Rods and Staves.
Rods
Rod of the Mighty Hero (Fighter only). This magical rod, is a lesser version of the Rod of Lordly Might. It looks like a normal 3ft rod tipped with a ball. When found it comes either as a Piercing weapon (base), a Slashing weapon (base) or blunt weapon (base). Each version, has the ability to switch to an alternate weapon (pierce goes to blunt. Slash goes to pierce. Blunt goes to slash). Each rod has a 75% chance of being a +1 magical weapon, or 25% chance of being +2. For each base weapon type, roll 1d4 to see which it is.
If it is a pierce base, On a 1 or 2, it is a Spear, that can convert into a footman's flail. On a 3 or 4, it is a short sword, that converts to a horseman's flail.
If it is a slashing base, On a 1 or 2 it is a broad sword that converts into a spear. On a 3 or 4, it is a battle axe that converts into a short sword.
If it is a blunt base, on a 1 or 2 it is a footman's flail, that converts to a broad sword. OR for a 3 and 4, it is a horseman's flail that converts into a battle axe.
Regardless of which weapon type it is, each Rod of mighty heroes, has three magical powers.. Each use one charge, but each use Must be declared AFTER a successful hit, but before any damage is rolled for.
The first power is that it causes half the damage the weapon does deal, to get transferred to the holder of the rod much like what happens with a Vampiric regeneration ring.
The second is that it can cause the opponent to run in fear, if they fail a save vs spell, for d8 rounds.
The last power is it can slow the target for 2d4 rounds, if they fail a save vs R/S/W.
it is worth 2,000gp and has an XP value of 3,000.
Staff
Staff of Stones (Cl/M)
The Staff of Stones is a simple magical item, allowing mages and priests to use it to hurl stones as if they were using a Sling Bullet and were proficient in the sling (regardless of whether they are or not). The stones it can hurl can be up to 1lb in weight, and they will strike as if they were +1 bullets, causing d4+2/d6+2, and allows the caster to strike creatures as if these missiles were +1 enchantment. Even though they are treated as a Sling bullet for ranges, there are NEVER any range penalties. And if the mage/priest has any strength or dexterity bonuses to missile fire, these ARE included in the damage dealt out.
If a priest uses this to hurl the pebbles picked up and enchanted by the "Magic Stone" spell, the damage increases from the listed d4 (2d4 to undead) to d6 (2d6 to undead).
They are ONLY usable by Clerics and mages, even if other classes normally could use staff-slings.
Though they are 'staff-slings' for purposes of the weapon chart, the ranges stones can be hurled out to are as per regular slings. They also give the wielder a rate of fire of 2/1.
It has a cost of 800gp and an XP value of 1500.
The Weird Stuff
S'orra's Spectacular stronghold
This magical item works somewhat similarly to the Daern's Instant Fortress, in that the magic of it, will allow the creation of a fortress.
It looks like a child's toy of a castle including outer walls, and is around 6 inches in size, with 4 'towers' 1 large(ish) building, and 2 smaller ones. If Detect magic is used on it, Strong alteration and dimensional magic will be shown.
When invoked by the owner, via speaking the command word, the 'toy' will sprout up into a full on castle, with an outer wall dimension of 80 meters long by 50 meters wide, with the walls being 25ft tall and 20ft thick. Inside the area between the walls, is one inner building of 80 ft long by 55 ft wide, by 20 feet tall, comprised of stone, with a total of 3 floors (with both 1 single regular staircase, and one spiral staircase linking all 3 floors. 2 of those floors are above ground, one is below, forming a “basement” that is 30ft by 20ft in size. Besides this large stone building, there exists 2 other buildings. The 2nd building is 20ft by 25ft, and the third building is 15ft by 20ft, also of wooden construction exist.
On the outer walls, along one of the shorter walls, is a Gate keep, that is 20ft by 25ft in size, that has one single portcullis, and a double size iron shot door both inside and out. Each of the four corners, are anchored by a 30ft tall 25ft wide circular tower. And along each of the two longer walls, are a 5th and 6th tower, of the same size as in the corners, but these 2 are square ones. The Central building has 2 (or 3 doors) by the will of the owner, arranged how HE “Dreams” it up. Inside are anywhere from 5 to 8 bedrooms, 1 to 2 'kitchens', 1 den, 2 living rooms, and up to 3 other 'specialty rooms' as 'dreamed' up by the owner. The downstairs basement is split into 3 rooms..
