Tryll - Redemption New Magic Items
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Boots, Bracers and Gloves  |   Candles, Dusts and Stones  |   Librams, Books and Tomes  |   Girdles, Hats and Helms  |   Household Items and Tools  |   Jewels and Gems  |   Rings  |   Rods, Staves and Wands  |   Potions and Oils  |   Scrolls  |   The WeIrD StUfF


Boots, Bracers and Gloves

Back-guarding, Boots of

      These magical boots are made of black leather, and are very soft and supple (but still quite strong). These boots function to protect the wearer from a thief's backstab ability. Should a thief attempt to backstab a character protected by these boots, the boots of back-guarding will trigger a magical effect similar to the blink spell. However, all the character will do is blink out of existence for one segment, then reappear immediately in the same spot.
      This allows the character to avoid the backstab, and warns him that an enemy is behind him. The magic of these boots functions only if the wearer is being attacked by an actual thief, attempting a backstab. Just being struck from behind will not trigger the magic of these boots.
      Every time they are used, there is a 5% (non-cumulative) chance that the boots will not blink back with their owner, instead disappearing forever, leaving the wearer barefoot.

Rooting, Boots of

      These boots are cursed, and will detect as boots of speed. However, when worn, the boots will root to the spot, preventing the character from moving at all. The magic of these boots cannot be dispelled, but a remove curse spell cast by a mage or cleric of at least 13th level will allow the character to remove the boots.

War, Gloves of

      These magical gloves are enchanted to give their wearer a proficiency with a single type of weapon. While using gloves of war, the wearer may fight with that weapon as if he were proficient with it, suffering no penalties for non-proficiency.
      Each pair of gloves are attuned to a specific weapon. Thus, a character might find a pair of gloves of war, long sword, or a pair of gloves of war, mace. These gloves are attuned to melee weapons only, and will not function for any form of distance attacks (thus, gloves of war, dagger will work during melee, but not if the wearer decides to use the dagger as a throwing weapon).
      Certain rare pairs of these gloves (5%) are gloves of war, specialized. These gloves allow any character to fight as if specialized with a single type of weapon. Therefore, a character using gloves of war, specialized scimitar would be able to fight with a scimitar as if specialized.
      In no case do any pair of these gloves increase already existing proficiencies or specialization's. If a character is already proficient in longsword, then fighting with gloves of war, longsword will not make him specialized (although he could still benefit from a p air of gloves of war, specialized longsword).

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Candles, Dusts and Stones

Bluestone

      This small, blue stone is carved to resemble a robin's egg. When held and mentally commanded, the stone's owner is polymorphed into a robin (the character is in no danger of losing his personality, or of being stuck in this form). The transformation can be performed but once per day, and lasts until the character ends it, to a maximum of 2 hours.

Safeguarding, Incense of

      While burning, this magical incense provides a measure of protection to one room (no more than 50' cubed). The smoke from this incense permeates the room, insinuating itself into every crack, crevasse, an opening. It prevents any gaseous creature from entering the room.
      Should anyone open a door or window into this room, a loud, ululating shriek will be heard, waking the sleeper, and alerting him to the presence of the intruder. The smoke will also trigger this alarm should anyone teleport or dimension door into the room.
      While the smoke will provide no warning if an ethereal creature enters the room, it will function normally should that ethereal creature solidify while within the room.
      Sticks of this incense are typically found in groups of 1d10. One such stick of incense will burn for 8 hours.

Surveyor's Stone

      This magical stone is dark blue, very smooth, and shaped like teardrop. When dropped, the surveyor's stone will fall until it hits the ground. At this point, it will immediately teleport itself back to its owner. When it does so, a number will appear on its side. That number will be the distance it has just fallen, in yards, to the nearest yard.
      The stone can be used any number of times per day. Note that the magics of the stone are only triggered if it is dropped. Thus, if the stone is stolen, or if it is thrown, it will not teleport back to its owner. However, if the thief were to drop the stone, it would then do so. Anyone who wishes to own the stone must have it in their possession for 24 hours in order for the stone to attune itself to them.
      The stone must pass a saving throw vs. crushing blow (+3 bonus) every time it is used, or be destroyed when it finally hits the ground. Bear in mind, the stone has a maximum range of 1,000 yards. Should it fall farther than that, it loses its contact with its owner, and is unable to teleport back to her.

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Librams, Books and Tomes

Chase, Libram of the

      This magical book must be studied for one month in order to reap it's benefits. At the end of this period of time, the character will receive the Hunting non-weapon proficiency, at no cost. The book disappears at this time. Like other tomes of the sort, a character can benefit but once from reading this book.
      Characters who already possess the Hunting non-weapon proficiency increase their degree of proficiency by one slot.

