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THE WIZARD'S BOX ROOM

MAGIC ITEMS, WEAPONS & ARMOUR TO USE
WITH YOUR TUNNELS & TROLLS GAMES.

Section One: Weapons to battle the fiercest creatures the GM can throw at you.
Section Two: Armour for warriors, wizards an' all.
Section Three: Potions and brews to help your dungeon quest.
Section Four: Beautiful jewellery for beautiful delvers; Amulets click here. Rings click here.
Section Five: The Wizard's Box Room. All manner of peculiar items 'n' stuff.

Welcome to the Wizard's Box Room. The door to the old Sorcerer's attic chamber has been thrown open for the first time in centuries, and his magic items are yours for the taking! Be careful you don't take too many, lest greed be your downfall. Give out too many of these hot little numbers to your delvers and watch as your favourite monsters fall like ninepins. These items have been around in my games for years, and many are more than a little quirky, strange and downright silly, but hey, they are now yours to change and do with as you will. Please, enjoy....

Section One: Weapons!

These weapons may be used by all character types except wizards. In my game world, I allow wizards to carry/use some magic weapons depending on what they are. I have placed a (W) after weapons in the following list which I would allow wizards in my games to use. Disregard if inappropriate to your game world.

The Fabulous Francisca

Enchanted to score 10D6, and if damage is done to MR or CON, it is reduced by ½ . This only works the first time CON/MR damage is done. Weight 60.

Boomerang Knife (W)

An African Throwing Knife which scores 4D6. Each time it inflicts hits to MR or CON, the weapon magically increases its power by +1 add. It will automatically return to the thrower's hand and will automatically hit targets at 'point blank' and 'near' range. Weight 125.

Sword of Horrors (W)

This is a scimitar of black iron which is both sentient and unbreakable. Each time it is used in a fight where the foe is slain, the sword is increased by +1 D6 to its damage roll. The sword will get 4D6 when first discovered. The sword may communicate through telepathy to the user if the GM decides the character treats the sword well, e.g. uses it all the time, keeps it well oiled and clean etc. Weight 100.

Moonsorrow

A broadaxe getting 8+8. When used in the dark or during the hours of darkness, it scores 3x the damage rolled for it. (Roll then multiply the result by 3, don't roll 24+24) Moonsorrow also scores double damage Vs Undead. Weight 150.

Satanstinger

This gladius is enchanted to score 5+5 and when used in combat, the player rolls 1D6. The hits rolled for the weapon are then multiplied by the result. Weight 70.

The Thief Dagger (W)

Magical stiletto getting 3+7, which can be used to pick simple locks with a 90% chance of success. Weight 10.

Mace of Darkness (W)

A mitre which gets 5+15. When used it will blind the foe only if damage to CON/MR is inflicted which will last for 10 combat rounds, for which the foe must halve all attack rolls if it relies on sight. The user must make a SR on LK at level (10-own level, min. level 1) for this to occur, otherwise the mace scores normal damage. This can only be attempted on the first combat round of any battle. E.G. A 6th level delver using the mace in the first combat round rolls a LK saving roll at level (10 minus 6) 4 to determine if the blinding takes effect. Weight 90.

The Godsword

A mighty greatsword getting D6 = the user's level number, and adds = user's total ST & CON. It is indestructible and sentient and the owner may add +10 to CHR whilst this sword is carried. Weight 170.

Sword Staff of the Blue Sorcerers (W)

This can only be used by warrior/wizards and wizards. This weapon can be used as a DMS and gets 30+66 in combat. It will cut the spell ST cost by twice the user's level number if a spell is cast through it and Undead will not come within 10' of it. This weapon weighs 150 and requires a ST of 11 and a DEX of 10 to use. If any other character type apart from war/wiz and wizard try to pick it up, it will heat-up quickly and within seconds become too hot to touch. The staff will teleport itself away from any characters it does not like.

Myric's Dagger (W)

Ornate, shiny sax dagger which will never dull. It gets as many dice as the user's LK and the user's CHR in adds. Can be used by true wizards only. Others get 1+1. Weight 25

Downright Loser (Cursed item)

Scruffy, dirty sword getting just 1 add. Once picked up it cannot be dropped or given away, only stolen. It is also indestructible, and will speak depressingly to the owner through telepathy. ("Oh, you'll never get out of here alive", "That dragon's got it in for you, better give up now and hope for mercy", "Oh that Troll's too strong for you. Run!" etc.) Weight 40.

Longblade

2-handed broadsword doing 10D6. It is always poisoned with spider venom and gets double damage (after hits rolled) Vs trolls, ogres, undead and dragons. Weight 160.

Motorhead

This is a fearsome greatsword which gets 50+50 and plays very loud heavy metal music whilst being used in combat! If the weapon is owned for a long period of time, the character will develop a very deep gravely voice, long black hair and a beard. The sword has a painted opal in the pommel featuring an Ace of Spades. Weight 170.

Ramasees (W)

Broadsword with an Eye of Horus worked into the pommel and hilt. It does 11+30 and each time it is used in a combat where the foe dies it increases its power by +1 add. Weight 120.

Yankee Rose

Flamboyant scimitar doing 10+10 and for the first 3 combat rounds in any one combat, the user's CHR is added to the damage score rolled. Weight 100.

Bloodletter

Horrid chaos broadsword which does 14+5 and has a hand-guard which takes 3 hits. A human eye is encased in the hilt and it must draw blood if unsheathed! If not, the user will lose 1D6 CON points as the sword magically draws blood from him. Weight 130.

Harvey's Saber

Fancy, frilly saber doing 5+10 but has runes on the blade which read "I do 50 dice and 100 adds!" in dwarvish. This sword will shout obscenities at any foe during combat. Weight 60.

Acme Never-Miss Dagger (W)

Any type of throwing dagger chosen by the GM which will never miss a target if it is in range and scores double damage upon impact.

Wizardly Boomerang (W)

A boomerang getting 5+15 and if it strikes a foe it will cast a random offensive spell upon it. 1) TTYF worth 30. 2) Blasting Power worth 40. 3) Freeze-Pleeze worth 35. It always returns to the owner and has a range of 300 yds. Weight 50. Wizards and Warrior Wizards can use this item freely, but any other type will find it impossible to throw.

Ogre-Eater

Straight sword with the title on the blade. Gets 15+25 normally but vs. ogres it scores 30+50. ST 30 DEX 12 Weight 140.

Wizard's Delight. (W)

Elaborate straight sword with a fancy hand-guard, forged in strange blue/red metal. It can be used by wizards only; other types will not be able to use it no matter how hard they try or how accomplished at swordplay they may be. The sword will cut spell casting cost by ½ and acts as a loyal DMS. It allows the user to regain ST at the rate of 5 per turn and scores 10+10 in combat. If stolen, the owner will know where it is. ST 10 DEX 9 Weight 65.

Iron Maiden

Gross greatsword doing 60+35. Warriors only. ST 39 DEX 12 Weight 300!!!!!!

Babbling Quarterstaff (W)

This gets 8+10 for rogues, 16+20 for warriors, 32+40 for warrior/wizards and 64+80 for true wizards! It will speak to the owner aloud in his/her native tongue. A very peculiar item, this weapon is very rare, and is carved from Wizardwood and set with a fire-opal in the centre. Weight 50.

Lassoo of Luck (W)

Has no dice or adds, but if a man-sized foe is caught in it (LK SR level 3 and DEX 'to hit' roll required) the foe will be automatically 'Yassa-Massa'd. This will last for the user's CHR in turns. The range of this lasoo is 30' and it weighs 20. It is made from magic silk rope obtained from the lair of a giant spider.

Genesis XX

Gleaming sword doing 20D6 but no adds. Any for it kills will rot in 1D6 full turns and the user will get the foe's level number as a permanent addition to CON! In the case of an MR, divide by 100 and round down. ST 9 DEX 9 Weight 170.

THX 1138 (W)

A strange weapon from another world and time. It consists of a hilt with a red button on it. Pressing this causes a ghostly sword to appear, glowing brilliant white. It does 10+500. The sword is deactivated by pressing the button once more. It can only be used for a total of 100 combat rounds after it is found, after which it is useless. Weight 5.

Dominion

A greatsword which will only allow itself to be used by a true warrior with a ST over 40 and a DEX over 30, and a CHR over 50! It gets no dice but 1D6x100 adds. It will rebound offensive spells cast at the user from level 1 to 14 and will communicate to the owner through telepathy. It has an IQ of 69, and if stolen, will attack the thief for 1 combat round and teleport back to the owner. Whilst using Dominion, the user is encased in a white light which absorbs 100 points of damage from any source, and keeps undead with MR less than 300 at bay. Weight 1000 for all types except true warriors, to whom it will weigh only 100.

