instrument. It is said that the Harp can communicate certain other information, as well as cast certain spells, by means of its notes.

The Harp was said to be fashioned by Ye'Cind, an elvish bard. Ye'Cind was a close friend to Bard Blackhammer and was said to be amongst the first of the Bards. Legends abound about the nature of the Harp; the tale which is oldest is also the most difficult to believe, for it asserts that the Harp's frame was a gift from Ravi herself, and that its shining strings were spun from the light of a new moon and whispered secrets stolen from Nirrin as she slept by that master of tricksters, Ye'Cind. The veracity of this tale is unknown, but from the many accounts, two things are certain: Ye'Cind aquired without the help of his old friend Bard - who at the time was forming the first College in the Sea of Pearls; and that wherever the Harp came, it originated in some place beyond the Material Plane of mortal ken. Perhaps, some say, this is the reason for its apparent self-awareness and intelligence.

The Harp itself is small for its kind, seemingly made of pure gold and studded with fiery jacinths. The strings appear as spun silver, and shine white as mithral in the moonlight. The Harp is small enough to be easily carried across the back or played in the hands, but when placed upon the ground will grow to the size of a full harp. The Harp itself is supposedly indestructible, showing no mark or scar from any physical or magical abuse it may receive. Several tales and rumours abound of unnamed heroes who have briefly come across the Harp and used it to great effect. Some of these are more tragic, ending with the hero wasting away once the Harp is out of their possession, unable to bear life without its sweet and melodic tunes.

The abilities of the Harp are given below. Anyone who knows how to play a harp can take advantage of most of its abilities, but its Prime Power can only be used by one who follows the ways of Bard Blackhammer - a Bard.

Powers and Abilities: Prime Power:

Once per week, a certain (and extremely difficult) complex tune can be played upon the Harp. Once begun, the hands can be removed from it and the Harp will continue to play this tune for another 2d3 rounds. For as long as the tune continues, an effect similar to the 9th-level wizard spell Time Stop will take effect on everything within a 30-foot radius of the Harp. While time is stopped, the possessor may act freely as he wishes within the area of effect, but all others are frozen in between ticks of the clock. When the Harp stops playing, it will appear to those who were affected as if no time at all has passed between the Harp beginning to play and the end of the effect; from the point of view of those affected, it appears as though the Harp simply played a single long, dissonant tone.

Kuroth's Quill

An ancient artifact of antiquity whose origins are lost to time, this Quill has long been in the possession of Kuroth, better known in the western cities of Lorknir as the Dreamthief. Though Kuroth's own motives are unknown, the power of the Quill has ensured his activites have been successful until now.

The owner of the Quill has the power to read and write in any tongue, even the language of magic; furthermore, the Quill can autonomously draw or write infallibly without the need of ink, depicting anything its possessor sees or speaks of accordingly without error, though this does not allow it to reveal information the posessor does not know. Once per month, it can be called upon to write out the location of the nearest piece of treasure within 1 mile that is equivalent to a mass of at least 10,000 coins or at 100 gems.

When the Quill is set out with parchment before someone who is sleeping, that person may be asked any question they know the answer to, and the Quill will write out their answer. There is a 1% cumulative chance per question, however, that this will awaken them.

Finally, the Quill's most powerful ability comes with a price. It must be dipped into an open wound on the possessors body, and placed on a blank sheet of paper. The possessor may then ask any question of it, and the Quill will write out an answer. This functions similarly to a Legend Lore spell, but with complete accuracy and a 100% chance of success. However, the Quill draws from the posessor's own life force as it writes out its answer: each time this ability is used, the possessor permanently loses between 1 and 5 hit points, depending on the length of the answer.

Mace of Disruption

An artifact of the gods of good, the Mace of Disruption was created by a joint partnership of powerful priests of the Trinity many centuries ago, when the taint of dark gods and foul blasphemies was fresher on Leng. The mace itself is powerfully enchanted, granting a +2 bonus to-hit and dealing 1d6+3 points of damage with a weapon speed of 5. Its true strength is only revealed when an undead is struck with the mace, however; it disrupts the very negative energy that provides an undead creature with the source of their animation, and only the strongest-willed of undead can resist this disruption of the very essence of their being. Whenever an undead creature is struck with the Mace of Disruption, they must make a saving throw vs. spell or be instantly destroyed, the negative energy that animates them dissipating. If wielded by a priest or paladin of Enod or Belzor, a -2 penalty is imposed to this saving throw; a priest of paladin of Ravi increases this penalty to -4. Skeletons and zombies do not receive a saving throw against the mace; they are destroyed on a single hit.

