
RINGS, AMULETS, etc.

RING OF ANIMAL FRIENDSHIP
'Druid's Ring'
A druid order in Cormanthor is said to cautiously guard the secret to
the construction of these rings, which have never been seen in the
possession of anyone outside their immediate membership. How this
particular ring escaped the protection of their forest is unknown, but
there are rumors that an outcast could have brought it into exile with
him.
STATISTICS:
Special: Charm animal unless save vs. wands
Range: 40 ft
Area: 1 animal
Duration: 10 turns
RING OF ENERGY
The Victor'
Crafted by Drow mages of the Underdark, this weapon was used in an
arranged battle between two rival houses. Each combatant was allowed
to use a single magic item to aid his efforts. This ring was the
weapon used by the victor of the contest, though he never laid hands on
it. It was worn by his sibling and fired from the crowd, striking his
opponent squarely in the back. Everyone witnessing agreed it was a
brilliant interpretation of the rules.
STATISTICS:
Damage: 2D6 (no save)
Range: 120 ft
Area: 1 creature
RING OF FIRE RESISTANCE
'Batalista's Passport'
The grand mage Batalista intended this item to aid in his travels in
the plane of fire, and it is said he repeatedly summoned a Salamander
from that realm to aid in the construction. Not being known for their
patience, it is likely he should not have pestered his "instructor"
quite so much. The finger bearing the finished ring was indeed
untouched by the inferno that claimed his tower. Had that finger still
been attached, Batalista himself might have fared better.
STATISTICS:
Fire Resistance: +40%
RING OF FREE ACTION
'Edventar's Gift'
This ring was given to the reef scavenger and hunter known only as
Edventar, by a group of aquatic elves long his friends. His help in
routing the "Pirate Queen" of Dambrath was instrumental in their
survival, though Yenandra continues to be feared anywhere the water
meets land.
STATISTICS:
Special: The wearer is immune to everything, magical and otherwise,
that effects mobility in any way, although can still be hasted.
Be aware, however, this will also protect the wearer from beneficial
effects such as those received from the boots of speed.
RING OF HOLINESS
'Honorary Ring of Sune'
Rings of this type were given to faithful priests of Sune who demonstrated
actions of astounding integrity and kindness.
STATISTICS:
Spells: Grants an extra spell of each level from 1st to 4th
Only usable by:
Cleric
Druid
RING OF INFRAVISION
'Topsider's Crutch'
Merchants that dare the risks of trading with the Drow of the Great
Rift are often given these items to aid in their movements underground.
STATISTICS:
Special: The wearer gains the ability of infravision up to 120 ft
RING OF INVISIBILITY(TotSC)
'Sandthief's Ring'
Held by a master thief for the better part of a generation, this ring
was put to bold use in the markets of Waterdeep. Working a crowd in
broad daylight, the rogue would steal countless numbers of purses from
nobles, replacing them with bags of sand so the theft would go
unnoticed. His identity was never known, but the name "Sandthief" was
cursed loudly in its stead. It is rumored he retired, and now lives
among the nobles he used to rob.
STATISTICS:
Special: This item has a limited number of charges.
RING OF PROTECTION +1
'Ring of the Princes'
This ring and several of its type were originally crafted to protect
the sons of King Castter De'wess, though who uttered the enchantment
is unknown. History records that the rings remained within that family
for at least 13 generations, though they were all apparently lost
within the space of one. Enmity between the King and the family of the
creator may be to blame.
STATISTICS:
Armor Class: +1 bonus
Saving Throws: +1 bonus
RING OF PROTECTION +2
'The Guard's Ring'
The Guard was an immortal sentry assigned to protect a tomb that
sheltered the body of a princess of the Akanal. Over millennia respect
for the grave disappeared with the memory of the royal family, and
adventurers began to try their luck with the Guard. It was inevitable
that he would eventually be bested, and when he was, the ring he wore
was one of many treasures taken from the tomb.
STATISTICS:
Armor Class: +2 bonus
Saving Throws: +2 bonus
RING OF WIZARDRY
'Evermemory'
Long ago, a grand wizard from Amn was rumored to have defied Mystra's
limitations on the magical arts. Legends spoke of this wizard being
able to cast spells without the limitation of memorization. In the end
it was found that his powers stemmed from the several magical rings
that he had made for himself. His proclaimed "everlasting memory" was
a hoax, though his rings continue to be one of the most sought after
items in the Realms.'