Contemplation, Tome of

      This magical tome gives the character who reads it the Religion non-weapon proficiency. It takes one week of study to learn this proficiency, after which the book disappears. The character can never again benefit from this book.

Forge, Manual of the

      This magical book details the art and science of weaponsmithing. Any character who spends one week reading this tome, and two weeks of study thereafter, will gain the weaponsmithing non-weapon proficiency. The book disappears after being read.
      Like other books of this nature, the character can never again benefit from this book. The character's ability to smith weapons will, of course, depend entirely on the availability of a suitable forge, as well as raw materials.

Griswold's Examination of Magic Missile

      This magical tome details the researches and investigations of the arch-mage Griswold into the magic missile spell. One month of uninterrupted study of this book gives a mage a hitherto unachieved understanding of the inner workings of the magic missile spell.
      As a result, the maximum number of missiles a mage can create with this spell is raised from five to six (gaining the sixth missile at level 11). Note, if the mage in question did not know the magic missile spell before hand, the tome does contain the spell (the mage must still roll his chance to learn new spells - if he fails, he cannot apply the knowledge gained by this tome until he later learns the spell).
      This tome is even useful to non-mages. Any non-mage who studies this tome for one month will gain the ability to cast one magic missile per day.
      The material contained within this book is magical in nature. Once read, the book is rendered non-magical, and thus can be used by only one character. The character reading this book can benefit only once from said reading.

Griswold's Examination of Fireball

      This magical tome details the researches and investigations of the arch-mage Griswold into the fireball spell. One month of uninterrupted study of this book gives a mage a hitherto unachieved understanding of the inner workings of this spell.
      Any mage capable of casting fireball will gain a new understanding of this spell, and will then be able to add an astounding +1 hit point of damage per die when casting fireball (note that this bonus does not apply to any other fire based spell, including delayed blast fireball).
      Unlike Griswold's Examination of Magic Missile, this tome offers no benefit to non-mages. The material contained within this book is magical in nature. Once read, the book is rendered non-magical, and thus can be used by only one character. The character reading this book can benefit only once from said reading.

Location, Libram of

      This magical tome gives the reader the direction sense non-weapon proficiency after once month of study. The book is consumed in the process of reading. Like other such tomes, only one person may benefit from reading the book. A character may benefit from this tome only once in his life.

Suspicious Thoughts, Book of

      The reader of this book discovers a plot being carried out against him. The book lists the perpetrators, their plans and preparations, and the most likely form their scheme will take when implemented. Once revealing this information, the book disappears.
      The reader of this book has no way of knowing that this plot is entirely untrue, and the book is designed only to instill paranoia in its owner. Those it accuses of scheming against the character (any Player Character or NPC chosen by the DM) are completely innocent.
      How the character chooses to react to this information is entirely up to him.

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Girdles, Hats and Helms

Retreat, Girdle of

      These magical girdles were fashioned by an unknown mage, centuries ago. They are red, with a broad yellow stripe running vertically down the center. The purpose of the girdle of retreat is to allow its wearer to withdraw from battle without fear of pursuit.
      Once per day, the user can invoke the power of this item to aid himself in escaping a bad situation. When activated, the girdle creates an illusory double of the wearer. At the same time, it renders the wearer invisible. The double remains to be attacked (it does not attack, but it does seem to sustain realistic damage) while the wearer skulks off to safety. The double remains behind for five rounds, unless dispelled.
      Enemies who attempt to disbelieve may do so, but only if they specifically state that they are doing so. The illusory double is consider to be a third level illusion for purposes of determining spell immunities due to high intelligence.
      This item may be used only during battle, and only to facilitate the wearer's escape. If the wearer attempts to attack his foes while benefiting from the effects of this girdle, then the invisibility and the illusory double automatically vanish. Furthermore, the girdle will cause its wearer to glow with a bright blue radiance (similar to a faerie fire spell) for 3 turns, giving enemies an automatic +3 to hit when attacking the girdle wearer. This radiance also makes hiding in shadows impossible.

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Household Items and Tools

Desire, Mirror of

      This is a hand mirror, made of mahogany and inlaid with mother of pearl. If detect magic is cast, it emanates an aura of alteration magic. The words "Grant me the desire of the fairest maiden" are written in Common around the mirror's rim.
      When identified, this mirror will appear to raise it's owners Charisma score by one point, permanently. To use, the Player Character simply gazes at his reflection, and reads the inscription out loud. If he does so, the mirror explodes, raining shards of glass into his face (3d6 +4 hit points damage). These wounds never properly heal, and the Player Character's Charisma is permanently reduced by one point.