Starblitz (W)

Totally black, straight sword getting 5+500. It will slay undead with just 1 point of damage to MR/CON and will emit a high-pitched audible "BEEP" when within 10' of a magical trap. Only the user will hear this. Weight 50.

Magical Sai (W)

A parrying weapon which will parry any blow (unless it does 100+ hits, therefore smashing the sai) if the user makes a DEX SR at the level of the opponent. It cannot be used in attack and requires a ST & DEX of 18 to use correctly. Weight 100.

The Executioner

Giant single-bladed axe doing 60+300. ST 30 DEX 25. Very large and awkward to use, this thing is suitable mainly for monster types. Weight 500.

The Rebel (W)

Large dagger (any type) which does 6+66 for the first combat round, 12+132 for the second, 24+264 for the third, but just 1+1 for all subsequent rounds. Cannot be thrown and it requires a ST of 12 and a DEX of 17 to use. Weight 25.

Lawbreaker

A chaos sword similar in look and design to the fearsome Iron Maiden, doing 3D6 + the user's total attributes in adds for the first three combat rounds, but just 5+5 for the rest. This sword can only be used by evil-natured characters/creatures. It will burn anyone of a goodly soul who touches it, branding them and reducing their CON by 5 permanently. ST 20 DEX 20 Weight 180.

Basho (W)

Eastern style, elegantly designed and balanced curved sword getting 40+40. It will protect the user by surrounding him with a mystical glow which will absorb 50 hits. The weapon has a sumo wrestler engraved on the hilt and a serpentine set into the pommel. ST 10 DEX 12 Weight 100.

The Holy Blade (W)

Straight dagger with a razor-sharp blade which will never dull. It will do 12+12 but double damage against undead, demons and persons of evil and chaotic nature etc. It will cast a 'Protective Pentagram' around the user up to his level number of times per day which will last for 6 full turns. Undead with an MR of 500 or less will not come within 20' of this dagger. ST 5 DEX 7 Weight 30.

Powerslave (W)

Elegant sword with hieroglyphics all along the blade and a jewelled Eye of Horus on the hilt. Each time it is unsheathed, it will take a single point of ST from the user (permanently) but if used to slay a foe will add 3 permanent ST to the user. Gets 14+14, ST 9 DEX 9 Weight 80.

Commando

Chamelion-greatsword which will change colour to blend-in with its surroundings. It scores 50+250 and needs a ST and DEX of 40 to use (heroes only this one!). The user can lower ST & DEX saving rolls by one level whilst carrying this sword and it weighs 350.

Blood (Broadsword 3+4)

ST 12 DEX 14 Weight 55. Horrible sword, always drips blood. Turns CHR of user minus.

Schwarzenegger

This is a mighty sword; the most ridiculous weapon ever crafted! It gets 100 dice and 100 adds but can only be used by a warrior true with all attributes above 100. Anyone but the owner touching it will trigger an offensive remark from the sword, such as "F**K you ar**hole!" "Get your hands off or I'll break your spine!" etc. in a pseudo-Austrian accent. If the user sacrifices 1/10 of his ST permanently, the sword will fight on its own for up to the user's level number in turns. The holder of this weapon will always have the highest CHR in any delving/adventuring party. If it is not already, the sword raises the user's CHR to be 1 above the highest in the party. If the situation changes and another party member has his/her CHR increased to above that of the holder of this sword, the sword will raise it to 1 above again, and so on. The user will always get a second chance at any LK saving roll and the sword always survives any situation..... A very silly sword. Weight 250.

The Terminator

A fearsome sword which glows in colours through the spectrum all the time it is unsheathed. It gets no dice but 555 adds each round. The user's CHR will be twice normal whilst using it

and must have a ST of 60+ and a DEX of 45+ to handle the Terminator. If the owner loses it or throws it away, or sells it for less than 1000 GP, the Terminator will drain 1 point of CON from the owner until he/she regains it! Weight 500.

Metallica

From the creators of Iron Maiden and Motorhead comes this mighty sword. Of horrific aspect, carved from dragon bone, this sword will never break and does 7+700 in combat, and the user gets twice ST adds for the duration of the combat. It will allow itself to be picked up only by a character who makes a CHR SR at twice their own level! This sword plays "One" by Metallica very very loudly during combat. Weight 550.

The Godaxe

From the makers of The Godsword comes this mighty axe, single-bladed and getting 30+360 in combat. When first acquired, the axe allows the new owner to add 50 points amongst his/her attributes (not speed) permanently. This happens only once. If another character from the party gains the axe later on, this will not occur again. It will illuminate in the dark and keep undead with an MR less or equal to 1000 within 30'. ST 100 DEX 100 Weight 340.

The Winged Blade

This is a straight sword similar to a long broadsword with winged designs on the hilt and an engraving of a mythical bird on the pommel. It will allow the user to fly up to his/her level number in turns per day. The sword gets 30 dice but no adds in combat, and cannot be poisoned, or the magic will be lost, the sword becoming a 3+4 broadsword. Weight 120.

Silverhilt (W)

Small straight edged sword with a silver hilt will score the user's LK in D6 and his/her LK divided by 2 in adds.

Icemaster (W)

This is a long, slender sword with a hilt of never melting ice. It can be used to cast a "Wall of Ice" spell by any user once per day. ST 9 DEX 9 Weight 50. 10+10 in combat.

Dagger of Mysticism (W)

This is a dagger of any type decide by the GM with normal dice and adds. It will allow the user, once per day, to 'cast' a "Hidey Soul" upon himself, whatever character type he or she may be. The life force will reside in the dagger. Rare item.

Priest's Blade (W)

A small straight-edged sword which gets 8+4 in combat. It is always coated with Dragon's Venom and will cast an "Exorcism" for the owner once per day. Weight 35.

The Unsuspecting Bludgeon (W)

This dull club will score 10+100 in combat, even though it looks like it is falling apart, and cast a "Death Spell #9" upon whoever the user wishes once per day, costing the user 1 permanent point of CON and CHR though whilst doing it. Weight 50.

Apollo's Javelin (W)

This spear will score 3x normal hits (12D6) and has a range of 300 yds. The user may lower all CHR saving rolls he has to make to level 1 whilst he has this weapon. Weight 30.

The Cat (W)

This is a cat o' nine tails whip doing 5D6 per lash (it has 9...) and casting a "Rock-A-Bye" onto any foe if hits to CON or MR are scored. It has a value of 100 when doing this unless the user's attributes work out greater. ST 15 DEX 18 Weight 100.

Spiked Berdiche

Pole weapon 3m long getting 28+60. It will cast a "Dum Dum" onto anyone who tries to steal it from the owner. ST 14 DEX 15 Weight 180.

Sword of Independence

Straight bladed weapon, 2-handed, useable by true warriors only. Gets 10+8 and will fight on its own upon command by the owner by use of a magic word. ST 10 DEX 7 Weight 100.

Flaming Flamberge

When removed from the scabbard it becomes fires-up, getting 24+12. The sword will lose all magic if the scabbard is lost or destroyed. Weight 165.

Nobby Noggin's Broadaxe

Large two-handed axe getting 30+30 in dwarven hands but just 3+3 for all other kindreds. Weight 100. (The blade has a four-armed dwarf inscribed upon both sides)

Enchanted Iron Shod Club

Huge weapon made for monster types. It gets the user's ST in D6 and LK in adds. ST 50 DEX 30 Weight 450.

Elven Sword of Glory

Fancy hand-and-a-half sword getting user's CHR in D6 and 50 adds. If an elf uses it, he/she will get an extra 100 adds per combat round as the sword knows it is in the hands of an elf and will magically sharpen and glow a soft blue. Weight 1 for elves, 500 for all others.

Dragonslayer Axe

2-handed weapon getting 12 dice but 24+200 Vs dragons. ST 30 DEX 20 Weight 240.

Black Dagger (W)

Dagger of any type chosen by GM getting normal hits. When hits to CON or MR are scored, the foe must make a LK based saving roll at the level of the user of the dagger or die.

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Section Two: Armour!

Magic armour can be worn by all types, some having been specially designed for wizards.

Shield of Sorcery

A tower shield taking 6 hits. When used, it casts a random spell at a single foe. There is a red button on the back which must be pressed to cast the spell. The user can do this as many times in a 24 hour period equal to his level number. The spell will be offensive. Weight 200.

