For Magical Items sorted by Campaign, see Magical Items by Campaign.


Contents

Miscellaneous[edit | edit source]

Artefacts and Relics[edit | edit source]

Amulet of Malkis[edit | edit source]

  • Absorbs souls to cast spells and to heal.
  • Linked with the God Malkis.
  • Appeared in DwD: Georg.

Amulet of Velthara[edit | edit source]

  • Marks person for vengeance and reveals the marked person's location.
  • Acts as a bag of holding for a single weapon.
  • Linked with Goddess Velthara
  • Appeared in DwD: Divan

Orb of Souls[edit | edit source]

Orb of Imprisonment[edit | edit source]

Golden Egg of Nerual[edit | edit source]

  • Able to force a physiological change from one species to another.
  • Linked with the God Nerual.
  • Appeared in Misscliks: Demigods.

Riftdancer[edit | edit source]

  • Magical Boat of Legend.
  • Linked with the God Tempos.
  • Able to magically fold up, things inside are stored in extra dimensional space.
  • Appeared in Misscliks: Seaborn.

Portal to the Shadow Plane[edit | edit source]

  • Stone gateway that can reach the Shadow Plane with the correct activation phrase.
  • Appeared in various shows (including DwD Georg, HcH, Shenanigans, ODaM).

Philosophers' Stone[edit | edit source]

Storage[edit | edit source]

Bag of Holding[edit | edit source]

  • Bag that weights 15 pounds and can hold up to 500lbs/70ft^3.
  • Appears in various campaigns.

Girdle of Many Pouches[edit | edit source]

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

Portable Hole[edit | edit source]

  • When unfolded opens an extra dimensional space.
  • 3 ft. by 5 ft. wide.
  • 3 ft. deep.
  • Appears in various campaigns (including Frozen Frontier).

Crowns & Tiaras[edit | edit source]

Crown of Domination[edit | edit source]

Sorona[edit | edit source]

  • Magical Golden Circlet with many powers, including mind reading and Legend Lore.
  • Page 337 of Encyclopedia Magica.
  • Appeared in DwD: Divan.

Necklaces & Amulets[edit | edit source]

Amulet of Unbinding[edit | edit source]

Amulet of Protection[edit | edit source]

  • Amulet that gives +1 to +6 AC & saving throws.
  • Appeared in Various Campaigns.

Amulet of Tempos[edit | edit source]

Amulet of Water Breathing[edit | edit source]

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.
  • Appeared in Rollplay: Legacy.

Periapt of Health[edit | edit source]

  • Disease Immunity Ruby Necklace.
  • Page 234 of 2e DMG.
  • Appeared in Of Dice and Men.
  • Dimly emits light in a 30ft radius.

Elven Friendship Token[edit | edit source]

  • This token reduces the users ageing process by half as long as the token is on person.
  • A symbol that the holder is a friend of elves.
  • Works like an Amulet of Elvenkind.
  • Appeared in Hardcore Heroes.

Amulet of Non-Detection[edit | edit source]

Amulet of ESP[edit | edit source]

  • Allows the wearer to detect surface thoughts of any intelligent being they focus on. (no save)
  • Can detect deeper thoughts, but target gets a save.
  • Gives the wearer a bonus of +4 to saves against Mind affecting effects.
  • Appeared in Tombs of Scoria.

Rings[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.
  • Appeared in Rollplay: Legacy)

Ring of Acid Resistance[edit | edit source]

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."
  • Appeared in Rollplay: Legacy)

Ring of Feather Falling[edit | edit source]

  • Automatically casts Feather Fall if person is falling
  • Page 201 of 2e DMG
  • Appeared in Various Campaigns (inc Hardcore Heroes)

Ring of Acid Resistance[edit | edit source]

  • Makes user resistant to fire damage
  • Page 201 of 2e DMG
  • Appeared in Hardcore Heroes

Ring of Free Action[edit | edit source]

Ring of Handsomeness[edit | edit source]

Ring of Might[edit | edit source]

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

Ring of Protection[edit | edit source]

  • Ring that gives +1 to +6 AC & saving throws
  • Page 201 of 2e DMG
  • Appeared in Various Campaigns

Ring of Three Wishes[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.
  • Page 1004 of Encyclopedia Magica
  • Appeared in Frozen Frontier

Ring of Truth[edit | edit source]

  • Lets the wearer know when someone is lying, forbids the wearer from lying.
  • Page 203 of 2e DMG
  • Appeared in DwD: Georg