Rod of Seven Parts

A magic item that is as powerful as it is mysterious, it is asserted by some that the Rod of Seven Parts is a fae artifact that was possessed by the ancient Grey Elves, but was damaged even when they possessed it. Little is known of its properties, but it is widely known that it was once a complete magical item that has been split - whether accidentally or intentionally - into seven pieces. None of these pieces has any particular power alone, but even two pieces joined together carry great power, and the finished artifact is a truly powerful item.

The fully assembled Rod is the size of a tall quarterstaff, and each segment is about half the size of a normal magic wand. The only magical property of an individual piece is a slight pull or tug when it is held. This pull is always in the direction of the nearest piece of the rod. When two or more segments are joined, the rod's magical properties begin to manifest, though its most powerful abilities are not unlocked until the entire rod is reassembled.

Each of the Seven Parts has a number, though they all appear identical to each other. A given segment can only be united with a piece that has a number above or below its own; for example, Piece #3 can be married with Piece #2 or Piece #4, but not with Piece #6. Each time a piece is joined, some powerful and permanent change affects the one who joined the pieces.

Parts 1 and 2: The rod segment will deafen its user for 10 to 40 minutes when joined.
Parts 2 and 3: The joiner gains a permanent AC bonus of -2 and a +2 bonus to all saving throws from now on.
Parts 3 and 4: From now on, the joiner need neither eat nor drink for up to 1 week before hungering and thirsting.
Parts 4 and 5: Upon joining these two parts, the possessor of the rod loses 1 level of experience as it draws on their life force.
Parts 5 and 6: The joiner may now cast disintegrate once each day.
Parts 6 and 7: From now on, whenever the joiner is in danger or extreme stress, there is a 5% chance they will become ethereal for 1d10 turns.

Fully Assembled Rod:

Sceptre of Time Travel

This is not so much a singular magic item as a pairing; the Sceptre itself is the focus and anchor of a 9th-level spell devised by Melfandrien, which builds on the dangerous magical research of the elvish scholar Alaundo.

A spell devised by Melf himself and built upon the works of Alaundo the Mad. Alaundo's research into the nature of time and the possibility of time travel was revolutionary, and it enabled him to create the legendary Time Stop spell, but as time went on his delving into paradoxes and impossibilities drove him quite insane. The most dangerous of his magical treatises is the infamous Sallaenon (Elvish, "Reversing"). It contains his most complex and dangerous research into the nature of time and time travel. Through numerous experiments of his own he came to the following conclusions: time travel is possible, but only backwards. One cannot travel past their own current timeframe and pass into the future by means of time travel. Furthermore, he noted that the stream of time was remarkably resilient in many ways; his original theories that the slightest change to the timestream would have catastrophic effects on the present were disproved, as it seemed that the flow of time was able to "mend" small discrepancies. However, the possibility of paradox still presented itself; the past did have an effect on the events of the present day, and any sufficiently large discrepancy would change the timeline considerably. Though his research is incomplete on this note, he believed that these very inconsistencies and paradoxes in the flow of time are what caused the creation of the mysterious Spheres of Annihilation.

Only one copy of the Sallaenon ever existed, and due to its dangerous nature the text was thought to be destroyed by the elvish royalty of Lurkmoor. The text somehow found its way into the hands of Melfandrien, and he carefully set about using this research to devise his most monumental work, a form of "safe" time travel.

Melf's Temporal Gate

Level: 9
Range: 20 feet
Duration: Special
Area of Effect: 8 creatures in a 10' radius circle
Components: V,S,M
Casting Time: 1 turn
Saving Throw: None

This spell, when used in conjunction with a prepared Sceptre of Time Travel, allows up to 8 humanoid creatures standing in a 10' circle to be sent back in time. The spell can be cast without the Sceptre, but there will be no way to return to their original time stream. Preparing the Sceptre is simple - it need only be grasped and a command word spoken, and it will attune itself to the present time. Once it is prepared in this way, the command word need only be spoken again to activate it and return to the time it was attuned.

