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There are many magical items in The World.

This list might be split into separate pages.

Akuban KnightsEdit

Magic ShieldEdit

  • Turns into a wall

Belt of Strength +2 Edit

  • When worn, it gives the wearer a +2 to strength.

Horn of Blasting Edit

  • When activated, it a sound shoots out 120ft long, 30ft wide cone effecting everyone in that area who can hear it.
  • On a pass save the effects are: Stunned 1 round, Deafened 2 rounds
  • On a fail the effects are: Take d10 sonic damage, Stunned 2 rounds, Deafened 4 rounds

Potion of Basilisk Petrification Cure Edit

  • Cures someones of Petrification.

Ring of Might Edit

  • Adds +1 damage to melee weapons in the same hand that the ring is worn.

Ring of Might Edit

  • Adds +1 damage to melee weapons in the same hand that the ring is worn.

AssassinEdit

Magic stiletto dagger named Kiss- +1 daggerEdit

Gloves of swimming and climbingEdit

Immovable rodEdit

Potion of invisibilityEdit

Boots of elvenkindEdit

Vicious WarhammerEdit

  • Has a bonus to hit/dmg and it deals 2d6 extra dmg on crits

Desperate MeasuresEdit

Bow of NadinisEdit

  • +2 to hit and damage

Cloak of ProtectionEdit

  • At least +2 to AC

DWD: GeorgEdit

Amulet of MalkisEdit

Absorbs souls to cast spells and to heal.

Ring of TruthEdit

  • Lets the wearer know when someone is lying, forbids the wearer from lying.

"Carl" the DaggerEdit

  • +1 Dagger

Demon's EyeEdit

  • Cursed Knife -1. Appears in owners main hand whenever they enters combat.

Bellum's WhiskerEdit

  • Broad Sword +3

DWD: ZweihardEdit

Hellish HalberdEdit

  • This spell enchants a weapon that is being forged to be especially brutal when wielded in combat. The weapon must be of exquisite quality (minimum cost of 50,000 copper) and be in the forging process when the spell is cast. On a natural attack roll of 18, 19, or 20, roll a d10 to determine critical effects.
    • 1-4: Bleed | The target takes 1 damage per round until the wound is healed/bandaged.
    • 5-7: Stun | The target is stunned for 1 round.
    • 8-9: Maim | Roll for an arm or leg hit (50/50 chance). If an arm is hit, -4 to hit and half attack rate. If a leg is hit, -4 AC and half move. Lasts for 1d4 rounds.
    • 10: Roll for 2 more effects. Effects can stack.

Empires of ArcadiaEdit

Amulet of Water BreathingEdit

  • Allows breathing under water and out of water.

Frozen FrontierEdit

Ring of Tongues Edit

  • Allows the wearer to speak and understand any language spoken when someone with the language is within talking distance.

Scrag CloaksEdit

  • Work like Cloaks of Elvenkind

Elven Skull Edit

  • Dimly emits light in a 30ft radius.

Amulet of Tempos Edit

  • Increases ac to 15
  • Blocks magic missiles

Crossbow of Accuracy Edit

  • +3 to hit and damage
  • Ignores range modifiers

Ugly leather Armor Edit

  • Leather armor that give a +3 to A.C
  • Super duper ugly

Ankh made of gold and brass Edit

  • Emmits bright light in a 60ft radius as long as it is held
  • Summon a creature from the plane of fire

Dragonscale shield Edit

  • Protects the user of the shield warding against directional magic

Elemental in a bottle Edit

  • Snow elemental caught in a bottle used in the making of a snow golem

Phase daggers Edit

  • Daggers that phase the user's body into the astral plane reducing damage by 1.

