For Magical Items by Category, see Magical Items by Category.


Akuban Knights[edit | edit source]

Magic Shield[edit | edit source]

  • Turns into a wall.

Belt of Strength +2[edit | edit source]

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

Horn of Blasting[edit | edit source]

  • When activated, it a sound shoots out 120ft long, 30ft wide cone affecting 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 | edit source]

  • Cures someones of Petrification.

Ring of Might[edit | edit source]

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

Assassin[edit | edit source]

Magic stiletto dagger named Kiss- +1 dagger[edit | edit source]

Gloves of swimming and climbing[edit | edit source]

Immovable rod[edit | edit source]

Potion of invisibility[edit | edit source]

Boots of elvenkind[edit | edit source]

Vicious Warhammer[edit | edit source]

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

Desperate Measures[edit | edit source]

Bow of Nadinis[edit | edit source]

  • +2 to hit and damage

Cloak of Protection[edit | edit source]

  • At least +2 to AC

Bone Spear[edit | edit source]

  • Magical Spear
  • Once owned by Silax

DWD: Divan[edit | edit source]

Sorona[edit | edit source]

  • Magical Golden Circlet (pg 337 of Encyclopedia Magica)

Amulet of Velthara[edit | edit source]

  • Marks a person for vengeance and reveals their location.
  • Acts as a Bad of Holding for a single weapon.
  • Locates a person desiring vengeance.
  • Linked with Goddess Velthara

DWD: Georg[edit | edit source]

Amulet of Malkis[edit | edit source]

  • Wearing grants one point of intelligence.
  • Absorbs souls to cast spells and to heal.
  • Linked with the God Malkis.

Ring of Truth[edit | edit source]

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

"Carl" the Dagger[edit | edit source]

  • +1 Dagger.

Demon's Eye[edit | edit source]

  • Cursed Knife -1. Appears in the owner's main hand whenever they enter combat.

Bellum's Whisker[edit | edit source]

  • +3 Broad Sword.

DWD: Zweihard[edit | edit source]

Hellish Halberd[edit | edit source]

  • 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 Arcadia[edit | edit source]

Amulet of Water Breathing[edit | edit source]

  • Allows breathing underwater and out of water.

Magic Folding Boat[edit | edit source]

  • Folds from a briefcase sized package into a canoe at will.

Phase Daggers[edit | edit source]

  • Daggers that phase the user's body into the astral plane reducing damage by 2.

Bag of Holding[edit | edit source]

  • Bag that weighs 15 pounds and can hold up to 500lbs/70ft^3.

Fire Arrows[edit | edit source]

  • Adds extra 2d6 fire damage on hit.

Shield of Arrow Attraction[edit | edit source]

  • Attracts projectiles both physical and magical to the wielder, has a size limit.

Magic Spear[edit | edit source]

  • Spear of +1

Ring of Protection[edit | edit source]

  • Adds +1 to AC and Saving throws.

Ring of Acid Resistance[edit | edit source]

  • Makes user resistant to acid damage.

Blink Spear[edit | edit source]

  • A spear that teleports the thrower to the place it lands.

Flame Tongue[edit | edit source]

  • Steel sword.
  • Blade bathed in flames when wielded.

Spear of Piercing[edit | edit source]

  • +2 to hit and damage.
  • Ignores half armor of non-magical armor.
  • Applies bleed effect.
  • 10ft reach.

Gloves of War[edit | edit source]

  • +1 to hit and damage, on melee or thrown.
  • Weapon hits become magical.

Bracers of Defense[edit | edit source]

  • +2 to AC when not using armor or shields.

Dagger[edit | edit source]

  • +3 to hit and damage.

Ethereal Bow[edit | edit source]

  • +1 to hit and damage.
  • Can shoot normal arrows with +1 accuracy but not +1 damage.
  • Creates ethereal arrows when drawn.
  • Ethereal Arrows:
    • Emits dim light until the moment after it hits.
    • Can hit ethereal enemies.

Amulet of Non-Detection[edit | edit source]

  • Cannot be scried upon by any means.

Broach of Shielding[edit | edit source]

  • Resistance to force damage.
  • Immunity to magic missiles.