Fantastic Gauntlets

They take 5 hits each and nullify all spells cast at the wearer below level 8. Weight 10 each.

Woody's Wonderful Shield

A long narrow shield featuring a drab troll in a bowler hat & suit. It will take up to 30 hits per round. Weight 150. (It is rumoured to have originated in Uncle Uglies Underground)

Enchanted Leather Armour

Normal looking suit of full leather armour which will take all hits delivered in the first combat round, 1/2 for the second and 15 hits only for all subsequent rounds. Weight 100.

Herculean Helmet

A full helm topped with a representation of a dragon. It will absorb as many hits as the user's ST rating. Weight 50.

Mogadon's Bracers

A pair of nicely crafted arm bracers which take as many hits as the user's CHR + 15. Weight 5.

King Arthur's Plate Armour

Shiny armour of excellent craftsmanship which will never dull. It will take 160 hits and cast a 'Protective Pentagram' 3 times per day around the wearer only, and will teleport the user out of danger to save his life once only. (E.G. just before the character lands in the acid pit, or just before the Hellbomb Bursts spell takes effect, etc. Use GM discretion) The character will be teleported to a place of safety if a LK SR is made at the wearer's level +2. If not, the wearer is teleported randomly to a place determined by the GM. This costs the wearer 1 permanent ST point. The wearer will have a CHR of x3 whilst wearing this fine armour. Weight 500.

Mighty Boots

A pair of stylish knee-high boots made from wyvern hide. They take 20 hits (10 each) and add 5 to the wearer's CHR as long as they are worn. Weight 15 each.

The Beast

A hideous chaos-helm of horrific aspect, which when worn reduces DEX by 5 due to its cumbersome design & weight. The field of view is very narrow and it is uncomfortable to wear. It will however take as many hits as the wearer's total ST, CON & CHR, and nullify all offensive spells cast at the wearer from level 1 to 12. It cannot be worn by 'goodly' characters.

*If the wearer changes level whilst wearing it, the delver undergoes a hideous transformation as the helm is absorbed into his body during 1 minute of agonizing pain. The character will then look like the helm and the actual helm will have disappeared. CHR becomes a minus figure and the character of the delver will become one of evil, if it was not already. Weight 60.

Flynn's Shirt

A baggy yet stylish white cotton shirt with drawstrings up the front and puffy sleeves. The delver wearing it may take as many hits as his CHR multiplied by his level number! However, no other item of armour/shield may be worn with this highly magical garment. Weight 30.

Spider Boots

Knee-high boots taking 6 hits each and allowing the wearer to climb walls etc. Weight 30.

Elephant Buckler

A buckler shield with a fearsome warrior elephant painted onto it. It takes 33 hits. Weight 30.

Dream Evil

Evil-looking magic shield taking 66 hits and rebounding offensive spells back at the caster; all levels! As long as this horrific shield is owned by a delver, his CHR will drop at the rate of 1 per day and the character will become evil natured as his CHR drops. It will not return if the shield is sold or given away. CHR will continue to fall into minus figures, eventually halting when the value becomes the minus equivalent of its original score. The shield has a demon painted onto it with evil green eyes which glow, giving a range of 5' in darkness. Weight 50.

Iron Mighty

Solid metal shield taking 100 hits due to magic. No decoration. Weight 80.

Eddie's Helm

A full helm depicting a glum human face. It takes 20 hits but the wearers voice will not be understood when he speaks whilst wearing this odd helmet. It will sound strangely muffled, and the helm must be removed in order for the wearer to be understood. Weight 50.

The Serpentine Protector

Full helm made from snake skin, taking 40 hits. The wearer will be able to understand Serpentine whilst wearing it, but CHR will be at half due to its horrible aspect. Weight 40.

Chaos Breastplate

A black breastplate with a strange white chaotic symbol upon it, which gives the item the enchantment to take 30 hits. Can be incorporated into a normal suit of full plate. Weight 200.

Suboti's Leathers

A magical set of leather armour taking 50 hits and allowing the wearer, if he wishes, to roll 3D6 for any DEX or LK SR he has to make. (Doubles do not however count) In addition, the wearer will automatically hit any target in point blank & near range when using a projectile. Weight 200.

See No Evils Visor

A face visor taking 4 hits, it can easily be added to a helmet. It protects the wearer from petrifying glares (EG from Basilisks, Gorgons etc.) and also from mind control spells and hypnotic attacks etc. Weight 5.

Wizard's Armour Mk I

This range of armour has been designed and made by wizards for wiards! This suit will take as many hits as the wearer's CON x Level Number and will allow invisibility for 1 full turn in 6. It is made from a metal alloy and weighs 50.

Wizard's Armour Mk II

Will take the wearer's CON x (Level Number x2) in hits and allows the wearer to use Wizard Speech. Weight 60.

Wizard's Armour Mk III

Takes wearer's CON x (Level Number x 4) in hits and allows invisibility for 1 turn in 3. It also allows the wearer to walk on water, use Wizard Speech, fly for 1 turn in 6 and gives total protection from fire. Weight 100.

Enchanted Griffon hide

This wonderful armour will take 300 hits and gives total protection from fire and ice attacks. Weight 450.

Conan's Furs

A full set of barbarian furs enchanted with magic to take 200 hits per round and allow protection from fire. Weight 220.

Magic Chimera hide

Enchanted to take 400 hits per round but very heavy. Weight 1500.

President Reagan's Leather Armour

Whilst wearing this rare suit of armour, the wearer will be oblivious to everything going on in the battle around him and consequently will take no hits!!!!! Weight 600.

The Magic Doublet

This arming doublet will allow the wearer to absorb his CON x Level Number in hits per round. However, after discovering the item, it will rot exactly 48 hours later. Weight 75.

Glowing Knight's Shield

This shield has a Royal Lion Rampant upon it, providing the magic. It takes 300 hits but can only be used by Elves. Other users must be true warriors, but for non-elven users it takes only 100 hits. Weight 450.

Enchanted Lamellar

This armour will take the wearer's CON x 10 in hits and will allow flight for 1 turn in 6. Weight 900.

The Open Faced Greek

An enchanted helm simply taking 60 hits.

Sumo Steel Cap

This cap will take 10 hits per round and will cause the wearer's CON to be doubled whilst worn. It cannot be worn in addition to other types of head protection. Weight 25.

Lancelot's Lamellar

Wonderful rare suit of magic armour! The wearer will have a CHR of +1000 whilst wearing it, and all other attributes will be +500. The armour will selectively nullify incoming spells cast at the wearer (who may choose if he wishes the spell to work on him or not), and will 'cast' for the wearer only a 'Ghostly Going' once per day and a 'Wink Wing' twice per day. The armour absorbs ALL non-magical damage and takes up to 3000 points of magic damage. It is immune to all fire attacks and the wearer is not affected by poisons, breathed, touched or drunk. Weight 1000.

The Black Knight's Shield

A shield which will warn the user (who must be a non-magic user) of magic 'vibes'. The shield has three gems set into the rear; the top being red, the middle amber and the lower green. The red gem glows when within 30' of bad vibes, the amber for neutral magic and the green for good. The shield will take 300 hits. Weight 600.

Enchanted Demon skin

Full armour which absorbs offensive spells cast at the wearer and sends them back in the next combat round, at the original caster. It takes 260 hits and all fire damage. Weight 350.

Nobby's Armour

Full set of plate armour which takes ALL hits from the first 3 combat rounds, but only 10 for any subsequent rounds following. Weight 800.

Oriental Sash of Protection

A strip of magic cloth worn arond the wrist or head, with mystical symbols upon it. It casts a field of magical protection around the wearer which acts like a 'Protective Pentagram' in all aspects. This drains 1 point of ST per turn it is used. The protection field begins immediately the item is worn and will continue until removed. Weight 1.

S.E.P Field (Someone Else's Problem)

This is actually a ring which, when worn, surrounds the wearer in a glowing protection field, which takes all hits in any combat. However, the resulting hits should be distributed evenly to the other delvers in the melee! If the wearer is the only fighter in combat, the ring does not work. Weight 1.

Skin of Your Teeth Plate Armour

Takes 80 hits per round, but if at the end of the combat round, the wearer's CON will drop below 0, resulting in death, the armour will teleport him out of danger with a CON of 1. Weight 1000.

Helm of Thunder

This full helm takes 18 hits and will 'cast' a 'Hellbomb Bursts' spell for the wearer if he uses 10 St points, which return at the rate of 1 per 2 turns. However, each time the helm is used to do this, (maximum of 5 times per day) he must roll 1D6. On a roll of 1, the helm implodes....Weight 40.