Ring of Water Walking[edit | edit source]

  • Allow the wearer to walk on water.
  • Page 203 of 2e DMG
  • Appeared in Various Campaigns (including GTC)

Ring of Water Breathering[edit | edit source]

  • Allow the wearer to breath underwater
  • Appeared in Various Campaigns (including ODaM)

Trinkets[edit | edit source]

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
  • Appeared in Akuban Knights & Rollplay: Solum

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.
  • Appeared in Frozen Frontier

Watering Can[edit | edit source]

Fan of Blowing[edit | edit source]

  • Blows small creatures d10 ft
  • Holds back medium creatures
  • Appeared in Frozen Frontier

Gem of Seeing[edit | edit source]

Magical String on a Lute[edit | edit source]

Magical Music Book[edit | edit source]

Magical Spoon[edit | edit source]

Elven Skull[edit | edit source]

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
  • Appeared in Frozen Frontier

Elemental in a bottle[edit | edit source]

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

Paper Lantern[edit | edit source]

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

Fire Conch[edit | edit source]

  • Emits 40ft of light
  • Can summon something connect to fire
  • Appeared in Frozen Frontier

Broach of Shielding[edit | edit source]

Clothing[edit | edit source]

Cloaks[edit | edit source]

Cloak of Arachnida[edit | edit source]

Cloak of the Bat[edit | edit source]

  • +2 AC, can fly in darkness, 90% invisible
  • Page 219 of 2e DMG
  • Appeared on Rollplay: Legacy

Cheetah Cloak of Amedio[edit | edit source]

  • Run fast, +3 dexterity
  • Page 298 of Encyclopedia Magica
  • Appeared in Tombs of Scoria

Cloak of Displacement[edit | edit source]

Cloak of Elven Kind[edit | edit source]

  • Lets you hide better
  • Page 219 of 2e DMG
  • Appears iun various campaigns

Cloak of Protection[edit | edit source]

  • Adds One to Five AC.
  • Page 220 of DMG
  • Appeared in various campaigns

Cloak of Plenty[edit | edit source]

  • 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.
  • Appeared in Tombs of Scoria.

Belt[edit | edit source]

Belt of Strength +2[edit | edit source]

  • When worn, it gives the wearer a +2 to strength.
  • Appeared in Akuban Knights

Gloves[edit | edit source]

Gloves of swimming and climbing[edit | edit source]

  • Gives a bonus to swimming and climbing checks
  • Appeared in Assassin

Gloves of War[edit | edit source]

  • +1 to hit and damage, on melee or thrown.
  • Weapon hits become magical.
  • Appeared in Empires of Arcadia.

Armband[edit | edit source]

Armband of Healing[edit | edit source]

  • The wearer can cast 3 healing spells at their full potential per day.
  • Appeared in Rollplay: Legacy

Armband of Protection[edit | edit source]

Robes[edit | edit source]

Robe of Protection[edit | edit source]

  • Adds One to Six AC.
  • Page 1014 of Encyclopedia Magica
  • Appeared in Tombs of Scoria

Boots[edit | edit source]

Boots of Levitation[edit | edit source]

Boots of Elvenkind[edit | edit source]

Armour & Shields[edit | edit source]

Shields[edit | edit source]

Shields +1 to 5[edit | edit source]

  • Shields with +1 to +5 with not other bonus
  • Appeared in many shows

Magic Wall Shield[edit | edit source]

  • Turns into a wall when slammed on the ground
  • Appeared in Akuban Knights

Shield of Arrow Attraction[edit | edit source]

Dragonscale shield[edit | edit source]

  • The user of the shield takes half damage from directional magic and breathweapons
  • Appeared in Frozen Frontier

Red Oaken Shield[edit | edit source]

  • Resists all flames. Grants exceptional prowess in combat.
  • Appeared in Rollplay: Legacy

Dragon-Breath Shield[edit | edit source]

Armour[edit | edit source]

Leather Armour +1 to 5[edit | edit source]

Chain Armour +1 to 5[edit | edit source]

  • Chain Armour with +1 to +5 with not other bonus
  • Appeared in many shows (inc Tombs of Scoria)

Elven Chain[edit | edit source]

Weapons[edit | edit source]

Bows[edit | edit source]

Short-bows or Longbows +1 to 5[edit | edit source]

  • Shor-tbows or Longbows with +1 to +5 with not other bonus
  • Appeared in many shows

Bow of Theseus[edit | edit source]

  • +2 Bow , Ignores range modifiers
  • Appeared in Rollplay: Legacy
  • Bow of of Accuracy - 202 of Encyclopedia Magica

Crossbow of Accuracy[edit | edit source]

  • +3 Crossbow, Ignores range modifiers
  • Page 242 of 2e DMG
  • Appeared in Frozen Frontier\

Whirlwind[edit | edit source]

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
  • Appeared in Frozen Frontier

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.
  • Appeared in Empires of Arcadia.