Cape of Protection[edit | edit source]

  • +1 to AC and saves.

Ring of Free Action[edit | edit source]

  • Cannot be stunned or paralyzed.
  • Cannot be restrained by magic.
  • Not hampered by difficult terrain.

Slippers of Silence[edit | edit source]

  • Make no sound while walking.

Small Bag of Holding[edit | edit source]

  • 1lb, 30lb capacity.

Rod of Rulership[edit | edit source]

  • Can command obedience to all creatures of the user's choice within 120 feet to charm for 8 hours.
  • All effected must pass a DC15 wisdom saving throw.
  • Usable once a day.
  • Recharges in the light of dawn.

Bracers of Archery[edit | edit source]

  • +2 to damage with ranged attacks.

The Crown of The Emperor[edit | edit source]

  • Power of Free Action.
  • Language Comprehension.
  • Lie Detection.

Hammer of Zorin[edit | edit source]

  • +5 to Hit and Damage.
  • On a hit all creatures within 20 ft of the wielder must make a DC15 Constitution Save or be stunned for 1 round and take 3d6 thunder damage. The creature being hit by the hammer must pass a DC18 Constitution Save.
  • The Dwarf that wields this hammer is known to be the rightful Thane of all dwarfs in Bravo.
  • Legend says if it is wielded by a non-dwarf, a terrible curse will befall the wielder.

Ring of Mind Shielding[edit | edit source]

  • Immune to magic that allows other creatures to
    • Read the wearers thoughts.
    • Detect lies.
    • Know alignment.
    • Know true form.
  • Wearer can ignore telepathic communication.

Frozen Frontier[edit | edit source]

Ring of Tongues[edit | edit source]

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

Scrag Cloaks[edit | edit source]

  • Work like Cloaks of Elvenkind

Elven Skull[edit | edit source]

  • Dimly emits light in a 30ft radius.

Amulet of Tempos[edit | edit source]

  • Increases ac to 15
  • Blocks magic missiles

Crossbow of Accuracy[edit | edit source]

  • +3 to hit and damage
  • Ignores range modifiers

Ugly leather Armor[edit | edit source]

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

Ankh made of gold and brass[edit | edit source]

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

Dragonscale shield[edit | edit source]

  • The user of the shield takes half damage from directional magic and breathweapons

Elemental in a bottle[edit | edit source]

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

Mask of Terror[edit | edit source]

  • Originally worn by a Dracolich before it was defeated
  • When worn it fuses to the wearer's face and flames appear in the eye sockets of the mask.
  • Upon setting sights on the wearer, creatures with less than 2 hit dice have to save vs petrification or flee in terror. Creatures with greater than 2 hit dice save vs petrification or have -2 to attack and damage rolls against the wearer.

Phase daggers[edit | edit source]

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

Arming Sword of Jumping[edit | edit source]

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

Paper Lantern[edit | edit source]

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

Nighthawk scimitar[edit | edit source]

  • 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 | edit source]

  • Produces an unlimited supply of water

Ethereal Quiver[edit | edit source]

  • 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 | edit source]

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

Fan of Blowing[edit | edit source]

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

Portable Hole[edit | edit source]

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

Potion of Healing[edit | edit source]

  • Heals 2d4+2

Bellum's flame blade[edit | edit source]

  • +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 | edit source]

Bag of Holding[edit | edit source]

  • A bag of extra-dimensional space

Rune Blade[edit | edit source]

  • +5 to hit and damage.
  • +1 to AC and saves.
  • On a critical strike, destroys shield and armor.
  • Glows in combat.

Ring of Handsomeness[edit | edit source]

  • makes the wearer extra handsome

Harpoon of Holding[edit | edit source]

  • Roots the target on a hit (save vs spell).

Dagger of Velthara[edit | edit source]

  • +3 to hit and damage.
  • Holds the target (save vs spell.)
  • Blessed weapon.

Gnomes, Tomes & Catacombs[edit | edit source]

Crown of Domination[edit | edit source]

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

Philosophers' Stone[edit | edit source]

  • A shard of the staff of the world.

Dagger of Returning[edit | edit source]

  • If the thrower misses its target, it will return to the throwers hand.