Gauntlet of Light

This brightly shining item will give full vision up to 30' in darkness, and undead foes with an MR of less than 1000 will not come within 30' of this gauntlet. Takes 10 hits. Weight 15.

Gauntlet of Power

This powerful looking gauntlet takes 15 hits and will add 15 to the wearer's ST for as long as it is rolled. (It is mechanical & hydraulic, not magical). Weight 15.

Brave Bracers

These arm bracers take 10 hits between them and allow the wearer to roll 3D6 in any ST based SR (doubles not counting however) if he wishes. Weight 5 each.

Eyes of Mithras

A face mask taking 3 hits. The eyes are ambers, which are magical. The wearer will see hidden doors/panels, invisible creatures/items/objects etc. surrounded by an amber hue. Weight 25.

Lion Helm

A full helm with visor and a crouching lion representation atop it. It will take 16 hits, x3 for a true warrior. CHR will be 1/3 above normal whilst wearing it. Weight 50.

Sora's Armour

This is a unique set of quilted silk & cotton armour with an external layer of demon hide; very impressive! It takes 30 hits and will deflect all offensive spells back at the caster, from levels 1-6. Weight 140.

Greasy Greaves

Nasty-looking, grubby greaves taking a surprising 10 hits each. It is impossible to clean these things up however, and CHR will be down by 1/5 whilst worn. Weight 10 each.

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Section Three : Potions & Brews

These potions contain something for everyone. I have stated if the potion is a particular colour, but if there is no mention of the potion's colour/consistency, either make it up on the spot or assume it is odourless, colourless and still.

Potion of Strength

1 dose will double drinker's ST rating for 1D4 full turns.1D6 doses per bottle.

Potion of Invisibility

As the name suggests, the drinker of such a potion will become invisible for 1D6 full turns. However, only the drinker's actual body will become invisible, not clothing, weapons, armour etc.1 dose per bottle. The drink is clear with glittering dust in it.

Potion of Sorcery

This potion is only effective if drunk by a true wizard. He will be able to cast any 1 spell he knows for just 1 ST point for each dose he drinks. The spell must be cast in the same turn as the dose of potion is drunk. If not, the potion is wasted. 1D4 doses per bottle. Green potion.

Nobby Noggin's Brew

The drinker of this potion will grow an extra 2 arms! The process will take 10 full turns to complete. As a result, DEX will be doubled, and ST will be 1/2 again. CHR will also increase by 1D20 points. However, the character will need to have specially made armour and clothing from this point onwards! One dose per bottle, this is a very rare potion.

King's Potion

The drinker of this will immediately become a-glow with Charisma, which will be multiplied by 4. All CHR saving rolls the character will have to make from then on, until the potion wears off, will be at level 1. This dazzling effect lasts only alas for the drinker's level number in hours. However, after this time has elapsed, the potion's magic takes its toll, and CHR drops to 0 until the character next changes level! At this time, it returns to its original value, and saving rolls will be back to normal. 1 dose per bottle. This potion constantly changes colour.

Leatherskin Fizz

This bubbly drink will cause the character's skin to harden considerably, allowing it to absorb 10 hits as extra armour value. CHR drops by 1/3 for the duration of this effect, which is 6 full turns. 2 doses per bottle. The potion is red an cherry flavoured.

Water of Life

This potion will restore 1D% lost CON per dose taken. The bottle contains 1D3 doses, and CON cannot go above original. Very fizzy, light green potion.

Potion of Alchemy

This potion will cast an 'Omniflex' onto the drinker. The bottle contains 1 dose and the effect is immediate. Kindly GMs will allow the player to determine the effects of the spell.....

Ichor of the Liche

This grotesque, foul-smelling brew has no immediate effect when drunk. However, the next time the character dies, he will rise again an an undead, exactly his level number in turns after his death. CON & ST will be doubled, but CHR become a minus value. If the character was a wizard, he becomes a minor Liche and will gain the ability to control undead with MR less than or equal to his level number x 100. All other character types must roll 1D6 to determine what they are raised as;

1: Zombie 2: Ghoul 3: Living Skeleton 4: Vampire 5: Ghost 6: Demon

The character will retain the original attributes (apart from the increases to ST & CON) but the GM may wish to change them according to the statistics given for the above creatures in the T&T 5th Edition Rulebook. Very rare potion; 1 dose.

Liquid of Direction

The drinker of this potion will always be able to determine the location of magnetic north, on any world he is on. The effect is permanent. Light blue in colour. 1 dose per bottle.

Potion of Transmutation

The drinker will transform into a Green Dragon, 1 turn after drinking the brew. Clothing and armour will be ruined. The dragon will have and MR = character's level x character's total prime attributes, and the effect lasts for 2D6 turns. 1 dose per bottle. Still green drink.

Potion of Fear

The drinker will become afraid of all foes for 1D6 hours, after taking this brew. He will refuse to get involved in any combat and if attacked will attempt to escape, surrendering if escape is impossible. 1 dose per bottle. Colourless.

Potion of Rapid Growth

The drinker will begin to grow as soon as this potion touches his lips. After 3 full turns, he will have grown to such a size that Height & Weight will be x3 and ST & CON will be doubled. CHR will be increased by a third again. The staggering effect is permanent. 1 dose per bottle.

Liquid of Nullification

If this potion is taken immediately after any other potion (i.e. in the same turn) the effects of the original potion will be completely nullified. 1 dose per bottle. Colourless.

The Blood of Dracula

Drinking this potion will instantly turn the character into a Vampire, with attribute changes as per the Rulebook, and powers/limitations at the GM's discretion. 1 dose per bottle. Red liquid.

Anti-Curse Beer

Drinking this will nullify at once any curse from level 1 to 20 that the drinker may be cursed with. 1 dose per bottle. Colourless liquid.

Potion of Thurmaturgy

This potion will only affect true wiazrds; all other types will find it revolting and it will have no effects apart from an inconvenient laxative effect lasting 24 hours. It will bestow upon the wizard the power to cast all spells he knows at one less ST cost per level the spell is below him. E.G. A wizard who is level 8, will be able to deduct 7 ST for casting a level 1 spell. Also, the wizard will gain the ability to detect gold as he detects magic, feeling gold 'vibes' at 30'. 1 dose per bottle.

Fizz of Warning

A fizzy fruit-flavour drink which will give the drinker the permanent power so detect mechanical traps at a range of 30'. If the character is a wizard, he will detect magic traps also. The character will not know the type of trap, just that there is one there somewhere. One dose per bottle.

Potion of Wizard-Power

Allows character types apart from wizards to detect vibes at 15'. Lasts 1 hour. 2 doses per bottle.

Potion of Reanimation

This potion must be poured down the throat of a dead person in the very next combat round following death. The corpse will be restored to life will full attributes and any physical damage restored completely. Any dismembered body parts will not restore and the GM should impose restrictions on the character's attributes depending on the limb severed. 1 dose per bottle.

Potion of Luminosity

The drinker will glow brightly for 1D6 full turns after drinking this pleasant, fizzy drink, coloured green, radiating light for 30'. This magic glow will also keep undead with MR less than 500 at bay. They will not enter into the light. 3 doses per bottle.

Potion of Oblivion

The drinker will fade away into oblivion exactly 10 seconds after drinking it. The character will be completely destroyed. A nasty trap potion, very rare. 1 dose per bottle. Pink liquid.

Potion of Cleanliness

This potion will cure all physical diseases 1D4 turns after drinking. 1D6 doses per bottle.

Potion of Fire Resistance

The imbiber of such a brew will be immune to all fire damage for the next 10 turns. 1D3 doses.

Brew of Safety

The drinker will be protected by a 'Protective Pentagram' for 1 full hour after drinking this potion.

Potion of Deliverance

The drinker will be teleported to any safe place he wishes to be on the game world as soon as this potion is swallowed. This is a potion for emergencies only, as only the physical body will be teleported; clothing, armour, weapons, items etc. will remain. 1 dose. Gooseberry taste!

Milk of the Gods

This is a re-incarnation potion. The brew, a foul-smelling off-white milky liquid, must be poured over the corpse dead for not more than 6 hours. The character will be re-incarnated with full attributes, knowledge, spells & powers etc. 1 dose per bottle of this rare potion.

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Section Four: Beautiful Jewellery

Amulets

Amulets can be worn/used by all character types unless the text states that only a particular character type may make use of it. Slip it over your neck and make a wish...