Arming Sword of Jumping Edit

  • +1 to hit and damage
  • Allows the wielder to jump as if the jump spell was cast on him

Paper Lantern Edit

  • Emits light in a 30ft radius
  • The color can be changed when focused on

Nighthawk scimitar Edit

  • Screams like a hawk when swung.
  • The tip leaves a red streak whenever swung that can hardly be seen in the day
  • +1 to hit and damage during the day
  • +2 to hit and damage at dusk and dawn
  • +3 to hit and damage at night

Watering Can Edit

  • Produces an unlimited supply of water

Ethereal Quiver Edit

  • It will produce bolts or arrows for the wearer
  • The ammo will disappear after it has made contact or after a bit
  • Ammo glows bluish-green light in a 2 ft. radius

Fire Conch Edit

  • Emits 40ft of light
  • Can summon something connect to fire

Fan of Blowing Edit

  • Blows small creatures d10 ft
  • Holds back medium creatures
  • Unstable?

Cloth of extra dimensional space Edit

  • when unfolded opens an extra dimensional space
  • 3 ft. by 5 ft. wide
  • 3 ft. deep

Potion of Healing Edit

  • Heals 2d4+2

Bellum's flame blade Edit

  • +3 to hit and damage
  • adds a d6 damage die to hits
  • weapon speed 3
  • If you roll a hit on ac 10 the enemy takes 1 point of fire damage

Homeward Bound Edit

Bag of Holding Edit

  • A bag of extra dimensional space

Gnomes, Tomes & CatacombsEdit

Crown of DominationEdit

  • Crown that can control a person who is wearing it when holding an accompanying key.

Philosophers' StoneEdit

  • A shard of the staff of the world.

Ring of Water WalkingEdit

  • Allow the wearer to walk on water.

Greybane Edit

  • bonus to hit and damage on charge attack
  • Steel two handed sword

Hardcore HeroesEdit

Cloak of ArachnidiaEdit

  • Allows wearer to climb as if they had the spell Spiderclimb cast on them
  • Grants immunity to entrapment webs of any sort, allows wearer to move through the webs with the same movement speed as the spider who created them. Minimum movement rate 6
  • Once per day allows the wearer to cast a double sized Web spell, that operates as the 2nd level wizard spell
  • Wearer gains +2 to saving throws versions poisons from spiders

Daggers of ThrowingEdit

  • You throw the daggers and they return

Gem of SeeingEdit

  • See though the gem as a True-seeing spell would.

Harvest MoonEdit

  • +2 Scimitar. On it's blade are engravings of a full moon, which emits a faint light when its a full moon, and a waning moon which which emit faint light when it's day before/after a full moon. Lightweight. Has unknown strength against werewolves

Power PoleEdit

  • Extending Magical Staff
  • This appears to be a normal bronzewood staff banded with iron. The shaft is actually as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6 feet to as long as 12 feet (or any length in between). It inflicts damage as a quarterstaff (base amount, 1d6 points), with additions to attack and damage rolls based upon its magical bonus.
  • +3 to damage and Attack rolls

Steel BattleaxeEdit

  • +1 Axe

Wind ShearEdit

  • +2 Scimitar

Staff of LightEdit

  • Can shine with light at will.
  • Negates magical darkness on touch.
  • A wave of the staff can light flammable light sources eg. torches.
  • Can produce a ray of blinding light which can blind a single target for 2d6 rounds or permanently(caster choice) 1 use per day
  • Thudding the staff illuminates all grounded creatures in a 120 ft radius for up to 10 minutes as if they were in full daylight 2 uses per day
  • Lights the room you are in and all adjacent rooms 4 uses per day

Ring of feather fallEdit

  • This ring protects its wearer by automatic activation of a feather fall if the individual falls 5 feet or more.
  • When this spell is cast, the creature(s) or object(s) affected immediately assumes the mass of a piece of down.
  • The rate of falling is instantly changed to a mere 2 feet per second (120 feet per round), and no damage is incurred upon landing while the spell is in effect.
  • The feather fall affects one or more objects or creatures in a 10-foot cube, as long as the maximum weight of the creatures or objects does not exceed a combined total of 200 pounds plus 200 pounds per level of the spellcaster.