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Jewels and Jems

Bloodstone

      These oval red gems are highly prized to anyone in a dangerous occupation. When placed into a wound, the gem dissolves, and heals 3d10 hps of damage. The gem is obviously destroyed in the process.

Corvaren's Eye

      This magical tiger's eye gem is usually orange in color, with a broad black vertical band down the center. To employ this item, the user places the gem in the center of his forehead. The gem then sinks into his head, until it is partially embedded. At this point it resembles a third eye.
      Once in place, the gem immediately overwhelms normal visual processes. All sight from the characters mundane eyes are immediately lost. The character can now only see through the eye. Corvaren's eye grants certain benefits to its user. First, the user can now simultaneously see in all directions at once. This makes it very difficult to sneak up on the character (surprised only on a roll of a 1 on 1d20), and makes attacks such as a backstab almost impossible.
      Furthermore, the user is granted infravision at a range of 60'. If this is less than the character's natural infravision, that is just too bad. However, the wearer can cast detect magic, detect illusion and detect invisibility three times per day each (functions within a 60' radius, for a duration of 1 turn).
      Once per day, the user of Corvaren's eye can cast true seeing, and the spell will last for 1 turn.
      The flood of visual information which suddenly deluges a characters brain can sometimes be too much for that person to handle. As such, upon first using Corvaren's eye, the Player Character must pass a successful Wisdom check. Success means the wearer can deal with the information being translated, and must never make another check (unless he later removes the eye, then replaces it at another time). Failure means the character has gone insane.

Damage Resistance, Amulet of

*** WARNING ***: The following item should be incredibly rare - so rare as to beggar belief. Over-use of an item of such power in your campaign world will certainly reduce it to pure Monty Haul. This item is so rare in my world, it has never been found by a PC in over 35 years of game time.

      These amulets are extremely rare, and can be found only as a part of ancient and powerful hoards of treasure. The amulets are made of intertwining golden rings, encircling a clenched fist, crafted in platinum.
      Amulets of damage resistance work in a fashion similar to amulets of magic resistance, save that they protect their wearers from physical damage, as opposed to magical damage. Each time a character protected by an amulet of damage resistance is struck by a melee or missile weapon (whether that weapon be magical or not), he has a percentage chance of avoiding that damage.
      If this happens, the character temporarily fades out of existence, then fades right back into existence in the exact spot he was standing. This all happens within a fraction of a second. In no way does this disrupt the protected character's concentration, so any activity he was involved in (such as melee battle or spell casting) will proceed uninterrupted.
      To determine the strength of such an amulet, roll 1d100, and consult the following table.

1d100
Power of Amulet
01-32
5% damage resistance
33-50
10% damage resistance
51-71
15% damage resistance
71-84
20% damage resistance
85-95
25% damage resistance
96-100
30% damage resistance

Scythetooth's Protector

      This magical item takes the form of a necklace, made up of 1d10+15 gray beads. While worn, each bead will absorb up to 5 hit points of acid damage before being destroyed (round up). For instance, if a character wearing this necklace suffered 3 hit points of acid damage in a round, one bead would be destroyed. If he suffered 8 hit points of damage, two beads are destroyed.

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Rods, Staves and Wands

Cages, Rod of

      This magical rod is black, with a silver circle at either end. When thrown at an enemy, the rod expands, forming a large wooden cage, which surrounds the enemy. The bars of the cage are wooden, and approximately six inches apart. The size of the cage can range from 2' on a side up to 10' on a side. Creatures too large or too small to be trapped by the cage automatically avoid it (note, the charge is still used up).
      Trapped characters may attempt a bend bars/lift gates roll to escape the cage. Failure indicates that they are trapped in the cage until its duration expires. The cage can exist for 3 turns, or until ended by the utterance of the rod's command word (brachit).
      Unlike other rods, this item contains only 1d10+10 charges when found. It cannot be recharged. When its last charge is used up, the cage will come into existence as normal. However, when the cage ends, it explodes, doing 1d10+10 hit points of damage to whomever it had encased (no save).