Amulet of Truesight

As long as this is worn, the wearer will be able to see things as they really are, as if using a 'Second Sight' spell. The amulet is a painted green eye on a gem of low value.

Amulet of the Wheel

This is an amulet which allows the user to make use of fighting advantages common to Barbarian warriors. All types except wizards may use it. The wearer will get double personal adds in combat, and due to increased senses, will always be allowed a saving roll on LK no greater than level 3 before being surprised. The amulet depicts a 6-spoked wheel and is on a leather thong.

Amulet of Fire-Walking

The wearer of such a trinket will become immune to all forms of fire/heat damage to his body. Clothing, items etc. will not be protected. The amulet is a single enchanted fire opal.

Charm of the Birdmen

A pair of coloured feathers on a leather thong, this charm allows the wearer to fly for up to 1 hour at a time, once per day.

Talisman of Purity

A Holy-looking pendant which will keep all undead, despite MR or level, at bay, at a distance of 30'. Also, CHR saving rolls will be lowered by one level whilst it is worn.

Pendant of Irreligion

This horrific looking amulet will keep all goodly beings at bay, at a distance of 30'.

The Crystal Charm

This straightforward amulet, a small opal set into stone, will allow the wearer to lower any saving roll by one level, with a 'min 5' being the lowest.

The Little Silver Zingum Charm

Allows the wearer to 'cast' a 'Zingum' spell up to 3 times per day. Any character type can use it, but must pay 3 ST when using it. Wizards may use it totally free of ST cost.

Amulet of Speed

This amulet can be used to double the user's SP rating for 1 turn. Can be used 3 times in total.

Pendant of Prediction

The user can use the amulet's power 3 times only. He may use it to force the GM to accurately describe the interior of any room and what is going-on in there. He must be standing within touching range of the door to the room in question. The GM must secretly tell the player what he needs to know; it is up to the player what he tells the party.....

Amulet of Interpretation

The wearer will be able to understand any spoken High Tongue. Unlimited use.

Tough-S**T Sorcerer Amulet

This charm can be worn by rogues and warriors only. It will nullify any spell cast at the wearer. This charm has 1D10 charges (uses) when first found. (The wearer may choose to be affected by the spell if he wishes, and this does not use a charge) It is in the form of a sneering face.

Charm of Health

This charm will allow the user to restore lost CON points at the rate of 1 per full turn. CON cannot rise above original. The amulet is a single opal set into a silver hoop design.

Catseye Amulet

Simply allows the wearer to see in the dark (30' range) for as long as it is worn. This amulet is silver with a valuable amber gem setting, in the shape of a cat's eye.

Talisman of Cleanliness

This amulet protects the wearer from catching any disease, but will not cure the wearer of any diseases he may already have. This amulet is particularly useful when fighting a Plague Elemental!

Talisman of Lightening

This charm allows the wearer to shoot a bolt of lightening at any foe within 200 yds. The user must sacrifice as many temporary ST points as the bolt has 1D6 damage (user's choice). It can be used up to 3 times per day. The amulet is a golden arrow.

Up-Yours Gorgon!

Simply protects the wearer from Gorgon & Basilisk glares. The amulet is a painted stone.

Wizard's Bane Charm

This amulet can only be worn by a warrior true. It allows him to bounce any spell (wearer's choice) back at the caster. The wearer must make a SR on LK at the level of the spell cast in order to rebound the spell. If missed, the spell takes effect. Any design.

Pendant of Invisibility

Allows the wearer to turn invisible, clothes, items, armour and all. Lasts for 1 turn, and can be used 3 times per day. Any design.

The Amulet of the Axeman

A small silver double-headed axe on a leather thong, which allows the wearer to get his level number x 1000 extra adds in any combat in which he uses an axe (any type). This amulet will vanish after the power has been used 10 times however. Also, whilst worn, the wearer will be able to drink as much ale as he likes without getting drunk.

Druid's Charm

Allows the wearer to communicate in all Low Tongues. Any design.

Amulet of Summoning

The wearer will be able to summon forth a Demon, with an MR equal to the user's total attributes
x 2, to do his bidding for his level number in full turns. After this time, the wearer must make a CHR saving roll at his own level or the Demon will attack him and his party. It will fight until slain or the wearer of the amulet is dead. If the SR is made the Demon departs. Any design.

Aladdin's Amulet

The wearer will be able to open any secret or locked door by using the magic words "Open Sez Me!" Unlimited use. The amulet is a small golden monkey. Don't ask me why!

Fetish of Occultism

This is a horrible amulet depicting a gruesome devilish imp. It allows the wearer, who must be a true wizard, to lower ST cost for spell-casting by 1/2. This only applies to spells which are being cast onto another member of the party however!

Pendant of Avoidance

This amulet will allow the user to avoid any 3 saving rolls in any 24 hour period. The character may simply choose to fail or make the roll, and need roll no dice. Vanishes after 9 uses.

Amulet of Thievery

This amulet will allow the wearer to magically steal any 1 item from another player-character. It can be used just 3 times. The user must know the item is in a character's possession and it will be teleported into the user's pack if small enough. A tricky item, sure to raise a smile for the GM....

Peter's Pendant

Named after a 'colourful' member of my group, this amulet will allow the user to avoid taking hits in any combat round in which it is used. When the GM says "Take xx hits!", the user of the Pendant simply replies "Er, I don't think I'll bother......" and the hits are distributed to the rest of the group. This does not work if the user is the only fighter in a combat round.

Charm of Self Sending

This silly named amulet allows the user to 'cast' a 'Blow Me To....' spell upon himself, free of any ST cost. The user may be any character type. 3 uses only. Any design.

Amulet of Light

This amulet will glow brightly whenever the user wishes to use it. The light is magical and keeps Zombies at bay (radius 40'). The effect lasts for 6 turns. 1D8 uses when first found. Any design.

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Rings

Go on, slip it over your finger. It sure looks nice, what harm can it possibly do...

Ring of Conflagration

The wearer may create a ball of fire in his hands, to which he is immune from harm. The flame can be moulded into any form the user desires, be it an arrow, bolt, key, dagger etc. The item will do 8D6 damage. If it is thrown, all 'to hit' rolls are lowered by one level. 1D10 uses when found.

Ring of Important Information

The user may ask 3 yes/no questions of the GM or another player, which must be answered truthfully. Use is once per 24 hours. The questions must be with regard to the adventure!

Ring of Soul-Storing

If the wearer dies, his soul automatically (over-rides all other re-incarnations the player-character may have lined-up!) enters the ring. Here it stays until the ring is worn by another living being. The stored soul then transfers into the new body, the soul from there going into the ring. The original character keeps all Prime Attributes, but the GM may wish to alter them depending on the type of body the soul enters.

Ring of Shooting Stars

Wearer may fire a ball of silver light at a single foe, range 100 yds. It does 10D6 damage and costs the user 1 permanent ST point! It can be used up to 3 times a day. No 'to hit' roll is required, it will automatically hit a chosen foe.

Knuckle Duster

This ring allows 6D6 damage to be done by the hand on which it is worn.

Ring of Tsao-Chun

The user may pick up to 10 fresh fruits or vegetables from thin air in any one day.

Insignia Ring

The wearer will always smell nice as long as it is worn, and therefore CHR will be x2!

"We Got Beards!" Ring

Wearer will grow a beard at the rate of 1/2" per 24 hours whilst the ring is worn. The beard will grow until the ring is removed. If the ring is put on again, the effect will not work for the same character.

Constitution Conservation Ring

Whilst worn, the wearer's CON will not drop below 5 from any physical damage, at the GM's discretion.

Ring of Gorilla Strength

Useable only by true wizards, this hairy ring allows the wearer to have a ST of (3D20+20) above normal.

Black Wizard's Ring

Useable again only by true wizards, it allows the user to cause total darkness in any room in which he stands. It can be used 10 times, free of any ST cost. The user only will be able to see.

Ring of Aviation

Allows flight at twice running speed for 1 full turn, 3 times a day. Unlimited use.

Ring of Zeus

Rare item. Wearer gets 200 to ST, 200 to CON, 100 to IQ, 50 to DEX, 70 to LK and 400 to CHR instantly the ring is worn. Character becomes totally good in alignment/nature and must role-play accordingly. Any role-playing out of character will result in a voice booming in the wearer's head saying "Thou are not worthy of the magic given unto you by this ring!"
All attributes then drop to 10 permanently and the ring vanishes, leaving a scar on the character's finger and forehead which causes CHR to be a minus value. If removed, the attributes return to normal.

