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


Artefacts and Relics[]

Amulet of Malkis[]

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

Amulet of Velthara[]

  • 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[]

Orb of Imprisonment[]

Golden Egg of Nerual[]

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


  • 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[]

  • 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[]

Spear of Ultimate Destruction[]

  • Spear of the goddess Voraci
  • +5 to Hit, +5 to Damage
  • Save vs Death or Die
  • Pieces Magic Resistance
  • Changes size to fit the welder (Ogre size if Ogre using, Human size if Human using)
  • Taken from the ogres by Izual, taken from them by Voraci (Legends of Arcadia: Genesis)


Bag of Holding[]

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

Girdle of Many Pouches[]

  • 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[]

  • 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[]

Crown of Domination[]


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

Necklaces & Amulets[]

Amulet of Unbinding[]

Amulet of Protection[]

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

Amulet of Tempos[]

Amulet of Water Breathing[]

Necklace of Cheetah Speed[]

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

Periapt of Health[]

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

Elven Friendship Token[]

  • 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[]

Amulet of ESP[]

  • 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.

Amulet of Life Preservation[]

  • Needs attuning to the wearer
  • Will save the life of the wearer once before breaking.
  • Appeared in Embers of the Wilds.


Abigael's Ring[]

  • It is said to be able to connect the mind of the user with the wearer of its counterpart ring.
  • Appeared in Rollplay: Legacy)

Ring of Acid Resistance[]

Ring of Domination[]

  • 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[]

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

Ring of Fire Resistance[]

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

Ring of Free Action[]

Ring of Handsomeness[]

Ring of Might[]

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

Ring of Protection[]

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

Ring of Three Wishes[]

Ring of Tongues[]

  • 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[]

  • 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[]

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

Ring of Water Breathering[]

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


Horn of Blasting[]

  • When activated, it a sound shoots out 120 ft long, 30 ft 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[]

  • 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[]

Fan of Blowing[]

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

Gem of Seeing[]

Magical String on a Lute[]

Magical Music Book[]

Magical Spoon[]

Elven Skull[]

Ankh made of gold and brass[]

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

Elemental in a bottle[]

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

Paper Lantern[]

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

Fire Conch[]

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

Broach of Shielding[]



Cloak of Arachnida[]

Cloak of the Bat[]

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

Cheetah Cloak of Amedio[]

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

Cloak of Displacement[]

Cloak of Elven Kind[]

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

Cloak of Protection[]

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

Cloak of Plenty[]

  • Produces the following things, refreshing daily:
    • 1/2 lbs of cheese.
    • 1/2 lbs of fresh cinnamon raisin bread.
    • 1 lbs of spare ribs.
    • 4 ears of steamed buttered sweet corn.
    • 1 apple, orange & pear.
    • 1/2 pint of honey.
    • 1/2 lbs 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 of Strength +2[]

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


Gloves of swimming and climbing[]

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

Gloves of War[]

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

Gloves of Dexterity[]


Armband of Healing[]

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

Armband of Protection[]


Robe of Protection[]

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


Boots of Levitation[]

Boots of Elvenkind[]

Armour & Shields[]


Shields +1 to 5[]

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

Magic Wall Shield[]

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

Shield of Arrow Attraction[]

Dragonscale shield[]

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

Red Oaken Shield[]

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

Dragon-Breath Shield[]


Leather Armour +1 to 5[]

Chain Armour +1 to 5[]

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

Elven Chain[]



Short-bows or Longbows +1 to 5[]

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

Bow of Theseus[]

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

Crossbow of Accuracy[]

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


Ethereal Quiver[]

  • 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[]

  • +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[]

Daggers +1 to 5[]

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

Dagger of Bone[]

Demon's Eye[]

  • Cursed Knife -1. Appears in owners main hand whenever they enters combat.
  • A hilt and guard of black, with a blade of red that pulses with a dim red light (must be dim light to notice the pulse). Appears in his main hand whenever he enters combat. Locked to the welder until they die, or removed by a limited wish.
  • Appeared in DwD: Georg

Daggers of Throwing[]

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

Spirit Blade aka Phase Daggers[]

Sword, Arming[]

Arming Swords +1 to 5[]

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

Rose Quartz Sword +2[]

  • +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[]

  • +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[]

  • 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[]

  • +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


Harvest Moon[]

  • +2 Scimitar. On its 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[]

  • 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

Jade & Topaz[]

  • The short swords are teaming with necromantic magic. They pull out of lifeforce of a target when it hits. The weapons were created in tandem.
  • They are +1 Weapons
  • Jade drains strength
  • Topaz drains dexterity
  • Appeared in Embers of the Wilds

Sword, Short[]

Short Swords +1 to 5[]

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

Rusty Short Sword[]

  • 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[]

Two-Handed Swords +1 to 5[]

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


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


Rune Blade[]

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

Spears & Lances[]

Spears +1 to 5[]

Blood Singer[]

Blink Spear[]

Bone Spear[]

Hellish Halberd[]

  • 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[]

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

Zodiac spear[]

Rohana's Spear of Chain Lightning[]

  • 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[]

Blessed Mace +1 to 5[]

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

Hammer of Zorin[]

  • +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


Mace of Light[]

  • 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[]

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

Wands & Rods[]

Wand of Wonders[]

  • Random, both good and bad effects e.g. Casts a fireball spell at the target or Reduces the wielder to 1/12 their original height, permanently.
  • Appeared in Rollplay: Legacy

Wand of Magic Missile[]

  • 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[]

  • 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[]

  • 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[]

  • 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 permanently lose 1 charisma.
  • Appeared in Rollplay: Legacy

Immovable rod[]

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

Staves & Rods[]

Power Pole[]

  • 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[]

  • Can shine with light at will.
  • Negates magical darkness on touch.
  • A wave of the staff can light flammable light sources e.g. 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[]

  • 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.

Rod of Comfort[]

Within a 30-foot radius the following affects are in effect, when activated. Activation requires the holder to maintain concentration for a round and then pass a DC 15 wisdom saving throw. Once activated, the rod will remain so until dismissed by the holder or released from grasp.

  • Dim blue light radiating from the Aquamarine gem at the end of the staff.
  • Temperature is fixed at 70º until the outside reaches -20º or 140º. Each degree outside of this range tugs the temperature up or down.
  • Precipitation from weather (rain, snow, hail) is warded as if striking an umbrella. Wind, the things blown by it, missile attacks (even water based ones), etc. are unaffected by this.
  • Apepared in Embers of the Wilds

Staff of Curing[]

  • 4 abilities, each one can be used twice within 24 hours, not more than once on any given person:
    • Cure Disease
    • Cure Blindness
    • Cure Wounds
    • Cure Insanity
  • 1d6+19 charges, each ability costs 1 charge
  • Once drained, must be recharged, else it functions as a non-magical weapon