Once the sceptre is ready, the circle must be prepared. The circle is a complex traceries of runes and sigils that contains in itself the specific year to be transported to. Instructions for producing the circle - which is made of powdered silver - are included within the body of the spell itself. The further back one wishes to transport the subjects of the spell, the more complex the circle must be - the circle requires 3 hours, 100 gp worth of powdered silver and an additional 5' of floor space beyond the 10' circle for every 10 years once wishes to travel into the past. Melf notes that to ensure the silver is not disturbed, it is best to engrave the runes into the floor first so that the silver may be poured into the crevices created. If solid inlaid silver is used instead of powdered silver, the silver will not be expended by the casting of the spell, though it wil be unusable for magical purposes for 1d4 months.

Once the circle is complete, the recipients must step into the circle. One of those in the circle must be carrying the Sceptre of Time Travel if they wish to return; only humans, halflings, elves and half-elves can be sent into the past. Once the spell is finished, up to 8 creatures within the Circle will be transported to the designated year; if more than 8 valid travellers are within the circle, 8 will be transported by random selection.

Those within the circle will be transported to the 1st of the 1st Month of the designated year; selection of a specific time and date is not possible by means of this spell. While time-travelled in this manner, certain restrictions are placed upon the travellers by the spell. They may act freely within the past so long as all of their actions are minor enough that the time stream is capable of repairing the holes in the space-time continuum created by them. That is to say, they may act freely so long as their actions do not create any form of major paradox or logical inconsistency which would alter or disrupt the events of history in a major way. If they attempt such an action, they will find themselves blocked from performing it by an ephemeral, shimmering veil of energy that only themselves and their fellow time travellers are able to see.

Those transported may stay in the past for as long as they wish. When they desire to return to their own time, they must use the Sceptre to do so. When they are first transported into the past, the Sceptre will have taken the form of a small steel amulet, but by manipulation and turning of its parts, the Sceptre can be unfolded back out into a full Sceptre. The Sceptre must be grasped and the command words must be spoken by one of the travellers in order for it to function, at which point the holder of the Sceptre and any other travellers within 60 feet will be transported back to their own time; if any travellers were left outside of this area, they will be forever trapped in the past. Those returning to their own time with the Sceptre will appear in the circle 1d6 hours after they left; if the circle is damaged or disturbed in this time, they will be unable to return.

Melf notes that allowing anyone to become trapped in the past is extremely dangerous. If someone is permanently trapped in the past - whether because the circle was disrupted, because they were sent back without a Sceptre, or because they were left behind - they will be totally free from the restrictions imposed by the spell, and can wreak havoc as they please in the past. They will be beyond the spell's ability to reach.

The Cup & Talisman of St. Cuthbert

The Cup and Talisman of St. Cuthbert are legendary holy artifacts of the highest order that have long been lost. Many the knight has gone in search of the Holy Chalice or the Holy Amulet, but to date these powerful and mysterious artifacts remain undiscovered.

The Talisman of St. Cuthbert is a star of hammered platinum with 8 points chased with gold inlays, and with a small gem at the tip of each point. It is hung from a chain of gold and electrum set with silver beading, and the material value of the item alone would be 10,000 gold pieces or more were it a mundane object. Any evil character attempting to wear the Talisman will die instantly without a saving throw. Otherwise, the wearer of the Talisman is capable of moving at twice his normal speed and gains the ability to cast Slow as a 20th level spellcaster once each day.

The Cup of St. Cuthbert is made of hammered gold chased with silver filigree and set with 12 large gems in electrum settings, and would be worth at least 75,000 gold pieces on the open market for its material value alone. Any neutral or evil character using the Cup will become blind for 1d4 turns each time it is used. The owner of the Cup is able to call on it to cast Light 7 times per week with a command word. Furthermore, the owner of the Cup is immune to both magical fear and disease, and can survive indefinitely on nothing but water drunk from it.