Subtle-Stealer Ring

It will add the CON of a slain single foe to the wearer's CON if the wearer assisted in the slaying. If the foe had an MR, 1 sixth of this value will be added to CON. The maximum CON which can be added in one go is 100, and the ring will vanish when the character next changes level.

Ring of Babel

The wearer will be able to speak all High Tongues for as long as it is worn. (Not Wizard Speech)

Tarzan's Ring

The wearer will be able to communicate in all Low Tongues.

Merlin's Ring

The wearer must be a true wizard. Whilst wearing it, he may cast up to 3 spells in any one combat round! This can be used 3 times, after which the ring loses all magic power.

Ring of Doctoring

The wearer will regain lost CON points at the rate equal to his level number per full turn until CON is restored, which cannot go above normal.

Fishy Ring

The ring allows the wearer to breathe underwater for as long as it is worn.

Van Helsing's Ring

Protects the wearer from hypnotic Vampire attacks and Vampires will not attack him, though he may not attack them either.

Ring of Night Vision

As the name suggests, the wearer will be able to see perfectly in the dark as long as it is worn. The character's eyes will reflect light as a cat's does, and may turn green with constant use.

"I'm Outta Here!" Ring

The wearer may vanish instantly by speaking the above words, to re-appear exactly 1 full turn later in exactly the same place. Once per day use, but can be used only 10 times in total.

Ring of Invisibility

The wearer may elect to turn invisible, items worn/carried & all, for as many full turns as his level number. The ring can be used to do this only once per day, Contains 1D20 charges when found.

Ring of Feather-Falling

The wearer will fall as normal until the last 20' of any drop, when he will begin to float down as a feather, to land totally unharmed (unless falling into acid, molten lava etc.).

Ring of Wizardry

The user must be a true wizard, and he may cast any spell he knows for just 1 ST point per charge used from the ring. There are 1D20 charges in the ring when found.

Ring of Hex

Wearer will lose his level number from each Prime Attribute as soon as the ring is worn. Also, it will not come off, and will curse the wearer so that all saving rolls will be one level higher! The ring will thankfully vanish when the character changes level, which could, given the above, take some time!

Zero the Hero's Ring of Heroics

The wearer of this ring must go at the front of the party, and lead any combat. He may however take 10% extra of any Adventure Points awarded by the GM during the adventure.

Ring of Imitations

This ring allows the wearer to imitate any animal sound he wishes. Not speak the language, just make the sound.

The Reducer

Roll 1D6 to decide which attribute the ring affects as soon as it is worn. The attribute will then begin to drop by 1D4 per full turn unless the ring is removed. It is very valuable looking but worth nothing. If the attribute reaches zero, the character dies, unless it is CHR which will continue to drop into minus values.

The Brain

This ring can be used to automatically make any SR on IQ from 1st to 6th level. 1D6 charges.

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Section Five: The Wizard's Box Room!

In this section, items weird and wonderful can be found, from enchanted mirrors to boxes of magic, from magic staffs to trivial 'toy' items. Go on, take a look....

Magic Staffs
Alchemist's Room Items
Magic Tomes
A Host of Weird & Wonderful 'Stuff'

Magic Staffs

Staff of Ease

This is a simple-looking magic staff of the classic 'magic wand' format (i.e. black rod with white bits at the end!) which acts as an OMS but will allow the user to reduce all saving rolls by 1 level. Level 1 rolls become 'min 5s'. Weight 30.

Staff of Truth

The user of this staff, which is a simple brown rod, will always know if the person talking to him is lying or telling the truth. Acts as an OMS otherwise. Weight 30.

Wand of Knowledge

This is a DMS in the form of a 5' quarterstaff. In addition to the normal DMS powers, it will allow the user to immediately learn all Wizard's Guild spells as he changes level. i.e. The wizard will automatically learn level 9 spells as he passes to level 9, etc. The staff gets 4D6. Weight 60.

Rod of Empire

This DMS is a 3' carved wood staff, which allows the user to take 2 attribute level bonuses when changing level. Weight 40.

Wand of Recall

This OMS will allow the user to cast a spell already cast, in the very next combat round, for no ST cost. E.G. Orphus the mage casts a TTYF at the advancing dragon, and uses the staff to cast the same TTYF spell again the very next combat round, this time free of ST cost. The spell must be cast in the very next combat round for the spell to work. Plain black rod. Weight 30.

Rod of Prohibition

This DMS is a rod of gold. It will not allow the holder to be affected by any spell he knows! This works for all spells however, not just offensive ones; The property is not selective. Weight 40.

Staff of ...............

The staff is wizardwood and named after any Wizard Guild spell. The staff will be able to cast the spell it is named after free of ST cost up to the user's level number per day. Acts as an OMS. Weight 30.

Staff of the Magi

This DMS has the power to cast the following spells with no ST cost by the user, once per day.
TTYF, Blasting Power, Smog, Dear God, Wall of Fire/Ice, Death Spell #9, Invisible Fiend, Medusa & Pygmalion. This is an extremely rare and powerful staff, not to be given away lightly. It is an impressive black ebony & gold rod, 3' long. Weight 40.

Wand of Fire

This DMS will cast the following spells once per day for only 1 ST point. TTYF, Blasting Power, Wall of Fire & Summon Fire Elemental (treat as Air, Earth, Fire & Water but only a Fire Elemental can be summoned). It is a dazzling silver rod flecked with red. Weight 30.

Staff of Magic Detection

This staff, useable by all character types will "Bleep!" when it detects magic within 30'. It will run out of power after 12 hours use, and must be recharged under the sun for at least 6 hours.

Staff of Blasting

This OMS will cast as many Blasting Power spells as the user's level number free of ST cost each day. It is a plain silver rod only 6" long. Weight 10.

Staff of Duo-Casting

Will allow wizards to cast 2 spells per combat round. The user however must use the normal ST cost (after staff deductions) for each spell, and may carry or use no other staff. It acts as a DMS but is rather ill-mannered, having a jealous nature. It is a 4' gold rod. Weight 45.

Rod of Change

This DMS will allow a free 'Mutatum Mutandis' for the user once per day. Weight 30.

Staff of Healing

This is a 6' quarterstaff with a silver ball atop it, wherein lies the magic. If the ball is destroyed or removed, the staff loses all power. It acts as a DMS and knows levels 1-12 spells. It has a ST pool of 100 and will restore lost CON of the holder at the rate of 3 per combat round as long as the staff is held. (It may do this for non-wizard types who are allowed to borrow the staff depending on the discretion of the GM) If used in combat it gets 10D6 but there will be a 10% chance that the magic silver ball will get broken... Weight 60.

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Alchemist's Room Items

All these items are useable by magic-user's only folks.

Sphere of Seeing

This is a clear crystal sphere weighing 5wu. The user, who must be a magic-user with an IQ of 13+ can use it to obtain a vision of anywhere in the same building/dungeon level he knows. The ball will fill with coloured smoke and will clear in 2 minutes to show the vision required, which will include movement but no sound. It lasts for 30 seconds and 5 ST points are used by the magic-user. It has unlimited use for the creator, but will last for only 1D20 times if stolen/found.

Soldiers of Sorcery

These are 6" high miniature warriors carved from wood and enchanted so that each can be transformed into a full-size warrior with an MR of 300. Each warrior can be used once and will fight for the user's LK rating in combat rounds, after which it will crumble to dust. Each use of such a soldier costs the user 2 ST points.

Casket of Omnipotence

This is a box, of any size & design the GM requires, with an opaque glass lid. When a magic item is placed inside and the lid closed, the glass will cloud-over and an old magician's face will appear, telling the user in his own tongue the nature of the magic item which has been placed within. Costs the user 1 ST point per use.

Magic Box of Frogs

This is a glass box with a brass hinged lid and lock. It contains 1D8 magic frogs. Each frog may be sent to a specific location specified by the user and upon reaching the destination, will explode, doing 6D6 points of damage. The destination can be no further than 1 mile from the box. Each use costs 6 ST for the magician.

Tell-Tale Gargoyle

This is a stone Gargoyle of any size, shape, weight & design required by the GM, but they are usually just 1' high and weigh 15 when found. It is used in conjunction with an identical 'guardian' gargoyle which can be placed anywhere in the dungeon/building the user wishes. Whenever the 'guardian' statue sees something, it will report to the opposite statue which will be kept close to the alchemist/wizard user. This statue will speak what the other sees and hears etc. thereby warning of intruders to the building.