The Central 'stone' building, has 9 + 1d6 windows, each with glass (nothing fancy), and 4 total 'chimneys'. One for a Den fire place, one for a fire place in the master bedroom, and 1 for each of the two kitchens. The Larger wooden building has 6 total windows, and only one large door, while the last, is more of a 'horse barn' like structure.
It takes 3 full rounds to 'sprout up to full size' and does so from the place the owner sets it on the ground, and expands in a direction away from him. Unlike the Daern's Instant Fortress though, once it is erected in place, it cannot be re-shrunk down and moved elsewhere.
Once erected, it stays where it is put up until either destroyed or a Wish or Limited wish are used to shrink it. Even an Anti-Magic Shell (or Beholder's Anti-magic eye beam) will do nothing to it. Because it takes 3 rounds to grow in size, It cannot be used to 'crush' someone (unlike the swiftness that DIF grows can), as they can simply move out of the way.
All buildings are considered AC-2 to resist blows, and have 9 structural points per 10ft of size. No fires, with the exception of those in a hearth or forge/stove are allowed to burn for longer than 2 rounds by the magic of this device, this unfortunately does NOT Distinguish from hostile or friendly fires, so if the owner casts a wall of fire, it gets quenched in 2 rounds.
Unfortunately for the owner, the magic is so great, they RESIST any modification (such as adding in new windows, or doors, or even adding on Additional siege weaponry.
XP 15000. GP value is 25,000
Malk'es magnificent mansion.
Similar to Daern's Instant Fortress, this magic item looks like a child's toy building, or like one an adult would have IRL on a model train set. If a Detect Magic is cast on it, it radiates Strong alteration and Dimensional magics.
When placed on a prepared spot, that has a strong area for a proper foundation, and then the command word is spoken (Often wrote in cryptic script on the bottom of the mock house), the item takes form. It shoots up to the full size of a three story, 35 feet wide by 60 feet long house in one turn. Cause of the slowness of it's growth, no one can take damage from it as they can easily just move out of the way, unlike what happens with Daerns Instant fortress. Also, similar to the 'Spectacular Strong hold device' once set up, it cannot be commanded to shrink, short of using a full wish.
The internal walls and floors of the building are protected as if a permanent Fire Quench spell is in place, and the outer roof and walls are considered AC 0 and have 5 structural points per 10 square foot for defense.
The are 4 main rooms on the ground floor, one suitable for a kitchen, one a lounge, one a library or study and one a dining room. The 2nd floor has sufficient room for 7 bedrooms maximum to be installed, and the design for how many rooms and their layout is taken from the mind of the device's owner when he speaks the command word. The last floor is a basement of 35ft square with 9ft high ceilings that will keep all food and drink stored in it, from spoiling VIA NORMAL (ie non magical) means. Not even rats will be found down there. However magical means of ruining the food (such as using Putrefy food and drink) or poisoning them will still work.
There are 2 outer doors used to get into the mansion. The main door is a double door, of strong oak bound by iron, and only opens to the house master and up to 4 people he designates, when he initially brings the mansion into being. The 2nd doorway, goes in via the rear, directly to the kitchen. This door imposes a -35% chance on ANYONE's chance to pick locks.
Once set up, the mansion has 2 permanent Unseen Servants, that “Activate” for a period of 2 turns once each a week, who's sole purpose is to Clean!!!
Xp/GP value is 8.000xp and 15,000gp
Tablets of order
This item which consists of identical scroll like pages of parchment, 1 for the master copy, and up to 10 slave scrolls, is used by Ninja clans to send data and information to there spies in the field, and for those spies to send gathered data back to the main base. The Ninja, scribes the information down, and the next round the scroll goes blank, having sent the data instantaneously back to where ever the master is (but it cannot go through Crystal spheres or across the planes). Each slave has it's own command code to activate, and as such, the owner of the master can tell from which of his operatives the message is coming in from.