Despite their miraculous properties alone, the true power of the artifacts of St. Cuthbert are only realised when both are possessed. When both are possessed, the cup may be filled with good wine once per month and at the utterance of a command word and the immersion of the Talisman into the Cup, drunk. When this is done, the imbiber will instantly be restored to the prime of their youth; anyone above the age of 18 will be restored to this age, while those younger than 18 will be unaffected. Furthermore, if the holder of Cup and Talisman is Lawful Good, they may command similarly aligned beings to serve them for a time; Lawful Neutral or Chaotic Good creatures will serve for 1-4 turns, Neutral Good creatures will serve for 2-8 turns, and Lawful Good creatures of 3-12 turns. Once this duration ends they may or not act with hostility, but they will certainly be aware of the nature of the enchantment and will likely hold it in no small fear and awe. There is no limit to the number of times this latter ability can be used, but it only works on a given creature once.

Finally, if the holder of Cup and Talisman is a priest, paladin or ranger, they may use an additional function of the Cup once each week. This is done by filling the Cup with holy water and immersing the Talisman into it while speaking a command word. When this is done, the holy water will instantly transmute into one of the following potions:

1-5 healing (1d8 hp)
6-10 extra-healing (2d8 hp)
11-15 universal antidote balm
16-17 universal cure disease salve
18-19 oil of curse removal
20 balm of raise dead (corpse must be less than 1 month old)

The Device of Al Qadim

This clockwork device appears to be a curious, embossed item made of some kind of gold alloy immune to rust or age. It is just large enough to fit comfortably in the palm of one's hand, and apart from its engravings is unadorned except for a small clockwork dial on its top side, which can be easily wound up. The device is roughly ovoid in shape and covered in intricate joinery, like a scarab or beetle without legs or head. If examined closely, it can be seen that there are several parts which are obviously seperate; 6 of them placed around the edges of the item, and one circular "door" or panel at the bottom of it, directly opposite to the clockwork dial. However, none of these moving parts can be forced open without ruining the device.

The first time it is wound up while properly held in the palm of one's hand, it will run for a few seconds before activating; 6 small, mechanical leg-like appendages will spring forth from the sides of the device, latching onto the hand and piercing it, drawing blood. Once fixed in place, a mechanical needle will shoot from the underside of the device into the palm of the users hand, penetrating deeply. If at any time it is interrupted during this process it will prove difficult to remove, but once removed the legs will smoothly retract back into the device. After the process is complete, the hand will be quite bloody, with 6 deep cuts around the edge of the hand and a deep puncture in the palm. Once it is finished, the appendages will smoothly retract into the device. The dial will prove stiff and immovable after activation, preventing it from being used again.

After it is used, the effect will be immediate, though onlookers may well not notice - as the machine operates, the user will become a year younger.

Once the item has been used, the dial will remain impossible to wind up until a certain process has been carried out; it must be used to drain the blood of a living creature. Whenever the device is placed against an open wound while in its immovable state it will activate itself, immediately extending its lower needle into the open wound and immediately begin sucking blood into itself. It will drain enough blood to deal 1d4 points of constitution damage each round, and will continue to drain blood until it has either drained the corpse dry or until it has soaked up 20 points of constitution, whichever comes first. If the corpse is drained dry before at least 8 points of constitution have been absorbed by the device, it will simply retract and the dial will remain immobile until a sufficiently large amount of blood has been drained in one "sitting". The same will happen if the device is interrupted before it is done feeding. Otherwise, the dial will become usable once more, and the device can be used to restore another year of life to its user.

NOTE: The device MUST be used on a living creature that is relatively healthy - a wounded creature will do, but a creature that is about to bleed out will not.

The device was said to be made by Al-Qadim, the insane alchemist who was obsessed with the prospect of eternal life in his later years. The device was the closest he ever got to his goal, and was the culmination of his life's work; while it cannot produce life, it can transfer it from other living beings and thus make immortality possible.

The Dragon Orbs

Artifacts of terrible power, the Dragon Orbs were created by the most powerful of elven magi in times gone by. Five Dragon Orbs were made in times of antiquity, and at least three of these have survived into present day. The first of these orbs - the Lurkmoor Orb - were created by the Grey Elves of Lurkmoor when the other humanoids of Leng were beneath notice and the dwarves and gnomes were sealed away in their ancient vaults. During this time, four Dragon Orbs were produced. The fifth was produced far later in an attempt to replicate the ancient orbs, and it is rumoured that this final orb is fatally flawed in some way. It is unknown just why the Orbs were produced, but it is clear that their creation arose from interactions between the two most powerful groups on Leng during this period; the Grey Elves and the Dragons.

