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MYTHOLOGICAL
MAGIC
Presented here are some
magic items, based on mythological gods & goddesses, beings,
objects, heroes and legendary monsters, for use within T&T.

Abaris' Arrow
A golden arrow, which renders the holder invisible up to his level number of turns per day, and gives the holder the power to 'cast' a 'Healing Feeling' and 'Too-Bad Toxin' once per day free of any ST cost. The item may be used by any character type.
The Cornucopia
This is a bull's horn, which will always be full of either wine, ale, milk, water or juice at dawn.
Potion of Adonis
The drinker will fall hopelessly in love with the next person of the opposite sex he/she sees. The effect will last until the drinker next changes level.
The Golden Fleece
This is a wonderful golden ram's fleece, which will instantly increase the CHR of anyone to wear it by 20. If the fleece is removed, CHR returns to normal. In addition, the first person to be wrapped in it each day will be healed of all wounds (CON restored to maximum) and may be cured of all ills at the GM's discretion. After 1 month of being owned, the fleece will vanish.
Aegir's Amulet
An amulet depicting the Norse god of the sea. Wearing it will prevent the user from being attacked whilst in the sea, and allow underwater breathing.
Odysseus' Bag of Winds
A leather bag, which when opened, will release a Wind Elemental, MR 1D6 x 1000, which will do the user's bidding for 1D6 full turns. The bag contains 3 Elementals which are released one at once. After 3 uses the bag is useless. If anyone but the owner opens the bag, the Elementals escape at once and are lost.
Sword of Agni
Any sword which allows the user to 'cast' a 'Blasting Power' once per day, causing three times as much damage as the weapon's dice & add maximum score (i.e. If the sword is a 4+4 broadsword, the fireball will do 28 points of damage, which is the maximum HPT of 4D6 + 4 adds).
Andromeda's Crown
Plain looking crown of woven silver threads and pearls, which will double CHR of any female wearer whilst worn.
Charm of Njord
Wearing this charm will keep the wearer free from all harm whilst at sea.
Oberon's Ruby
A tiny jewel which will allow any Fairy owners to automatically make any 3 saving rolls in one day. Useless for all other kindreds.
Morrigan's Talisman
A Celtic design charm which will give the wearer double personal adds in hand to hand combat if a warrior, or allow spells to be cast at half ST cost if a wizard. Warrior/Wizards and Rogues may choose which boon to take when the talisman is found, but may not change it again.
Mask of Morpheus
Any wearer of this mask (any design up to the GM) will fall into a deep sleep 1D3 turns after putting it on, and will not awake until the mask is removed. Ineffective on Dwarves.
The Jagganath
This is a stone idol, of any size determined by the GM. It can be used to answer 3 yes/no questions of the GM per day. All questions must be asked at once, and the idol can be used in this way as many times as the owner's level number, after which it vanishes/crumbles to dust.
The Iris Jewel
A wonderful gem (type determined by GM) which glows through the colours of the rainbow. The first person to touch it will become its owner until the character next changes level, when the gem vanishes. The owner may use it to cast any Wizard's Guild spell from level 1-20, by using just 1 permanent ST point (the gem may be used by any character type). The gem will cast 1 spell per day maximum in this fashion, and may not be used to cast the same spell twice. Anyone other than the owner who touches the jewel will trigger a curse which causes them to fail their next 3 saving rolls. If the gem is stolen, it will return to the owner in 1 day, and may never be sold. Cannot be owned by a character of 'evil' type.
The Girdle of Hippolyte
This large warrior's girdle/belt can be used/worn by true warriors only, and will take 100 hits in combat, and allow the wearer to double personal adds in hand to hand combat. Saving rolls however will be at one level higher than required for the wearer of this fabulous item.
The Crown of Helios
This crown, useable by true wizards only, will act as a goodly DMS, halving spell cost for the wearer. It glows brightly when in darkness, illuminating the way for 30', and protects the wearer from all fire damage whilst worn.
Hanuman's Amulet
A magical charm which allows the wearer to communicate to all monkey kindreds, and can be used to summon a Giant Ape, MR 500, to do the user's bidding for his level number in turns.
Govannon's Axe
A great double-headed axe which scores 5D6+500 in combat. This weapon can be used by a true warrior only, and is indestructible. It weighs 100 wu to the owner, but 1000 to all others.
Tablet of Gilgamesh
There are 12 such tablets, each covered in strange symbols and writings, unknown to the adventurers. If all 12 are collected and assembled (they fit together) then Gilgamesh will be summoned. He is a Giant deity, and when summoned will aid the party/character in any way he can. Lots of GM improvisation required here; the tablets could form the part of a long-running campaign/adventure.
Pendant of Eir
Wearing this charm will allow the wearer to regain lost CON at the rate of 1 per 2 turns.
Bellerophon's Talisman
This charm can be used to summon a Chimera, MR 1500, which will do the bidding of the owner of the talisman for up to 1 full day. The GM should determine the exact strengths/powers of the Chimera, a formidable creature.