When activated, it gives the owner a tingling sensation in the base of his neck. This lets them know they have incoming data. Once activated, anything said or scribed into the scroll, repeats verbatim on the other (master-slave). It is usable for 2 hours per week. (for the slave), and the master is not limited.
XP 800. GP 1800 (slave scroll)
XP 3500. GP 8000) Master scroll)
Figurines of Wondrous power - Ki rin Guard
This figurine looks like a fluffy large dog like animal with a small horn atop it's muzzle. BUT to those who know its command word it is a trusty guardian. It bring's fourth a Magnificent Ki-rin (oriental version of a unicorn) for 3 hours service once every 24 hours. If slain in animal form it shifts back to statuette form and sometimes CAN be taken by the one who slew it (evil characters even just slightly touching it take 18/9 damage a round). The animal formed is not a FULL version but has the following stats.
INT: genius (17-18), AL Lawful good, AC -2, Move 18/36 fly(B), HD 7+1, Thac0 12, # att 3, Dam d6/d6/2d6, Spec att magic use, Spec def see MM, 70% MR.
XP/GP as other figurines.
Skull of Shival'ra
This unadorned and unimpressive looking human skull radiates faint magic when detected for, and when checked (identified) other than the below listed damage to those of good alignment won't reveal any powers. Only when wielded by someone of evil alignment will it's powers show fourth.
The first one is a continual tongues effect on the wielder in relation to all undead, outer planner creatures from any of the lower planes and all evil demi-non human life forms.
The second is 1/day for 1 hour it can be commanded to call fourth a fear radius effect. All those entering the area must save at -1 or be forced to run away for 1d6 rounds. Those making it still suffer -2 to hit and damage while inside the zone.
The last, is with the permanent sacrifice of 1hp to the skull, its wielder can call fourth a banshee’s wail like effect, that forces all HOSTILES hearing it to make a save against death magic or keel over dead. Anyone so killed, cannot be resurrected or raised.
8,000xp. 14,000gp.
Note those of chaotic good alignment take 10hp of damage when touching the skull. 20hp for those of Neutral good alignment and 30hp for those of lawful good.
To'kars fingers of deathly burrowing.
These desiccated fingers were taken from a great evil and powerful necromancer. He was well known for killing foes with a finger of death spell then using their ju-ju zombie corpses to replenish his armies.
When tossed at an opponent, the finger zips to him/her unerringly (like a magic missile) and starts to burrow into the heart. If the target makes a save against death, he suffers only 1d8 hp of damage from the finger's burrowing. BUT if he fails, he has fallen victim to To'kar's lesser finger of death spell, which kills in 1d20 rounds UNLESS the victim manages to kill the one who cast the spell (or in this case threw the finger).
Only 8 of these were ever made, since they used To'kars OWN fingers to enchant.
If the finger is recovered from the corpse of someone who was killed by the fingers, it can be re-used, but all magic is lost if the target made their saving throw vs death, even if the D8 damage still killed them.
3,500xp, 8,000gp
Ko-hasi's shrunken heads.
These magical heads look like a humanoid's head was shrunken then cut off a still living body. when pushed forward and the command word is said, they start chattering and making slow baritone wails. This has the effect of unnerving all undead in a 100ft radius circle.
Those within 80ft to the outside of the circle, are hit as by a curse spell (reverse of bless unless they save versus magic.
Those within 60-80 are effected as if within the radius of an enemies chant
Those within 40-60ft are hit by both
Those within 20-40 now start taking damage equal to 1hp per level of the holder of the heads. Save makes it 1hp/3 levels.
Those closer than 20ft are affected as if they we hit by holy water (direct hit).
Xp/Gp 3,000 xp/5,000 gp
Dawjoi's portable prison.
This device looking like the grate of a regular prison's window, when placed on a solid surface, creates an opening into an extra dimensional space of 20x20 size. Any living person placed inside will be kept in perfect health, but suffers nightmares and torments of the mind for as long as they are within. Usually 3 days or more is sufficient to make anyone placed in repentant (or willing to convert to the evil religion) to save their butts.