Greybane[edit | edit source]

  • Bonus to hit and damage on a charge attack.
  • Steel two-handed sword.

Phase Dagger[edit | edit source]

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

Ring of Water Walking[edit | edit source]

  • Allow the wearer to walk on water.

Wand of Detect Magic[edit | edit source]

  • Can cast detect magic instantly.
  • Has an unknown number of charges.

Hardcore Heroes[edit | edit source]

Cloak of Arachnidia[edit | edit source]

  • Allows the wearer to climb as if they had the spell Spiderclimb cast on them
  • Grants immunity to entrapment webs of any sort, allows the 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 Throwing[edit | edit source]

  • You throw the daggers and they return

Gem of Seeing[edit | edit source]

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

Harvest Moon[edit | edit source]

  • +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 emits faint light when it's the day before/after a full moon. Lightweight. Has unknown strength against werewolves

Power Pole[edit | edit source]

  • Extending Magical Staff
  • This appears to be a normal bronze wood 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 Battleaxe[edit | edit source]

  • +1 Axe

Wind Shear[edit | edit source]

  • +2 Scimitar

Staff of Light[edit | edit source]

  • 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 Fall[edit | edit source]

  • 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 Resistance[edit | edit source]

  • 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 Displacement[edit | edit source]

  • 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 Dagger[edit | edit source]

  • +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 | edit source]

  • +1 Longsword.

Elven Friendship Token[edit | edit source]

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

Four Potions of Healing[edit | edit source]

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

Bag of Holding[edit | edit source]

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

Wand of Size Alteration[edit | edit source]

  • 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 the 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' Graveyard[edit | edit source]

Season 1

Potion of Healing[edit | edit source]

Potion of Cold Resistance[edit | edit source]

Potion of Poison Resistance[edit | edit source]

Ring of Sleep[edit | edit source]

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

Ring of Protection[edit | edit source]

  • Bonus to AC/Saves

Ring of Protection From Fire[edit | edit source]

  • Resistance to fire damage

Ring of Protection From Cold[edit | edit source]

  • Resistance to cold damage

Ring of Protection From Poison[edit | edit source]

  • Resistance to poison damage

Ring of Protection From Lightning[edit | edit source]

  • Resistance to lightning damage

Amulet of Health[edit | edit source]

  • Sets your constitution score to 19

Cloak of Elvenkind[edit | edit source]

  • Shifts colors to camouflage you from others

Spoon of Stirring[edit | edit source]

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

Ladle of Serving[edit | edit source]

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

Season 2

Potion of Healing[edit | edit source]

Potion of Invisibility[edit | edit source]

Potion of Reduce[edit | edit source]

Potion of Protection From Magic[edit | edit source]

Potion of Climbing[edit | edit source]

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

Potion of Feather Fall[edit | edit source]

Potion of ??[edit | edit source]

  • From Dandren's tower library

Potion of ??[edit | edit source]

  • Never identified (Dandren's tower floor 1)

Philter of Love[edit | edit source]

Magical Arrows[edit | edit source]

  • 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 Slayer[edit | edit source]

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

Magic Longsword[edit | edit source]

  • +1 to hit/damage

Dagger[edit | edit source]

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

Krazz Warhammer[edit | edit source]

  • +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 has a DC20 check.

Magic Shield[edit | edit source]

  • +1 to AC

Magic Scale Mail[edit | edit source]

  • +1 to AC

Necklace[edit | edit source]

  • Never identified (Dandren's tower floor 1)

Amulet of Feather Fall[edit | edit source]

Cape of Feather Fall[edit | edit source]

Ring of Feather Fall[edit | edit source]

Boots of Hovering[edit | edit source]

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

Vest of Blinking[edit | edit source]

  • 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 Gem[edit | edit source]

  • looted from Wander undead season 2, never identified

Magical Lever of Magic Mouth[edit | edit source]

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

Light Stone of Hagatha spit[edit | edit source]

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

Dog Skull of Anti-Magic Field[edit | edit source]

  • 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 Darkness[edit | edit source]

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

Magic Spyglass[edit | edit source]

  • 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 | edit source]

  • Steel Greatsword that gives extra damage on charging attacks

Legends of Arcadia: Genesis[edit | edit source]

Zodiac spear[edit | edit source]

  • +? to hit
  • 4d4 damage
  • On a failed saving throw, permanently merges with the wielder's arm.