Ring of fire resistanceEdit

  • The wearer of this ring is totally immune to the effects of normal fires
  • Very large and hot fires, molten lava, hell-hound breath, or a wall of fire spell will cause 10 hit points of damage per round if the wearer is directly within the conflagration.
  • Exceptionally hot fires such as red-dragon breath, pyrohydra breath, fireballs, flame strike, fire storm, etc., are saved against with a +4 bonus to the die roll
  • all fire damage dice are calculated at -2 per die, but each die is never less than 1
  • Very hot fires do up to 24 damage
  • Exceptionally hot fires do damage greater than 24

Cloak of displacementEdit

  • Displaces the true location of the wearer by 1-2 feet
  • Any missile or melee attack aimed at the wearer automatically misses the first time. 
  • Applies to successive first attacks from multiple opponents if they didn't observe the initial displacement miss.
  • After the first attack, the cloak affords a +2 bonus to protection (+2 Armor Class, +2 to all saves aimed at wearer)

Spirit blade daggerEdit

  • +1 Dagger
  • Uses dagger proficiency
  • 1d8 damage versus living creatures
  • Phases user for -1 soak damage
  • Last seen looted by Van

Lucilla's Longsword Edit

  • +1 Longsword

Elven friendship token Edit

  • This token reduces the users aging process by half as long as the token is on person
  • A symbol that the holder is a friend of elves

Four potions of healing Edit

  • Given by cleric of Hillsborough
  • 2d4+2 hp when consumed

Bag of holding Edit

  • Weighs 15 lbs.
  • Can hold 500 lbs. and up to 70 cu. ft.

Wand of size alteration Edit

  • A wand of this sort enables the wielder to cause any single creature of virtually any size to enlarge or diminish. Either effect causes a 50% change in size
  • Relative Strength and power increases or decreases proportionally, providing the weaponry employed is proportionate or usable. For humanoid creatures enlarged, Strength is roughly proportional to that of a giant of corresponding size. For example, a humanoid enlarged to 9 feet tall is roughly equivalent to a hill giant (19 strength), and a 13-foot tall humanoid equals a fire giant (22 Strength)
  • The wand's power has a range of 10 feet. The target creature and all it is wearing or carrying are affected unless a saving throw succeeds. Note that a willing target need not to make a saving throw
  • The effect of the wand can be removed by a dispel magic spell, but if this is done, the target must roll a system shock check. It can also be countered if the possessor of the wand wills the effect to be canceled before the duration of the effect expires. Each usage of the wand (but not the cancellation of an effect) expends one charge. It can be recharged by a wizard of 12th or higher level

Heroes GraveyardEdit

Season 1

Potion of HealingEdit

Potion of Cold ResistanceEdit

Potion of Poison ResistanceEdit

Ring of SleepEdit

  • Cast sleep once/day, the same affect as the spell.

Ring of ProtectionEdit

  • Bonus to AC/Saves

Ring of Protection From FireEdit

  • Resistance to fire damage

Ring of Protection From ColdEdit

  • Resistance to cold damage

Ring of Protection From PoisonEdit

  • Resistance to poison damage

Ring of Protection From LightningEdit

  • Resistance to lightning damage

Amulet of HealthEdit

  • Sets your constitution score to 19

Cloak of ElvenkindEdit

  • Shifts colors to camouflage you from others

Spoon of StirringEdit

  • Starts stirring in a circle as soon as it is placed in a pot

Ladle of ServingEdit

  • When it is used to serve liquid, it will never spill or drip.