Daggers & Knives[edit | edit source]

Daggers +1 to 5[edit | edit source]

  • Daggers with +1 to +5 with not other bonus
  • Appeared in many shows

Dagger of Bone[edit | edit source]

Demon's Eye[edit | edit source]

  • Cursed Knife -1. Appears in owners main hand whenever they enters combat.
  • Appeared in DwD: Georg

Daggers of Throwing[edit | edit source]

  • You throw the daggers and they return
  • Page 242 of 2e DMG
  • Appeared in Hardcore Heroes

Spirit Blade aka Phase Daggers[edit | edit source]

Sword, Arming[edit | edit source]

Arming Swords +1 to 5[edit | edit source]

  • Arming Swords with +1 to +5 with not other bonus
  • Appeared in many shows

Rose Quartz Sword +2[edit | edit source]

  • +2 to hit and damage
  • 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
  • Appeared in Tombs of Scoria

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
  • Appeared in Frozen Frontier

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.
  • Appeared in Rollplay: Legacy

Bellum's flame blade[edit | edit source]

  • +3 to hit and damage, speed 3
  • adds a d6 damage die to hits
  • If you roll a hit on ac 10 the enemy takes 1 point of fire damage
  • While it was given by the god Bellum, not considered a Holy Weapon
  • Appeared in Frozen Frontier

Harbinger[edit | edit source]

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 which emit faint light when it's day before/after a full moon. Lightweight. Has unknown strength against werewolves
  • Appeared in Hardcore Heroes

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
  • Appeared in Frozen Frontier

Sword, Short[edit | edit source]

Short Swords +1 to 5[edit | edit source]

  • Short Swords with +1 to +5 with not other bonus
  • Appeared in many shows

Rusty Short Sword[edit | edit source]

  • 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.
  • Owned by Lady Felicity
  • Appeared in Rollplay: Legacy

Swords, Two-Handed[edit | edit source]

Two-Handed Swords +1 to 5[edit | edit source]

  • Two-Handed with +1 to +5 with not other bonus
  • Appeared in many shows

Reaper[edit | edit source]

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

Greybane[edit | edit source]

Rune Blade[edit | edit source]

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

Spears & Lances[edit | edit source]

Spears +1 to 5[edit | edit source]

Blood Singer[edit | edit source]

Blink Spear[edit | edit source]

Bone Spear[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.
  • Appeared in DwD Zweihard

Lance of Charging[edit | edit source]

  • It enhances the knockback power of the wielder when charging down an opponent.
  • Appeared in Rollplay: Legacy

Zodiac spear[edit | edit source]

Rohana's Spear of Chain Lightning :[edit | edit source]

  • Magical spear +3 to hit and damage.
  • Enchantment: Minor Chain Lightning (2d6 damage, Stuns target, 3 charges, up to 5 chain links, up to 20 feet distance between targets).
  • Appeared in Tombs of Scoria.

Maces & Mauls[edit | edit source]

Blessed Mace +1 to 5[edit | edit source]

  • Maces with +1 to +5 with not other bonus
  • Considered a Holy Weapon
  • Appeared in Tombs of Scoria

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.
  • Appeared in Empires of Arcadia

Kralfort[edit | edit source]

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'.
  • Appeared in Rollplay: Legacy

Vicious Warhammer[edit | edit source]

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

Wands & Rods[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.
  • Appeared in Rollplay: Legacy

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
  • Appeared in Tombs of Scoria

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
  • Appeared in Hardcore Heroes

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.
  • Appeared in Rollplay: Legacy

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.
  • Appeared in Rollplay: Legacy

Immovable rod[edit | edit source]

  • A rod that will stay in place where it is set
  • Appeared in Assassin

Staves[edit | edit source]

Power Pole[edit | edit source]

  • 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
  • Appeared in Hardcore Heroes

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
  • Appeared in Hardcore Heroes

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.
  • Appeared in Empires of Arcadia.
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