The Enchanted Strongbox

A box of any design & size required by the GM which will transport any non-living object to a pre-determined place, which cannot be more than 60' away. Simply place the object in the box, close the lid (there will be a magic word to say at this point) and hey presto! When the lid is opened, the item has vanished! Costs the user 1 ST per use.

Thurmaturgist's Balance

This is a weighing scale with a carved demon face on the front. When an object is placed upon the balance, the eyes and mouth of the face become alive, telling the user, in his native tongue, the exact weight of the item. Also, it will give a value to within 10% accuracy of any gem placed upon it. The limit is 100 weight units, and it costs 1 ST per use for the magic-user.

Statue of Protecting

This is simply a stone statue, usually quite plain and featureless, which has been ensorcelled to obey the voice of ONE individual. It has an MR depending on its size and will stand idle when not in use, showing no signs of life. It follows simple commands such as "Attack!" "Stop them!" "Protect me!" "Bring me the girl!" etc. You get the picture.

Skull of Guarding

A typical wizard's desk item, a grim skull, usually human, with a hole in it or a candle atop it, which will scream loudly when anyone other than the owner enters the room, stopping only when the stranger(s) leaves. It can only be destroyed by 100+ points of magical weapon damage and is immune to all spells cast at it.

Chair of Holding

High-backed chair, usually ornate, carved with demons, snakes 'n' stuff, this item will prevent anyone apart from the owner from moving once they sit in it. They may not move, cast spells or teleport until freed from it by a magic word uttered by the owner. If anyone apart from the owner knows the secret magic word, they may release prisoners from the chair.

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Magic Tomes

Magic books to suit all manner of magic-users, and the odd few for other types too. Be careful when opening these enchanted tomes; you may get more than you bargained for.....

Wizard's Guild Spell Book Volume ...

This is a complete spell book for any particular level of Wizard Guild spells. A level 7 tome will contain all level 7 spells etc. Only a true wizard can learn spells from such a tome. Warrior/Wizards & Rogues must make an IQ SR at the level of the spell to learn a spell from the tome. Wizards can learn each spell within such a tome with just 1 hours study per spell level. No specific design.

Ye Book of Elementals

A hefty tome which can be used to summon any type of the four main elementals (Air, Earth, Fire & Water) for the user, who must be a wizard true, for just 1 ST point for every 50 points of MR the Elemental will have. It remains for as many turns as the user's level number, and will only obey the user of the book. The spell is cast simply by opening the tome and uttering some magic words.

Tome of Sorcery

A book which will cast a random spell each time it is opened! The user (who may be of any character type) will use ST points equal to the level of spell cast. The spell is determined randomly by the GM and it can be from level 1 to 20. Wizard users may not use staves to aid in the ST cost expended when opening this dangerous book. The GM is to randomly determine who the spell effects, and any other parameters and effects of the spell. A rare item. No specific design.

Tome of Light

When this holy book is opened, it will send forth a brilliant host of goodly Angels, which will keep any undead, regardless of MR/Level, at a distance of 30'. They will remain for 1D6 turns. The book may be used to this effect the user's level number of times per day, costing 1 ST. This book can be used by all character types. The book is made from bleached leather and has a gold clasp.

The Writings of the Magi

A true wizard only may use this book, which will allow the user to halve the ST cost for spells after working out deductions for staffs etc. In addition, the book can be used to cast either a 'Protective Pentagram', 'Death Spell #9' or a 'Blow Me To...' once per day free of ST cost. The user must have an IQ of 30 or above to use this mighty tome. Large black tome with gold clasps and edges.

The Book of the Dead

This book contains 10 different spells, all acting as a 'Summoning' spell. Each comes in the form of a magical chant, and may be used by true wizards only. Each Summoning chant will cost the user 50 ST points, and the user cannot use staffs etc. to aid this expenditure. Once the book has been used 10 times it crumbles to dust. The cover is made from a human face. Horrible.

Journal of High Magicks.

This book contains 'Omniflex' & 'Born Again' spells. Only a wizard may learn them from this book, and this requires a 10th level SR for each spell. The wizard may try once per day per spell only. Once learned from this tome, the spells will cost half as much as the normal Wizard Guild ST cost to cast. The wizard cannot teach them to another mage however. The wizard must have the required IQ & DEX values to cast these high level spells. The book has a bronze cover.

Sorcerer's Apprentice

The owner of a volume of this range of tomes will be able to lower all saving rolls by one level. This magical tome may be used by all character types. An IQ SR at level 3 is required by the user who reads the book to be able to use it to the above effect. Once read, the effect is permanent until the character next changes level. The books come in a variety of different covers & binders.

Ye Anthology of Sorcery

This book contains 1D8 random spells from the Wizard Guild spell book, from level 1 to 20, which can be learned by all magic-users with an IQ SR at the level of the spell being learned. No specific design.

Folio of Illusions

This is a spell book containing the spells 'Mirage', 'Porta Vision', 'Mystic Visions', 'Hollow Vision' & 'Force Shield'. The spells may be learned directly from the book easily by a true wizard, who must have the required IQ & DEX ratings for the spell being learned. Wizards learn the spells at one per turn of study and an IQ SR at level 1. Other magic-users need an IQ SR at the level of the spell +1, and may only try once per day at each spell. The tome has an unusual 'hologram' cover....

Booklet of Monsters (sometimes called Tome de Monstera)

This is a large, thick tome describing many monsters commonly encountered by adventurers. However, the tome is cursed, summoning a Phantomime when first opened. After the phantom has been dealt with, the book can be read, by any character type. After 2D6 hours of study in total, the character may get an extra 100 battle adds in physical combat with any monster which has an MR. The book is horrible, with thick dark red leather bindings and iron clasps & hinges.

My First Spell Book

This tome contains the first 3 levels of Wizard Guild spells in an easy-to-learn format, each spell being learned by any magic user in just 1 turn, with no SR! Ain't it cute. No specific design.

The High-Sorcerer's Handbook

This thick, hefty tome contains the first 10 levels of spells. They may be learned by any true wizard with a SR on IQ at the level of the spell, taking 1D6 turns to learn each, and by any other magic-user at twice the SR in twice the time.

The High-Sorcerer's Handbook Volume II

As above, but it contains levels 11-20 Wizard Guild spells.

The High Occultist's Tome of Enchantments & Divinations.

This huge book in dragon hide has a gold locking device. It contains all Wizard Guild spells from level 1 to 20, each being learned by a true wizard only with a SR on IQ at the level of the spell and 1D6 turns study. A rare tome. Non-wizards may not learn spells from it.

A History of Great Magic

An ancient tome containing 3 levels of spells. The spells should be rolled randomly each time a book of this type is found. They can be learned by all character types, with an IQ SR at the level of the spell +1 due to the archaic format of the writings, and 1D4 hours study per spell.

Every Young Wizard's Adventure Handbook

This comical tome, written in a humerous nature, contains the following 10 spells, which can be learned by wizards only with an IQ SR at first level and 1 turn's study. 'Omnipotent Eye', 'Poor Baby', 'Dis-Spell', 'Fly Me', 'Smog', 'Dear God', 'Wall of Thorns', 'Medusa', 'Hellbomb Bursts' and 'Blow Me To.....'.

Conan the Barbarian Annual

A comical cartoon-style book featuring everyone's favourite barbarian hero. This book is for warriors only! The user must have an IQ less than 12, and anyone reading it may gain the ability to lower ST & LK SRs by one level, and get twice personal adds in hand-to-hand combat. Also, the reader of the book will never be surprised by ambush, attack from behind etc. always being ready to fight! "Crom!" A rare item with a garish cover featuring our hero.

1001 Beautiful Amazon Girls

This book has a very inviting cover, know what I mean! When opened, it casts a 'Hellbomb Bursts onto the excited reader. The spell will have fatal effects. A cursed item. Sorry!

Codex of Enchantment

This tome will allow any true wizard to cast every spell in the level above his own for just 1 ST points once per day. E.G. a 6th level wizard, presuming he knows level 7 spells, may cast each one for just 1 ST point once per day. He may cast them at normal ST cost as many times as he wishes of course. However, the ST loss is permanent! This tome must be studied for 1D6 hours and an IQ SR at level 4 be made for the tome to be read successfully. It is bound in green leather.

The Necromancer's Yearbook

A horrible tome which any self-respecting Cthulhu investigator would be proud to own! It is bound in what appears to be human flesh. It is written in strange scribbles. A user must study it for 1D10 hours to understand it and make a 6th level SR on IQ, being allowed 1 try per day. If the tome is understood, the user gains the ability to raise the dead as a slave for as many hours as his level number. This costs the user, who must be a wizard or warrior-wizard, his level number x2 in ST points, 1 of which will be permanent!