Season 2

Potion of HealingEdit

Potion of InvisibilityEdit

Potion of ReduceEdit

Potion of Protection From MagicEdit

Potion of ClimbingEdit

  • Allows the imbiber to climb on walls and ceilings as if moving on the ground

Potion of Feather FallEdit

Potion of ??Edit

  • From Dandren's tower library

Potion of ??Edit

  • Never identified (Dandren's tower floor 1)

Philter of LoveEdit

Magical ArrowsEdit

  • 5 Arrows - Never identified (Dandren's tower floor 1)
  • 10 Magical Arrows - +1 to hit/damage
  • 10 Magical Bolts - +1 to hit/damage

Greataxe of Mage SlayerEdit

  • +1 to hit/damage and the mage slayer effect

Magic LongswordEdit

  • +1 to hit/damage

DaggerEdit

  • +1 to hit/damage, one side says "Dandren", on the other side says "Badass"

Krazz WarhammerEdit

  • +X to hit/damage, when the hammer strikes something, anyone within 30 ft. other than the wielder makes a DC 10 CON check or they lose any concentration spell. Those hit by the hammer have a DC20 check.

Magic ShieldEdit

  • +1 to AC

Magic Scale MailEdit

  • +1 to AC

NecklaceEdit

  • Never identified (Dandren's tower floor 1)

Amulet of Feather FallEdit

Cape of Feather FallEdit

Ring of Feather FallEdit

Boots of HoveringEdit

  • Allows the wearer to hover 3-4 inches off the ground

Vest of BlinkingEdit

  • When the wearer is about to be hit by an attack, they automatically blink to a save spot within 50 ft. If there is no safe spot available, they blink to a random spot.

Elemental GemEdit

  • looted from Wander undead season 2, never identified

Magical Lever of Magic MouthEdit

  • Delivers a psychic message to any humanoid in the area when pulled

Light Stone of Hagatha spitEdit

  • when put in one's mouth, you feel a pull in your teeth towards a location (Hagatha's Hut)

Dog Skull of Anti-Magic FieldEdit

  • Point in the direction you want to use it, stroke the head lovingly and say "Good Boy" three times to activate. Say "Bad Boy" three times to deactivate, but the skull may not like it.

Night Mask of DarknessEdit

  • Has a Darkness spell with a 1-inch radius permanently cast on the inside portion of the mask

Magic SpyglassEdit

  • When looking through the spyglass, you can see long distances as if they are up close. Alternatively, there is no shake or wobble in the image when looking through it.

Graybane Edit

  • Steel Great sword that gives extra damage on charging attacks

Misscliks: DevotionEdit

Magical String on a LuteEdit

Magical Music BookEdit

Magical WhipEdit

Magical PolearmEdit

Misscliks: SeabornEdit

Orb of ImprisonmentEdit

Traps a target permanently.

Riftdancer Edit

  • Magical Boat of Legend

Magical SpoonEdit

  • Would fill an empty bowl with stew when placed in it.

Of Dice and MenEdit

Portal to the Shadow PlaneEdit

  • A shrunken circular stone gateway that can reach the Shadow Plane with the correct activation phrase.

The Silver HornEdit

  • +1 Magical Longsword

Periapt of HealthEdit

  • Disease Immunity Ruby Necklace

Cabbot's dagger Edit

  • +2 to hit and damage

Zaaz's shortsword Edit

  • +1 to hit and damage

Ring of Waterbreathing Edit

  • Allows the user to fill up their lungs with water to allow breathing.
  • The wearer has to barf out the water from their lungs after emerging from water.
  • If taken off while there is water in the lungs of the user they will drown.

Longsword of the Ceraks Edit

  • +2 to hit and damage

Rollplay: Legacy Edit

Abigael's RingEdit

  • It is said to be able to connect the mind of the user with the wearer of it's counterpart ring.

Amulet of UnbindingEdit

  • It is capable of freeing any constraint of movement on the wearer, be it magic, water or other force. It allows its wearer to fight underwater as if they were on land.

Armband of HealingEdit

  • The wearer can cast 3 healing spells at their full potential per day.

Bag of HoldingEdit

Blood SingerEdit

Blood-Drinker LongswordEdit

  • The Blood-Drinker Longsword was a +1 sword (+1 to hit, +1 to damage), gaining an additional temporary +1 for each creature slain by its edge (up to a maximum of +5) for 1 hour.