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Rings

Arden's Shield

Arden's Shield

     This ring is made of a light, blue-grey stone. Once per day, it allows a spellcaster to create a sliver-grey barrier around her body (the barrier conforms to the ring-wearer's body). This barrier is gas permeable, but will stop prevent all physical damage while in existence. The barrier cannot function in conjunction with the following spells: stoneskin, minor globe of invulnerability, globe of invulnerability, anti-magic shell, protection from normal missiles, or fire shield.
     The shield is powered by spell energy, which it takes from the mind of the ring wearer (it cannot be powered by spell energies located in magical items or scrolls; thus, it is only useable by mages and clerics). For each spell the wearer sacrifices, the ring barrier will absorb 2 hit points of physical damage per spell level. Thus, if a 5th level spell were sacrificed, the barrier could absorb 10 hit points of damage before collapsing.
     The spellcaster may, with the sacrifice of one action, sacrifice more spells to power the barrier (at the rate of one spell per round), as long as the barrier exists. However, if the barrier suffers enough damage to cause it to collapse, it may not be brought back into existence until the next day.
     The barrier will not prevent the passage of any magical spell, unless that spell specifically creates damage of a type consistent with cut, blow or projectile. Thus, the barrier would not protect the ring-wearer against the affects of a fireball, but could absorb the damaging effects of a Bigby's clenched fist (note, the ring wearer would be resistant to damage, but could not avoid the hand, if used a Bigby's interposing or forceful hand were employed).

Nalia's Ring

Nalia's Ring      This ring is made of a thick band of gold, with what appears to be an eye set into the top. The "eye" is made up of a white gem, with a red and black gem set into the band. The gems, while obviously valuable, defy classification, and are of a type unknown to even the best gemologists. Named for Nalia Stormhaven, a half-elven thief who found the ring as a part of a dragon's hoard, the ring first appeared on Tryll in the year 434 AS. Since this time, it has changed hands several times, and its whereabouts are now currently unknown.
     While worn, Nalia's ring constantly watches the area within 15 yards of the wearer. The ring is able to detect the presence of invisible or ethereal creatures within this area, and will vibrate softly, warning the wearer if such a creature enters the area. The ring does not reveal the hidden creature, just makes its wearer aware that such a creature is present.

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Potions and Oils

Blood Draught

      This potion is usually contained in a stoppered pewter or silver flask. It is a deep, rich red, and smells vaguely of copper. When drank, the potion grants the imbiber (if already a Blood Clan member) 1d6 BSPs.
      If the potion is drank by a human who is not a Blood Clan member, then he must pass a save vs. death magic. Failure indicates that the character permanently loses 1d2 points of Constitution. Success means the character has been "reborn", so to speak, and is now a Blood Clan member. To determine which clan the character belongs to, roll 1d6, and consult the following table.

Die Roll
Clan
1
Teyvas
2
Koritha'non
3
Vreycahn
4
Plith'ak
5
Bolad
6
Shestrella

      Should a non-human drink this potion, the results are dire indeed. The character must roll a save vs. death magic. Failure indicates that the character dies immediately, his body twisted and contorted in agony. Success means the character does not die, but does lose 1d2 points of Constitution.

Bronzing, Potion of

      When drank, or even tasted (the taster is immediately compelled to drink the entire potion), the character undergoes wracking pain, and drops to the ground, unable to do anything other than moan and spasm.
      The character must then pass a save vs. poison. Those who succeed experience only pain for 1d2 hours, and are then fine. Those who fail undergo a further effect. For the next 1d2 hours, the character undergoes a slow but inevitable transformation. That character's skin slowly transforms to solid steel.
      At the end of the transformation, there is an 80% chance (minus the character's Constitution) that the transformation will kill the character. Characters who survive have skin of steel, and a permanent armor class of -2. Note, armor will not affect the character, unless it would give him a better armor class that he has naturally (rings of protection and similar magics will still function, but bracers of defense will be all but useless).

Mnemnosyne's Ambrosia

      This purplish liquid tastes slightly of roses. When added to any magical potion, it increases it's effectiveness. When added to a potion of healing, the potion is augmented, and becomes a potion of extra healing. Potions with a duration have their duration extended by 20%. Potions which inflict damage have the damage increased by 20%. Potions of youth and longevity gain special powers from the ambrosia, and decrease the imbiber's age by double the amount rolled, if the potion is augmented by the ambrosia.

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Scrolls

Protection from Death, Scroll of

      (Reading time - 1 turn) When read, this scroll protects the character with a powerful form of contingency, keyed to activate when the character is about to take an amount of damage that would result in his death.
      When this occurs, a powerful, impenetrable shield forms around the character, protecting him from that attack. For instance, if a character was about to be struck by a red dragon's flame breath, and that attack would kill him, then the shield springs into existence.
      The shield exists for but an instant, protecting the character from that one attack. Afterwards, it is gone, and the character is no longer protected by this enchantment. This enchantment cannot operate at the same time as a contingency or chain contingency spell.