Tome of Evil

A gruesome book bound in red/yellow leather, containing the spells 'Magic Fangs', 'Smog', 'Medusa', 'Death Spell #9' and 'Nefarious Necromancy'. All spells are able to be learned by all character types with an IQ SR at the level of the spell. A character may try the SR twice per day.

The Astrologer's Periodical

A magic book useable by wizards only, which will allow the user to cast an 'ESP' and a 'Second Sight' spell free of any ST cost once each per day. The user must make an IQ SR at level 1 to understand the tome. It is bound with wood. How strange....

Ye Bibliophile of Undead

This holy tome contains 10 unique holy banishing spells. Each can be used but once and none can be learned. Each spell will 'slay' any undead creature with an MR equal to or less than 2000 and will act as a 'Banishing' spell on Demons and creatures with personal attributes instead of MR. This tome can be used by any character type at no cost whatsoever. Great stuff! White binding.

Tome of Necromancy

This magic spell book contains the spells 'Nefarious Necromancy', 'Zombie Zonk' and 'Born Again', which can be learned by wizards with a SR on IQ at level 5 and 1 hours study per spell. Warrior-Wizards may learn them at twice the SR & time as wizards, and other magic-users are unable to learn the spells from this book. The user must have the required IQ & DEX for the spells.

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A Host of Weird & Wonderful 'Stuff'

OK folks, here they are, all those weird and wonderful items you might find in dusty old crypts, haunted castle ruins and amongst dragon treasure hoards! There's no end to the wonders you can find here. But GMs, please give sparingly! Far too much power can easily go to a delver's head. Oh don't worry, there are a few cursed items lurking amongst the good stuff.....Enjoy!

The Mask of Odessus

This is a 'Greek' style mask made from bronze. The wearer can speak any High Tongue whilst wearing it, and may lower IQ SRs by one level. Weight 10.

Crystal Of Divination

This is a cubic piece of magic glass which will allow the user (any type) to ask his level number of questions of the GM, who must answer them truthfully and give as much information as he deems to be fair. It can be used once every 24 hours and the questions must be asked all within one turn (10 minutes of real time). Each use of the Crystal costs 1D6 permanent ST points however.....

Glass of Travel

A large glass mirror with patterns around the edge. This acts as a normal mirror (any shape/size/design the GM feels like) until the magic is invoked. With an IQ SR at (20 - user's level number) a person may walk through it to get to anywhere on the world he has been to. It cannot be used to return however! If the SR is missed, the person may not try again until the next day. A rare item with great value (upwards of 10,000 GP). Weight approx 200.

Quill of Tongues

An ornate quill made from the feather of a mythical beast/bird. If the user makes an IQ SR at level 3, he may write in any High Tongue with the quill and understand what is read, as it appears to the user only in his native tongue! If the SR is missed, the user writes meaningless rubbish and may not try to use the quill again until the next day. Weight 5.

Berga's Dungeon Chains

A set of very thick, heavy iron chains, varying in length. These are used to hold a captive foe immobile and unable to cast spells. Only the owner can take the chains off. Also, they will nullify magic cast at 8th level and below on or within a 10' radius of them. To the owner they will weigh just 10 weight units, but to all others 10,000 wu.

Goblet of Sorcery

A finely crafted wine goblet usually jewel encrusted. Once filled with wine (and a secret magic word uttered) it will automatically refill itself when emptied! If misused, it will vanish and curse the owner so that any wine he drinks from then on will poison him, the effects left up to the individual GM. Weight 5.

Anti-Magic Torc

A magic torc of iron, sometimes bronze or silver, set with a magic emerald, wherein the magic is kept. It will not allow the person it is put upon to cast or be affected by any magic spell from the WG spell book, levels 1-20. It is lockable, and can only be worn/removed with the magic key provided. Usually used to hold powerful wizards captive. Weight 10.

Enchanted Gloves

Pair of normal looking gloves, usually woven from silk or fine cloth, these gloves will be absorbed into the user's hands when first worn, leaving the user's hands immune to poison. If the user wishes, he may make them re-appear and remove them. Weight 5 each.

Scabbard of Amon-Ra

This leather & iron sword scabbard will automatically clean any sword put into it and will add 1D6 to the sword's die attack once per day, if the sword is kept in it (apart from during combat) and the user makes a SR on LK at level 3. The scabbard loses its magic when the owner changes level or is over used by the greedy owner (GM discretion here). Weight 40.

Hell Venom.

This is a vial (3 doses) of poison which will affect creatures which are not usually affected by poison attacks. It will add 100 adds to the blade of a weapon on which it is used.

Acme Vibe Detector

A small orb which is normally clear, but glowing red for bad vibes, amber for neutral and green for good, at a range of 30'. Weight 10.

Born Again Dust

A jar containing 1 application. Sprinkle over a corpse dead for not more than 12 hours and the creature/character will live again (until the next time.....). All powers & attributes will be as normal (i.e. immediately before death) but CON will be at 10 permanently. It can only be increased by changing levels.

Magic Sharpening Stone

Will sharpen any blade so that the weapon gets 1D% extra adds. The stone will wear out after it has sharpened 2 swords or 4 daggers. Weight 5.

The Flute of Amoon

A golden flute which when played properly (DEX SR at level 3 required; one try per hour) will summon a Titan, MR 1D6 x 1000 to do the player's bidding for his level number in turns. 3 uses maximum. Weight 10.

Gnome Magic Seeds

Each seed will sprout into a fully grown tree between 10-20' in height instantly when the seed is thrown to the ground, either in or out of doors. 1D4 seeds will usually be found.

Nixon's Magic Box

A small decorated box of wood, about 12" cubed, with a hinged lid. Put something in it (non-living matter only) and close the lid. Open the lid, the item has gone. Close the lid & open it again, and the item is back! Weight 10.

Sinbad's Instant Bridge

This is a 6" cube of solid, carved wood. Upon uttering the magic word, the cube will transform into a bridge up to 100' in length (user's choice) and 1' thick, able to hold up to 10,000 weight units without buckling & threatening to break. The bridge cannot be harmed by fire and will remain until the magic word is again spoken. 3 uses per day maximum. Weight 10.

The Eye of the Cyclops

This is a giant ruby which will allow the holder to transform himself into a Giant Cyclops with an MR = his total attributes, for up to the user's level in full turns, retaining all languages, knowledge, magic power etc. If this gem is sold, it will turn to dust just as it is being sold. Weight 10.

The Tyrian Urn

Ancient urn made from cheap clay, which may be decorated. If the user makes a SR at (20-his own level) on LK, the urn will pour up to 6 pints of fresh water. This may be attempted three times in any one day. Weight 60.

The Wicker Chair

Good strong wicker chair which will allow the user to regain lost CON points at the rate of 1 per hour if it is slept in. Weight 100.

The Bone Bishop

This is a small polished ivory chess piece, which will allow the holder to escape death ONCE, after which it will vanish, taking 1/2 the delver's CON as payment. The holder must actively worship at least one major deity for this to occur. Weight 5.

The Marble Head

This is a horrible, green stone head, with streaks of black running through it to make it appear like it is covered in blood or weeping. Anyone standing within 10' of it will lose 1 CON point per combat round until he gets out of range. Cursed item. Weight 60.

The Golden Dancing God

Golden statue of Siva, Indian god of dance. It has 4 arms and an enchanting smile. If anyone but the owner, who must have a CHR of 30 or above, enters the room in which it stands, it animates and attacks with an MR of 3000! It is 9' high and weighs 2000.

The Vase of Gannatt

This is an ornate vase of 'Ming' design, dark green and elegantly painted with golden symbols. It is sealed with a cork. If this is removed (the vase is unbreakable) the Genie Gannatt appears and will answer 3 yes/no questions of the player-character who opened it (treat as 'Dear God'). It returns to the vase after the questions have been answered, and steals 1D4 permanent ST from the user. The Genie can be summoned in this manner once per day.

Horrid Goddess

Black iron statue of a horrible chaos female deity, 8" high. It will curse the holder to fail all saving rolls whilst the item is in their possession. Cursed item. Weight 40.

Impstone

Small piece of serpentine rock with a golden imp figurine fixed atop it. Allows the owner to have 2 tries on any one saving roll, three times in total. Weight 5.

Hellbomb Bursts Humbugs

Small boiled sweets, black & white striped, which taste chewy & minty. After 2 minutes chewing, BOOM! (Cursed item!)

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