Maelstorm[edit | edit source]

  • Flail with 3 balls
  • Casts the opposite effect of
     1  Battlefate S M V  
     Range  AoE
     20 yds.  1 creature
     Casting Time  Duration
     4  2 rds./level
     Save  Damage
     electrum coin
    This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemys weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid; combat modifiers provided by battlefate equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. The exact form of the aid or assistance varies from round to round
    1. No Effect
    2. Bonus to AC
    3. Bonus to Saves
    4. Bonus to Attack rolls
    5. Bonus to Damage rolls
    6. Extra attack with a bonus to attack or damage (subject's choice)
    The material component for this spell is an electrum coin tossed by the priest as he casts the spell.
     School  Source
     Alteration  Spells and Magic page 160
    spell on successfully hit target: On cast d6 grants
    • 1 - No Effect
    • 2 - Penalty to AC
    • 3 - Penalty to Saves
    • 4 - Penalty to Attack rolls
    • 5 - Penalty to Damage rolls
    • 6 - No attack for 1 round

Misscliks: Devotion[edit | edit source]

Magical String on a Lute[edit | edit source]

Magical Music Book[edit | edit source]

Magical Whip[edit | edit source]

Magical Polearm[edit | edit source]

Misscliks: Seaborn[edit | edit source]

Orb of Imprisonment[edit | edit source]

  • Traps a target permanently.

Riftdancer[edit | edit source]

  • Magical Boat of Legend.

Magical Spoon[edit | edit source]

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

Of Dice and Men[edit | edit source]

Portal to the Shadow Plane[edit | edit source]

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

The Silver Horn[edit | edit source]

  • +1 Magical Longsword

Periapt of Health[edit | edit source]

  • Disease Immunity Ruby Necklace

Cabbot's dagger[edit | edit source]

  • +2 to hit and damage

Zaaz's shortsword[edit | edit source]

  • +1 to hit and damage

Ring of Waterbreathing[edit | edit source]

  • 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 the water.
  • If taken off while there is water in the lungs of the user they will drown.

Longsword of the Ceraks[edit | edit source]

  • +2 to hit and damage

Rollplay: Legacy[edit | edit source]

Abigael's Ring[edit | edit source]

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

Amulet of Unbinding[edit | edit source]

  • 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 Healing[edit | edit source]

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

Bag of Holding[edit | edit source]

Blood Singer[edit | edit source]

Blood-Drinker Longsword[edit | edit source]

  • 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 Levitation[edit | edit source]

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

Bow of Theseus[edit | edit source]

  • 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 Wish[edit | edit source]

  • +2 bonus to hit and damage.

Cloak of Elvenkind[edit | edit source]

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

Cloak of the Bat[edit | edit source]

  • +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 Defense[edit | edit source]

  • +1 bonus to AC

Dragon-Breath Shield[edit | edit source]

  • Near impervious to dragon breath.

Girdle of Many Pouches[edit | edit source]

  • 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.

Harbinger[edit | edit source]

Kralfort[edit | edit source]

Lance of Charging[edit | edit source]

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

Mace of Light[edit | edit source]

  • 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 Speed[edit | edit source]

  • 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 Souls[edit | edit source]

  • Magical orb destroyed in Episode 2

Portable Hole[edit | edit source]

Red Oaken Shield[edit | edit source]

  • Resists all flames. Grants exceptional prowess in combat.

Ring of Domination[edit | edit source]

  • 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 Wishes[edit | edit source]

  • Grants three wishes.

Rod of Lightning[edit | edit source]

  • 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 Terror[edit | edit source]

  • 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 Potions[edit | edit source]

Wand of Wonders[edit | edit source]

  • 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.

Whirlwind[edit | edit source]

Rollplay: Solum[edit | edit source]

Amulet of Protection[edit | edit source]

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

Boots of Elvenkind[edit | edit source]

  • 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 Bone[edit | edit source]

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

Duskshroud[edit | edit source]

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

Leather Armour of Protection[edit | edit source]

  • Provides a +1 bonus to AC.