STATISTICS:
Spells: Doubles the amount of 1st level spells a mage can memorize
Only usable by: Mage
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AMULETS and NECKLACES
NECKLACE OF MISSILES
'The One Gif Lost'
The naming of this necklace originates from its only owner, Ikaida Mourneve
who quested to regain his kidnapped daughter. Not many would help the
determined father, but a kind and generous mage bestowed this item on
him to aid his cause. Alas, the necklace was lost when Ikaida dropped
it into the Immerflow River while fending off bandits upon a suspension
bridge. Fortunately, it is rumored that the item was not needed to
reunite the family once again.
STATISTICS:
Range: 50 ft
Area of effect: 30 ft radius
Damage: 6D6 (save vs. spell for half)
AMULET OF PROTECTION +1
'The Protector'
The royal guard of King Pyronan, ruler of Impiltur, were given
'the Protector' as an honorary show of status. Unfortunately, members
of the guard had trouble coming to a consensus amongst themselves as
to whom the amulet should go to. After years of internal hostility,
the item was lost and the guards replaced by less greedy individuals.
STATISTICS:
Armor Class Bonus: 1
Saving Throw Bonus: 1
AMULET OF METASPELL INFLUENCE
'The Amplifier'
Known for its ability to enhance spellcasting, the Amulet of Metaspell
Influence is highly sought after by magic practitioners. It was
created by Elairdrin Mellwith who resided in the Star Mountains.
His reasons for fabricating such an item stemmed from his womanizing
habits, and to this extent the Amplifier served his purpose well. It
was later taken from him by a mage with a more destructive intent, but
records detailing the change of hands vary widely.
STATISTICS:
Special: Memorize one extra second level spell
GREENSTONE AMULET(TotSC)
The deep green stone at the center of the amulet seems to shimmer with
an iridescent light almost as if it has a life of its own. Even
without the powerful magics that are bestowed upon the amulet it would
be an extremely valuable addition to any collection.
STATISTICS:
This amulet confers the wearer protection against all charm, confusion,
fear, domination, ESP, detect alignment, hold, stun, psionics, sleep
and feeblemind, much like the 8th level wizard spell Mind Blank.
However the protection effect uses one charge each time it is used and
will only last for 1 turn.
SHIELD AMULET
This Amulet can be activated by a simple command word and a touch with
each use acting as one charge. The effect is a duplication of the 1st
level wizard spell 'Shield'. For the duration of the spell, the
wearer will have a base Armor Class of 4. This is cumulative with any
modifiers due to shields and magical devices.
STATISTICS:
Range: 0
Area of effect: Self
Armor Class: Base set to 4
Special: Bonus +2 AC vs. missle attacks
WOLFSBANE CHARM (TotSC)
A silver amulet containing powdered wolfsbane.
STATISTICS:
THACO: +2 bonus vs. Lycanthropes
Damage: +2 bonus vs. Lycanthropes
Weight: 3
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WANDS, MISC.
WAND OF FEAR
A Wand of Fear strikes terror into the heart of any creature within its
target area. This panic is not universal, however, as the stout of
heart have been known to resist its magic. Like all wands, the Wand of
Fear can only be used a limited number of times before it is destroyed.
STATISTICS:
Special: Cause enemies to run in fear unless they save vs. spells
Range: 100 ft
Area: 20 ft radius
Duration: 15 rounds
Not usable by:
Fighter
Thief
WAND OF FIRE
The wand will cough forth a huge, burning ball of fire that streaks out
to the desired range (to a maximum of 120') and bursts in a fiery,
violent blast, just like the fireball spell. The fireball inflicts
6d6 points of damage, but all 1s rolled are counted as 2s.
The victim(s) may make a save vs. wands in order to take only half
damage. The second ability of the wand is akin to the spell
'Agannazar's Scorcher' in that a column of flame will streak towards
the victim inflicting 6D6 +6 damage, with a save vs. wands for half.