History of the Orbs

In order of their creation:

  1. The Orb of Lurkmoor
  2. The Orb of Murthrid
  3. The Orb of Quaraleth
  4. The Orb of Sindarion
  5. The Flawed Orb

Each of the Dragon Orbs were created in a similar way; a complex tracery of arcane runes of great power was laid, and an ancient wyrm of inestimable strength and evil might was lured to them with guile, trickery, and no small amount of magic. The magi then set about calling up their most powerful sorceries to subdue the dragon, and destroyed its physical form while binding its soul to their arcane trap. The powerful compulsion of the will of the entrapped drake drew any dragon unfortunate enough to be caught within its area of effect towards it, where the magi defeated them and added their lifeforce to the energy of the trap. When their work was finished, the result was a Dragon Orb - possessed of a powerful sentience of its own and distilled from the hatred and arcane might of scores of evil dragons. Though the creation of the orbs could easily have been duplicated with metallic dragons, all of the power of the orbs that exist come from chromatic dragons - as such, they affect only evil dragons. However, though they are not compelled to appear, good dragons within the radius (1d4x10 miles) can feel the call of the orb.

The Orb of Lurkmoor

The Orb of Lurkmoor is sentient of itself, and possesses an incredible force of personality formed from the scores of draconic souls that were trapped in its creation. The orb shrinks to the size of a large marble when not in use, and swells to its full 10" diameter when it is being used. When it is gazed into in this way, it fills with a roiling green smoke. Careful study over hours will reveal that occasionally words and symbols appear briefly amongst the mists, floating briefly before vanishing. Staring into the Orb for 1 hour after casting a Read Magic spell and making a successful Learn Spells check will reveal the command words. If the Learn Spells check is failed, it cannot be reattempted until the prospective user of the orb has gained a level. The command words are written in the alphabet of the language of magic, but the words themselves are an ancient and obscure dialect of elvish. The command words do not change and can be taught.

In order to use the Orb, the roiling green smoke must be gazed into and the command words must be spoken. The first time this is done, a pair of shadowy hands will appear within the Orb, reaching out. If the caster places their hands on the Orb, they will meet and a powerful mental battle will begin over the course of 1 turn. At the end of this time, the caster must make a saving throw vs. spell. If they fail, the orb takes over their mind, working through them to further its own spiteful ends. If the caster succeeds, the orb will be brought under their will and they may use it in the future without the mental battle, the hands reaching out to them and allowing them to use the orb's power. Evil characters gain a +2 bonus to this saving throw, while good characters suffer a -2 penalty; the Orb recognises its own.

If the caster succeeds and brings the Orb under their control, there is still danger - the first time it is activated, any evil dragons within 1d4 x 10 miles will wing their way to the Orb, compelled and drawn towards it against their will, and will seek to destroy the wielder of the Orb. If nearby dragons are unknown, there is a 1 in 6 chance that a chromatic dragon of random age and color turns up.

Each of the Orb's minor abilities can be used thrice daily without danger. Each of the Orb's major abilities can be used only once daily. Furthermore, each time one of the Orb's major abilities is used, the magic-user must make a saving throw vs. spell or any dragons with 1d4x10 miles will be drawn towards them, as noted above. Finally, the magic-user may voluntarily choose to compel evil dragons within 1d4x10 miles to appear, as noted above - this may be done as frequently as desired, though is obviously extremely dangerous.

The minor abilities of the Orb are as follows: Clairvoyance on anything within a 60-mile radius for 3 turns, Invisibility 10' Radius while caster concentrates, Legend Lore with a 25% chance of success, Speak with Dead, and Protection from Evil 10' Radius while caster concentrates.

The major abilities are as follows: Heal one creature per day (as per the priest spell of the same name), Teleport without Error to any location the orb or the caster knows (see orb's Legend Lore ability to determine whether the orb knows a location), control dragon for 1d20 turns with no saving throw, and Contact Other Plane for up to 10 questions.