Boots of LevitationEdit

  • Tudagub's Magical Pink Boots
  • They contained the power of levitation

Bow of TheseusEdit

  • It confers a +2 bonus to damage and hit and suffers no accuracy penalties related to distance until its maximum firing range.

Brightblade's Dying WishEdit

  • +2 bonus to hit and damage.

Cloak of ElvenkindEdit

  • The Cloak allows its wearer to blend into its surroundings when covered by the cloak

Cloak of the BatEdit

  • +2 bonus to AC
  • Grants a 90% chance to be completely invisible when standing still in shadow. Any additional hiding skill checks are made after this.

Cloak of DefenseEdit

  • +1 bonus to AC

Dragon-Breath ShieldEdit

  • Near impervious to dragon breath.

Girdle of Many PouchesEdit

  • 64 magical pouches, will only 8 visible and the rest hidden. Each pouch is a miniature bag of holding that can store up to 10 pounds.

HarbingerEdit

KralfortEdit

Lance of ChargingEdit

  • It enhances the knockback power of the wielder when charging down an opponent.

Mace of LightEdit

  • The mace is capable of a massive burst of light by slamming it on a surface and yelling the magical word 'Duloc'.

Necklace of Cheetah SpeedEdit

  • Grants the wearer +2 movement speed and once per day they can use the item's power called 'Cheetah speed', which grants 45ft of movement speed for 3 rounds

Orb of SoulsEdit

  • Magical orb destroyed in Episode 2

Portable HoleEdit

Red Oaken ShieldEdit

  • Resists all flames. Grants exceptional prowess in combat.

Ring of DominationEdit

  • The ring also grants telepathic communication with one's underlings and a greater ability to instill fear in them. "To dominate someone, they have to honestly think of you as their master/leader. You can't just agree on it/disagree on it. It has to be a subconscious thought."

Ring of Three WishesEdit

  • Grants three wishes.

Rod of LightningEdit

  • With the power of its command word, "Dalamar," the rod calls forth a flash of lightning, tearing through the heavens and devastating its target for 6d6 damage. The rod can only be used three times a day.

Rod of TerrorEdit

  • Use a charge to cast an aura of terror, anyone who fails their save is frozen in fear. Upon activation, there is a 1/5 chance to permenantly lose 1 charisma.

Various PotionsEdit

Wand of WondersEdit

  • Random, both good and bad effects e.g. Casts a fireball spell at the target or Reduces the weilder to 1/12 their origional height, permanently.

WhirlwindEdit

Rollplay: Solum Edit

Amulet of ProtectionEdit

  • +2 protection to the wielder.
  • Looted of Lady Felicity's corpse in Week 26

Boots of ElvenkindEdit

  • When worn it mutes all the footsteps of the wearer, when used in unison with an invisibility spell it makes the wearer almost undetectable by normal means.
  • Looted of Lady Felicity's corpse in Week 26

Dagger of BoneEdit

  • Causes permanent wound when it inflicts damage.
  • Looted of Lady Felicity's corpse in Week 26

DuskshroudEdit

  • +1 cloak of protection
  • Looted off the Voraci Orc champion know as the "Reaper" in week 20

Leather Armour of ProtectionEdit

  • Provides a +1 bonus to AC.

FaliceEdit

  • +2 weapon

Horn of BlastingEdit

  • When activated, it a sound shoots out 120ft long, 30ft wide cone effecting everyone in that area who can hear it.
  • On a pass save the effects are: Stunned 1 round, Deafened 2 rounds
  • On a fail the effects are: Take d10 sonic damage, Stunned 2 rounds, Deafened 4 rounds
  • Looted off the Voraci Orc champion know as the "Reaper" in week 20

ReaperEdit

  • +2 weapon,+ 2 bonus to accuracy and damage. It also strikes faster, giving the wielder a extra attack each round.

Various PotionsEdit

Rusty Short SwordEdit

  • When striking a target, if the target fails a save vs poison the target incure's extra poison damage, on top of the damage taken from the sword.
  • Looted of Lady Felicity's corpse in Week 26
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