STATISTICS:
Ability 1:
Effect: shoots out a Fireball
Damage: 6D6 (save vs. wands for half)
Range: 90 ft
Area 30 ft radius
Ability 2:
Effect: Agannazar's scorcher
Damage: 6D6 +6 (save vs. wands for half)
Range: 90 ft
Area: 1 creature
Not usable by:
Fighter
Cleric
Druid
Thief
WAND OF FROST
White crystalline motes spray forth from the wand in a column towards
the victim striking square in the chest with numbing force. The
temperature inside the column is deadly, and damage is 8d6
(treating all 1s rolled as 2s), with a save vs. wands for half.
STATISTICS:
Effect: Column of Ice
Damage: 8D6 (save vs. wands for half)
Range: 100
Area: 1 creature
Not usable by:
Fighter
Cleric
Druid
Thief
WAND OF LIGHTNING
The possessor of the wand can discharge a bolt of lightning. As it
passes through a creature, it does 6d6 points of damage
(treating 1s rolled as 2s), with a save vs. wand for half damage.
The bolt will continue through the target and proceed to 'rebound'
until expended.
STATISTICS:
Effect: Lightning bolt
Damage: 6D6 (save vs. wands for half)
Range: 100ft
Area: Path of bolt
Not usable by:
Fighter
Cleric
Druid
Thief
WAND OF MAGIC MISSILES
When activated, the wand will eject a missile of magical energy that
darts forth and unerringly strike its target. This includes enemy
creatures in a melee. The target creature must be seen or otherwise
detected to be hit, however, so near-total concealment, such as that
offered by arrow slits, can render the spell ineffective. Against a
creature, the missile will inflict 1d4+1 points of damage.
STATISTICS:
Special: 1 magic missile will strike target
Damage: 1D4 +1
Range: 100 ft
Area: 1 creature
WAND OF MONSTER SUMMONING
This wand will summon 12 HD of monsters, which appear within the area
of effect and attack the user's enemies. They remain until the spell
duration expires, or the monsters are slain. These creatures vanish
when slain. If no opponent exists to fight and the wizard can
communicate with them, the summoned monsters can perform other services
for the summoning wizard.
STATISTICS:
Effect: Summon 12 HD of monsters
Range: 20 ft
Duration: 2 turns
Not usable by:
Fighter
Cleric
Druid
Thief
WAND OF PARALYZATION
When used, this wand shoots forth a thin ray of bluish color to a
maximum range of 60'. When a creature is touched by the ray, it must
roll a save vs. wands in order to avoid being stunned for 10 rounds.
STATISTICS:
Effect: Stun target unless save vs. wands with -4 penalty
Range: 100 ft
Area: 1 creature
Duration: 10 rounds
Not usable by:
Fighter
Druid
Cleric
Thief
WAND OF POLYMORPH
This wand emits a thin, green beam that darts forth to a maximum
distance of 60'. Any creature touched by this beam must make a save
vs. wands or be polymorphed into a squirrel.
STATISTICS:
Effects: Polymorph target into squirrel unless save vs. wands
Range: 100 ft
Area: 1 creature
Duration: permanent until dispelled
Not usable by:
Fighter
Cleric
Druid
Thief
WAND OF SLEEP
This wand will emit a gold beam of energy at its targets up to a
maximum range of 60', effecting a 40' cube. If the target creatures
fails their save vs. wands, they will fall into a deep, comatose sleep
for 5 turns.
STATISTICS:
Effect: Sleep unless victim saves vs. wands
Range: 90 ft
Area: 20 ft radius
Duration: 2 turns
WAND OF THE HEAVENS
This wand will cause a pillar of flame to shoot out of the sky and
strike the target of the invoker. The flames will do 6D8 damage to
the target (with 1s taken as 2s), unless the target makes a save vs.
wands in which case it will take half. The wand only has a certain
amount of charges and will be destroyed when they are used.
STATISTICS:
Effect: Flamestrike
Damage: 8D6 (save vs. wands for half)
Range: 120 ft
Area: 1 creature
Not usable by:
Fighter
Mage
Bard
Thief
MANUAL OF BODILY HEALTH
A typical manual of bodily health provides the reader with valuable
information regarding preventative medicine, basic first aid, and
proper muscle toning. As if this isn't enough, the manual is also
magically enhanced, thereby allowing an individual to raise his or her
Constitution by a single point. Unfortunately, the manual will
disappear after a single use.