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ThE WeIrD StUfF

Lethal Distracter

      (from my module, "The Vault of Time") The lethal distracter is a black, egg shaped object the size of a man's head. There is a peep hole at the pointy end. Anyone looking into the peephole is instantly caught by the distracter. The trap resembles the phantasmal killer spell in that the victim is forced to fight a fearsome foe. The foe has the same armor class and the same number of hit points as the victim at full health, and fights as a specialized fighter of the same level, using a longsword. The enemy is very quick (-1 to initiative) and fights to the death.
      The battle is quick, lasting only for one round. However, subjective time is slower, and the victim actually fights for ten rounds, subjective time.
If, at any time during the fight, someone blocks the peep hole, then the victim is forcibly ejected from the battle, and must make a system shock roll, or die of shock. Remember, as the victims time is so much slower, if a friend states his intention to block the peep hole, he must make an initiative roll. The number rolled indicates on which of the victim's rounds the blocking takes place (i.e.. if the friend rolls a 6, then the victim must fight for only six rounds before being ejected from the distracter).
Characters killed in the distracter are quite dead. If the Player Character kills the foe, or is still alive at the end of the battle, he is ejected from the battle, and all damage suffered is instantly healed.

Orb of Distance

      The orb of distance is a 2' diameter steel ball, which floats at whatever level it is put. This item allows up to three people to create phantasmal doubles of themselves. These doubles, although illusionary, are also semi-real. Through the orb, the users may send their doubles to any location scryable by the orb (which, for this purpose, acts as a crystal ball).
      The users can place their consciousness into the orb, and control the phantom doubles directly. Alternately, they can pre-program a series of actions into the orb, and then send the doubles out to perform those actions. Should the latter option be taken, the users are free to observe the actions of the doubles through the orb.
      No matter which options are chosen, the orb is a one shot item. After the doubles have completed their task, or, after 1 hour has expired, the orb disappears. Some sages believe the orb reappears at another location at a later date, but thus far, no one has been able to confirm this suspicion.
      As the doubles are only quasi-real, an attempt may be made to disbelieve. If it is successful, the character sees the doubles as smoky gray, partially transparent shades. However, because the doubles are quasi-real, the damage they cause is still semi-effective (60% of normal damage).
      If the users of the orb choose to control the doubles personally, they may obviously react to the situation fully, changing tactics to suit the changing situation. However, they will suffer damage as their doubles do, but luckily, only half. If the double is reduced to zero hit points, it is disrupted, and the user must pass a system shock roll, or fall unconscious for 1d4 hours.
      If pre-programmed, the doubles may only accept relatively simple instructions. These instructions may include anything as general as "kill the dwarf in the red hat", or fairly complex, such as "attack the dwarf, elf, human, then repeat". The double is incapable of casting spells if pre-programmed (only an active consciousness on the part of a spellcaster would render the double capable of casting spells). The double has the attack and defense statistics of whomever it was created to resemble.
      Pre-programmed doubles will give chase to their targets if they flee, and can fly at a movement rate of 15 (A). If actively controlled, the double only has the movement rate of whomever is controlling it.

Rock of Draining

      (from my module, "The Vault of Time")This rock is a deep purple, with veins of silver running through it. It was discovered years ago by the dwarves as they mined for ore. A visiting mage realized that it was magical, and bought it from the dwarves for study. The rock resisted all attempts at magical identifying, but it's purpose slowly became clear. If any magical items were brought into the same room, the rock would begin to drain the magic from that item.
      The rock takes one round to determine it's target, then begins to drain it's magic quickly. in the following order:

  1. Charged magical items (wands, staffs, etc.) at the rate of one charge per round.
  2. Magical weapons and items with pluses (e.g.. sword +2, ring of protection +1, etc.) at the rate of one plus every three rounds.
  3. Other magical items (ring of blinking, rug of flying, etc.), taking one full turn to drain each item.

      The rock will totally ignore scrolls, spell books, magical effects (stone skins, contingencies, etc.) magical traps, and the like, affecting only magical items. If the magical item being drained is removed from the room in which the rock rests, the rock will no longer drain this item. If this item is brought back into the room, it stands the same chances of any other item of being drained.
      If, after five days, the rock has not drained any magic from an item, it will use it's stored magical energy to teleport away to another location. If outdoors, or in a very large room, the rock has a draining range of 100 feet. However, the power of the rock is blocked by one inch of lead, four inches of stone, or one foot of wood.


      Even though I have created numerous magic items, I don't want to post them before my players see them in the game (kinda ruins the surprise). Rest assured, as the PCs find the new items, I will be posting them here.


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