When using contact other plane, some houserules apply. While there is a set number of questions asked and answers received by the magic-user, normal conversation (for example, the being asking "why do you wish to know this?") can take place without wasting this. Specific creatures from a plane can be contacted (for example, "I attempt to contact Lolth herself!"), or the mind can simply be sent out to contact a random denizen that matches the criteria (e.g. "The Abyss, Intelligence 19"). The chances of insanity and knowledge of the topic still apply. However, chance of veracity is not used; it depends entirely on the creature being summoned and its reaction to the magic-user, though it may be used for convenience when contacting a minor, non-named being such as an elemental or lesser demon, to see if they tell the truth. Note that angering an extraplanar being can result in dire consequences.

Detect Magic or Detect Evil show that the Orb radiates both strongly.

The Invulnerable Coat of Arnd

The Norse and the Vintish have never been fast friends, this is evident. Even before Vingaard took the protection of Nevermoor from vikings upon itself, the ways of Chaos and Law simply do not mix well. However, it is said that in the early days of the legendary Norse smith Waylan, there was such a pair of adventurers - a Vintish Knight and a Norse wanderer. Their journeys together are the stuff of legends, and it is said that with time they came to work together so efficiently that the savage fury of the Norse and the disciplined skill of a Knight blended into one person. Eventually, though, their journey came to an end. The dragon Firdaan had arisen from his thousand year sleep to terrorise Nordmaar, and without Waylan's legendary skill no weapon would be enough to lay him low. So they parted, but not before Waylan forged Arnd one final gift, calling upon the full extent of his skill and runecraft and pouring into it the brotherhood and fraternity of the adventurers. Waylan would never see Arnd again on Morus, but Arnd carried the Coat until the day he died.

The Invulnerable Coat of Arnd is a bright and shimmering shirt made of fine and almost weightless chain links of mithral steel that even the highest of elvish smiths would envy. It covers the arms, torso and groin of any human-shaped wearer from 3 to 8 feet tall, resizing magically to fit. Any area covered by the Coat is absolutely invulnerable to physical attack, meaning that the wearer of the Coat can only be struck on a critical hit; even the unprotected legs have an AC of 0. Enemies who are unaware of the Coat's properties or who are unintelligent will be unable to physically harm the wearer except on a critical hit, while those who have figured out its properties can go for the unprotected legs and head, which have an AC of 0. Furthermore, the Coat grants a +5 bonus to saving throws as though it were a set of +5 magic armour, protects the wearer from fire as though it were a Ring of Fire Resistance, and renders the wearer completely immune to acid, cold and electricity.

These marvellous properties are only the beginning, however. There are many runes and enchantments woven into the mithral steel of the coat, each more potent than the last. They are as follows:

The most powerful function of the Coat is to cast a powerful sleeping enchantment. This functions as a Sleep spell centred on the wearer of the Coat that affects all within its area except for the wearer himself. This Sleep spell affects 4d4 hit dice of creatures that have a hit dice total of 4+3 or less. In addition to those, it can also affect either up to two 5 or 6 HD creatures or a single 7 or 8 HD creature. This ability can be activated only once per day.

The Ring of Guxx

This ring is the property of a powerful otherplanar being who identifies himself as Guxx. Cursed by a previous master in his dying breath for betraying him, this ring binds Guxx to him and is a source of constant annoyance. It has an irritating propensity to flit from plane to plane when used, so that he is forever chasing it, for until it is destroyed his curse, which makes him the laughingstock of the Abyss, will never be lifted.

The ring is a small iron band that is studded with 7 tiny gems. The ring has a single command word; when spoken, whichever gem is on the top of the ring will activate, crumbling to dust as it does so. When all 7 gems are gone, the ring will vanish as per the cleric spell Plane Shift, disappearing into the planes once more. Each of the 7 gems has a different property:

Diamond: Limited Wish
Ruby: Meteor Swarm
Emerald: Disintegrate
Sapphire: Heal + Restoration
Obsidian: Resurrection
Pearl: Time Stop
Turquoise: Holy Word

The Rhyming Demon, Guxx, is one of the more powerful Nabassu of the Abyss. His curse means that he can never return to his home plane, but is instead forced to roam the Planes until he is able to find and destroy the ring. Furthermore, his speech is most humiliatingly limited - while under the effects of the curse, he may speak only in Common and then only in rhyme. Each time the ring is fully exhausted, it Plane Shifts randomly into the Astral Plane for a span of 10 years before reappearing on a random world of the Material Plane. Because of this long period of complete inscrutability punctuated by short periods of accessibility, Guxx has never yet been able to locate the ring before its abilities were used up and destroy it. As part of its construction, the Ring is exceptionally susceptible to identification; a simple Identify spell cast upon it will instantly yield up the command word and the function of each of its 7 gems.