STATISTICS:
Consitution: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
MANUAL OF GAINFUL EXERCISE
A typical manual of gainful exercise provides the reader with a strictly
regimented routine of daily stretches and tests designed to increase
muscle bulk. As if this isn't enough, the manual is also magically
enhanced, thereby allowing an individual to raise his or her Strength
by a single point. Unfortunately, the manual will disappear after a
single use
STATISTICS:
Strength: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot.
MANUAL OF QUICKNESS OF ACTION
A typical manual of quickness of action provides the reader with a
wide variety of tips and pointers regarding the motion and coordination
of one's hands and feet. This small tome is much in demand by people
from many walks of life, including rogues wishing to improve their
slight-of-hand and paladins wanting to perfect their thrust and parry.
The secret of such a manual lies in its magical nature, as it permits
an individual to raise his or her Dexterity by a single point.
Unfortunately, the manual will disappear after a single use.
STATISTICS:
Dexterity: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
TOME OF CLEAR THOUGHT
A typical tome of clear thought contains a collection of esoteric and
scholarly literature, often involving obscure mathematical or algebraic
formulae or the occasional reference to inter-planar biology. Such
tomes are usually magically enhanced, thereby allowing an individual to
raise his or her Intelligence by a single point. Unfortunately, the
manual will disappear after a single use.
STATISTICS:
Intelligence: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
TOME OF LEADERSHIP AND INFLUENCE
One of the most popular recent tomes of leadership and influence is the
cynically entitled book "How to Win Friends and Influence People."
Like others of its ilk, it peddles a philosophy of personal ascendancy
and manipulation by charisma alone. The authors and advocates of such
tomes claim that, by drawing on the most recent theories in sociology
and interpersonal psychology, it is possible to raise an individual's
charisma by a single point. In truth, such increases in personal
charisma are the product of magical spells placed on the text as it is
in the writing process. These same spells also cause the tome to
disappear after their first use. An excellent marketing strategy, you
must concede...
STATISTICS:
Charisma: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
TOME OF UNDERSTANDING
A typical tome of understanding contains a sober, if dry analysis of
legal battles, historic events, government policies, philosophical
treatises, and theories of magic and metaphysics. While rarely
interesting to anyone outside of their already well-educated niche
market, it is said that some such tomes have even added a single point
to the Wisdom of certain half-ogres. Such marvels, however, are the
product of a potent magic placed upon the tome as it is being written.
Unfortunately, this same magic causes the tome to disappear after a
single use.
STATISTICS:
Wisdom: Raised by 1 point permanently
Special: The book is consumed upon use
Usage: Place into quick item slot
HORN OF KAZGARATH
This horn is thought to be made from one of the tusks of the great
beast Kazgaroth. Who imbued it with enchantments is unknown, but it
is a very potent item. When blown upon, no sound issues from the
horn. Instead the user of the horn is incased in a globe of power for
a short duration. The bubble gives the user partial magic resistance
and a saving throw bonus, as well as partially deflecting incoming
missile attacks. The effect only lasts 18 seconds, and the horn draws
from the life force of the user everytime it is used.
STATISTICS:
Immunity to first and second level spells
Save vs Death: +2
Save vs Wands: +2
Save vs Polymorph: +2
Save vs Breath: +2
Save vs Spells: +2
Armor Class bonus vs missile attacks: +5
Damage done to user: unknown
Not Usable By:
Cleric (any combination of cleric or druid cannot use this item)
Druid
Thief
CLAW OF KAZGAROTH
Little is known about this item, other than that the claw itself was
taken from the corpse of the great beast Kazgaroth. It has multiple
enchantments that all become activated when the claw is worn as a ring.
The image of the wearer become blurred and more difficult to hit with
weapons or target with spells. It has one drawback however, as it
seems to fuel its power with the blood of its wearer. Because of this,
the wearer of the claw will often be more sickly and therefore more
susceptible to poisons.
STATISTICS:
Armor Class: +1 bonus
Missile Armor Class bonus: +4 bonus
Save vs Death: -4 penalty
Save vs Wands: +3 bonus
Save vs Polymorph: +3 bonus
Save vs Breath: +3 bonus
Save vs Spells: +3 bonus
Constitution modifier: -2 penalty
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ARMOR
ROBES, CLOAKS, etc.
WEAPONS
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