XP 4,000, GP 13,000
Dawjoi's torture rope.
This simple looking piece of rope is used to tie up prisoners, but when the command word is spoke will cause unrelenting excruciating pain to course through the prisoner's body for as long as the owner wishes. Every 3 turns this is kept up there is a chance of death though, requiring the wearer to make a system shock roll at -10%. Each subsequent continuous check needed is at a further -10% penalty.
XP 1,300 GP 4,000
Dawjoi's sacrificial dagger
This normal bejeweled dagger if it scores a natural 20 in combat can suck fourth 1 life level of the victim just as if they had been energy drained. This lost level is sent to the dagger's owners god. If the last life level of a victim is taken via this dagger his soul goes to that god.
XP 2,000 GP 5,000
War's Banners.
These magical flag/standards, all have a strong enchantment upon them. When a banner, (or multiple ones) are flown in the same battle, marked with the icon or markings of the ‘army’ they work with, all those allied with the one who owns the banner gain more benefits, up to a maximum of 8 banners. Though dozens supposedly exist, only 8 can ever combine their powers in one battle, per side. Though both sides in a war can benefit from them, if each side has their own.
These magical flags, only work in mass combat situations, where more than 20 people are fighting per side, and have a base radius of effect of 50 yards. Add +30 yards per additional flag possessed on that side. They also only work outside.
The # of banners flown, determine the power(s), that are granted to the allies;
If but one banner is own and flown, all allies gain +2 to their Morale.
If two flags are flown, the Morale bonus goes up to +3, and all those fighting, do so as if they were under the effects of a Bless spell, for the first six rounds of combat.
If three flag are flown, the Morale bonus goes to +4, all troops are blessed for 10 rounds, and any healing spell cast in the zone, gains +1 to its effectiveness.
If four are flown, the Morale bonus goes to +5, the hp bonus for cures goes to +2, and all troops are blessed for 15 rounds.
If five are flown, the Morale bonus goes to +6, the HP bonus goes to +3, all troops gain +2hp, and fight as if under a Chant spell for 6 rounds.
If six are flown, the bonuses goes up to +7 morale/+4 hit points, +4 to all healing spells, the duration of the chant lasts for 12 rounds.
If seven are flown they go to +8 morale/+6hp/+4 to all healing, and all are now fighting as if under a Chant for 18 rounds.
If all 8 flags are flown at once, all allied troops never need make morale rolls till one flag is removed. All troops fight as if under BOTH a prayer and Chant spell, and all healing spells cast in the radius, gain +8hp to their effective healing.
When found, each banner appears blank (either white base for good, green base for evil, or blue base for black), and can have their nation, lord or leader’s marking(s) or heraldry painted onto them. This takes a skilled artist, and at least 12 uninterrupted hours of work, for each banner to be flown.
The banners, all appear to be 6ft by 9ft flags, and come with their own 10ft to 14ft pole, to be flown on.
Banner of Heroism
Banner’s of Heroism, are much different than “War’s banners”, in that they do not give morale bonuses, or health/healing bonuses. They also cannot be flown in multiples. Instead they are most often used in siege combat, by the lord of the keep, either to protect it, or by opposing forces to attack.
When flown, this magical herald or standard, enhances the combat rolls of friendly troops. It always comes blank, and the magic is only faint, that is until a standard or coat of arms is painted on its surface. When flown in combat, all those who are allied to the master the Banner's tied to, who CAN SEE IT, gain +1 to hit, +3 to damage, and those bonuses can go up via spells such as Bless, Prayer and the like. It however does have one down side. If it is ever damaged or captured by the enemy, it instantly sours the troops by imposing an immediate Morale check, at a -4 penalty, and if failed, they instantly route.
It has a range of 400 meters around where it is flown. and is 8 feet high by 14 feet long. As such it is hard to take into battle and is usually kept at the keep of the lord who's coat of arms adorns it's surface.
If the lord to which it is tied to dies, and is not resurrected /raised within 10 days, the magic goes back to a faint emanation and the flag goes blank again, awaiting a new master.