One of the most powerfully evil artifacts in the multiverse, there is much disagreement about just who Soultaker belongs to. Some say it is Gungnir, the spear of Odin. Others say it is a weapon from the personal armory of Asmodeus. Three things are certain: it is divine in origin, it is sentient and it is evil. However, for those with the willingness and strength to wield it, it is a potent weapon. It appears as a smooth, black shaft made of an unknown wood that never splinters or wraps. The blade is unusually long and every inch of it is etched with intricate, spidery sigils and symbols.

The moment it is grasped, Soultaker will immediately attempt to wrest control of its wielder's mind. Its Intelligence is 18 and its ego score is 15, giving it a total personality of 33. If it successfully dominates a character, it will drive them to kill and kill whatever sentient creatures they can find until they are slain or die of exhaustion. Only if it cannot dominate them will it consent to be wielded.

As a weapon, Soultaker can fight with a bonus of up to +3, but it does so in accordance with its own whim. Enemies that it considers beneath itself will not be granted assistance. It has little interest in creatures without souls, such as elves, and will usually only fight as a +1 weapon against these. It loves battle and to fight, however, and if it becomes excited by the battle it may increase the assistance it provides. Specifically, creatures that wield magical weapons will always be met with full strength, as will those with souls.

As might be supposed from its name, Soultaker desires, above all else, to drink the souls of mortal creatures. Only creatures that truly have souls, such as humans, meet its requirements. It will fight at full effectiveness against those creatures, and if its wielder is inclined to show mercy to an enemy with a soul and is weakened enough to be dominated, it will try to force him into slaying them. When a creature with a soul is slain by Soultaker, its soul is completely destroyed and converted to the sorcerous energy that fuels this weapon.

The DM should keep track of the "soul level" of Soultaker. Souls are automatically "traded up". To find out how the souls trade up, refer to the "relative value" column on the table below. For example, a 4th level soul has a relative value of 8. This means you would need eight 1st level souls (since they have a value of 1, respectively) to trade up to this. A 3rd level soul has a relative value of 3, so you would only need three 3rd level souls to get a 4th level soul (with a 1st level soul left over).

The souls stored in Soultaker drain over time. Each hour, one of the highest-level souls in the spear is drained and reduces by 1 level. This continues until the spear is exhausted. However, while the spear contains souls, it confers abilities to its wielder based on the highest-level soul currently stored.

Soul Level Effect Relative Value
0 Heal 1d4 hp immediately. 0
1-2 Regenerate 1 hp per round. 1
3 Regenerate 1 hp per round.
STR increased to 14.
4 Regenerate 2 hp per round.
STR increased to 14.
5 Regenerate 2 hp per round.
STR increased to 15.
6 Regenerate 2 hp per round.
STR increased to 16 or by 1.
7 Regenerate 3 hp per round.
STR increased to 16 or by 1.
8 Regenerate 3 hp per round.
STR increased to 17 or by 1.
9 Regenerate 3 hp per round.
STR increased to 18 or by 2.
10 Regenerate 3 hp per round.
STR increased to 18 or by 2.
Expend all souls to cast Limited Wish.
11 Regenerate 3 hp per round.
STR increased to 18/00 or by 2.
Expend all souls to cast Limited Wish.
12 Regenerate 3 hp per round.
STR increased to 19 or by 2.
Expend all souls to cast Limited Wish.
13 Regenerate 3 hp per round.
STR increased to 20 or by 2.
Expend all souls to cast Limited Wish.
14 Regenerate 3 hp per round.
STR increased to 21 or by 2.
Expend all souls to cast Limited Wish.
15+ Regenerate 3 hp per round.
STR increased to 22 or by 2.
Expend all souls to cast Wish.

The Strength increase conferred by Soultaker is the higher of the 2 possibilities. "STR increased to 16 or by 2" means that your Strength goes up by 2 points, unless this would result in less than 16 Strength. Remember that a +1 to Strength 18 causes you to roll percentile dice, and a +1 to Strength 18/XX gives you a +10% on the percentile.