Falice[edit | edit source]

  • +2 weapon

Horn of Blasting[edit | edit source]

  • 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

Reaper[edit | edit source]

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

Various Potions[edit | edit source]

Rusty Short Sword[edit | edit source]

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

Tombs of Scoria[edit | edit source]

Magic War Blades[edit | edit source]

  • 2 +1 war blades.

Magic Spear[edit | edit source]

  • +1 spear.

Blessed Mace[edit | edit source]

  • +1 blessed mace.

Magic Chainmail[edit | edit source]

  • +1 chainmail.

Flaming Arrows[edit | edit source]

  • +2 to hit and 1d6 extra fire damage.

Ring of Protection[edit | edit source]

  • Adds +1 to AC and Saving throws.

Robes of Protection[edit | edit source]

  • Adds +1 to AC and Saving throws.

Cloak of the Cheetah[edit | edit source]

  • +3 dex, every 30 minutes (3 turns) the wearer may sprint for 3 rounds at 45 speed.
  • Based on Cheetah Cloak of Amedio from Page 298 of Encyclopedia Magica.

Ring of Free Action[edit | edit source]

  • Wearer cannot be affected by things that would restrict their movement.

Wand of Magic Missile[edit | edit source]

  • An unknown amount of charges may use up to 2 charges each round to cast the magic missile spell, using more than one charge increases the number of missiles fired.

Static Axe[edit | edit source]

  • +2 to hit and damage.
  • Magic axe that holds 5 charges of electricity that can be released for an extra 1d6 damage.
  • While 1 or more charges remain in the axe the wielder has resistance to lightning damage.
  • Recharged by rubbing wool or fur on the axe.
  • Made out of crystal.

New Moon Dagger[edit | edit source]

  • 3x damage against lycanthropes.

Coin Purse of Holding[edit | edit source]

  • Holds 50 pounds of extra-dimensional space.
  • The size of a coin purse.

Amulet of ESP[edit | edit source]

  • Allows the user to read a target's mind within a close range.

Cloak of Plenty[edit | edit source]

  • +4 to save versus Elements
  • Produces the following things, refreshing daily:
    • 1/2lbs of cheese.
    • 1/2lbs of fresh cinnamon raisin bread.
    • 1lbs of spare ribs.
    • 4 ears of steamed buttered sweet corn.
    • 1 apple, orange & pear.
    • 1/2 pint of honey.
    • 1/2lbs of cracked walnuts.
    • 1 quart of strawberries.
    • 1 quart of cold apple cider.
    • 1 quart of cool water.
    • 1 hunting knife.

Ring of Fire Resistance[edit | edit source]

  • The wearer has resistance to fire damage while wearing this ring.
  • 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
  • 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, and all damage dice are calculated at -2 per die, but each die is never less than 1. As a rule of thumb, exceptionally hot fires are those with a maximum of 25 or higher damage roll in a round.
  • Gold band with either a garnet or ruby gem.

Rose Quartz Sword +2[edit | edit source]

  • +2 to hit and damage Arming Sword
  • Intricately carved metallic sheath that has a pair of wolves engraved on the front of it with a sword dividing the two of them. There are roses on the back.
  • Blade itself is made of rose quartz instead of some sort of metal, clearly magical

One handed Sword +2[edit | edit source]

  • +2 to hit and damage Arming Sword

Rohanna's Armour[edit | edit source]

  • Wearer gains Displace Self similar to the Spell.
  • First Attacks always miss
  • +2 to AC and Saving Throws.
  • Leather Armour

Rohanna's Spear[edit | edit source]

  • +3 to hit and Damage
  • Has 3 Charges of Chain Lightning
  • Can Expend 1 Charge to deal 2d6 to one enemy, enemies hit by this ability are stunned.
  • Can expend 3 charges to chain that effect to 6 total enemies.

Rohanna's Shield[edit | edit source]

  • Grants Feather Fall when held over the wearers head. At least 2800 pounds are affected by this spell.
  • Falling from 30 ft or less deals no damage

Rohanna's Sandals[edit | edit source]

  • Sandals giving +2 to speed
Community content is available under CC-BY-SA unless otherwise noted.