Soultaker cannot be identified. Although it is fully telepathic and can understand emotions and words from its master, it does not talk - only thrums in your hand or sings when shedding blood.

The Staff of the Ebon Flame

It is unknown from where the Crystal of the Ebon Flame originated. It is said to hold the heart of darkness in it, the essence of night and shadow. Some claim it came from some desolate and lonely outer plane, others say it was crafted by the Unseelie Fae, while still more claim that it is the centrepiece of the land of Night in the Beastlands. Whatever its origin, it was already a powerful jewel before it was harnessed by the mysterious mage and interplanar traveller, Inoro of the Otherland.

The stave is a smooth, polished piece of mahogany wood, shod with a steel cap at one end and the gem itself in a gold setting at the other end. The crystal is smooth and ovoid, a large piece of featureless black obsidian that is as deep and dark as a bottomless well. When not held by its master, the crystal is dark and deep, and those who look into it feel strangely small and insignificant. When its true master grasps the stave, a purplish black flame that sheds no light can be seen to burn within the crystal.

At a command from the master of the staff, the flame will brighten into a vibrant lilac, shedding illumination as per the Light spell. At another command, the flame will darken, becoming a flame of the deepest black that shoots out rays of dark light. When the master of the staff activates it in this way, all within 30 feet must make a saving throw vs. rods/staves/wands or be charmed as per the Fire Charm spell for as long as the black light shines on them.

As a side effect of the crystal's mysterious magic, the touch of its master will forever kill green plants, even if the stave leaves their possession. For something like a tree, this will cause leaves to wilt if touched (and cause pain to something like a treant), but will not deal any damage. Animate green plants will take 1d3 damage for each round they are touching the skin of the stave's master. This side effect is not blocked by clothing such as gloves or shoes.

The staff itself is layered with many powerful protective enchantments to prevent it falling into the wrong hands. These enchantments are truly mighty, but they draw from the willpower of the master to function; when the stave is first grasped by its prospective master, they will immediately lose a single point of wisdom in the process of binding the stave to them. Once this is done, they are the master of the stave until they die or give it to another. When touched by any other by its master, the stave's own protective magics engage, causing 3d6 points of damage to the offender in a flash of crackling electricity. When dropped or set aside by its master, the eyes of others will often seem to pass right over it unless particular attention is drawn to it; no creature of less than 4 HD will notice the staff unless it is pointed out to them or they accidentally touch it, and creatures above 4 HD must make a saving throw vs. rods/staves/wands to notice it.

The crystal itself has many wondrous properties beyond its ability to shed light and ensorscel the weak. When the stave is grasped, the stave's master gains ultravision to 120 feet and is able to speak and comprehend the tongue of animals and even converse with the dead. Another command word from its master will grant the power of flight at a speed of 18 for up to 20 turns, once each day. The staff can be used to Disintegrate an object once each day, and to cast Teleport without Error twice each day.

The stave's most powerful ability is its power to cast Temporal Stasis upon any creature within 60 feet with no saving throw. This powerful ability draws from the caster's life-force to use, however, causing them 5d4 points of damage. It can also be used only once each month. The Temporal Stasis laid by the staff can be removed by the stave's master at any time with a word of command, or with the standard spells to reverse such an enchantment.

Tuireadh, the Spear of Biting

Said to have been cast to Morus by Lugh the Longarmed of the Custodians of Khazath, Tuireadh is a powerful +5 spear with a weapon speed of 1. Furthermore, it can be thrown with wondrous accuracy, even at enemies in cover. Within short range (30 feet), Tuireadh will never miss. At medium range (31-60 feet), it throws with a +10 bonus to-hit, or +5 if the thrower cannot see their target. At long range (61-90 feet), the spear flies at a +5, or a +0 if the thrower cannot see their target. Beyond this range it can be thrown at anything the wielder can see, though it receives a -2 penalty to-hit. Regardless of the altered bonus or penalty to-hit when throwing Tuireadh, it always deals +5 damage.

However, Tuireadh carries with it a terrible curse: its point must be bathed in the hot blood of a living creature each day. If it is not, it will take its owner in the night, possessing them to take it on a rampage of bloodshed. When it has no owner to carry it, it must be kept in a cauldron of boiling blood at all time. If it is not, it will grow restless and lure in the weak-minded to claim it so that it may continue to shed blood.