Twelve New Magical Items
If the DM wishes to determine the discovery of the following items at random,
he can use the magical item tables on pages 135-139 of the DUNGEON MASTER Guide. Each item below belongs to a particular table; when a DM's Choice result is
rolled on the appropriate table, the DM can use the indicated item as one of
his options. For instance, the potion of elasticity listed below belongs to Table 89 (page 135, DMG ). If a 20 is rolled, the DM can use the potion of elasticity as an option for the DM's Choice
Potion of Elasticity
A character consuming one dose of this potion is able to stretch his legs,
arms, neck, or any other appendage up to a distance in feet equal to twice his
Constitution score; for instance, a character with a Constitution of 15 can
stretch up to 30 feet. A character can stretch only one appendage at a time; for
instance, he can stretch one arm, one finger, or his neck. Whenever he stretches
any appendage, he must make a Constitution Check; if he fails, the stress of the
stretch causes 1d6 hit points of damage. The potion lasts for 1-4 turns; during
this time, the character can make as many stretches as he likes, as long as he
checks for damage for each stretch.
Add to: Table 89 (page 135, DMG ).
XP Value: 300
Candle of Everburning
This resembles a normal wax candle about 6 inches tall. However, once the
candle is lit, the flame can be extinguished only by the spoken command of whomever
is holding it. Otherwise, the flame continues to burn; it will burn
underwater, in any alternate plane of existence, or in the strongest of winds. Dispel magic and similar spells have no effect on the flame. The candle of everburning can burn for 24 hours before all of its wax melts away.
Add to: Table 101 (page 138, DMG ).
XP Value: 300
Medallion of Steadiness
This is a silver medallion of a horse's head. While wearing it, a character
can never be thrown from his mount, whether a horse, a dragon, or any other
creature suitable for riding.
Add to: Table 96 (page 137, DMG ).
XP Value: 1,000
Dragon Slippers
These slippers are made of green silk. The magic of the dragon slippers is activated if the wearer concentrates and speaks the word "change." If
activated, the dragon slippers cause the wearer to appear as a 20-foot dragon with bright yellow scales, a
barbed tail, and long green fangs; the wearer does not gain any of the abilities
of a dragon. While the illusion is in effect, the wearer retains his normal
abilities and statistics. The effect lasts for one hour, but can be canceled any
time by the command of the wearer.
Add to: Table 98 (page 138, DMG ).
XP Value: 3,000
Parchment of Monster Holding
This 1-foot-square piece of parchment can hold any monster summoned by a monster summoning I spell. The wizard unfolds the parchment and lays it before himself prior to
casting the spell. If the spell is successfully cast, the summoned monster is
immediately absorbed into the parchment, appearing there as a colored image. The
caster can then refold the parchment and carry it with him, holding the
summoned monster indefinitely. When the parchment is unfolded and laid on the ground,
and the wizard speaks a command word, the monster appears, remaining active for
the normal duration of the monster summoning I spell. Any single parchment of monster holding can be used only once; after
the monster is released, the parchment crumbles to dust. The parchment also
crumbles if it is torn or defaced in any way.
Add to: Table 104 (page 139, DMG ).
XP Value: 150
Singing Skull
This item resembles a small human skull, about 3 inches in diameter, made of
ivory. Once per day, the owner can command the skull to sing. The singing skull sings eerie, depressing tunes for one hour (or less, as ordered by the skull
's owner). All those within 50 feet of the singing skull must make a successful saving throw vs. spells or suffer the effects of a
fear spell. The owner of the singing skull is immune to its effects.
Add to: Table 103 (page 139, DMG ).
XP Value: 2,000
Airboat
This appears to be a canoe made of stone and measures 3 feet tall, 12 feet
long, and 4 feet wide. Inside are five evenly spaced stone planks, each capable of
seating two human-sized passengers. A plank on one end of the canoe is marked
with a star symbol in the center. The airboat is also fitted with two sets of stone oars that fit in ridges carved in both
sides of the craft.
The airboat responds to the mental orders of its commander (the character sitting on the
plank with the star symbol). Only a wizard or priest can serve as an airboat commander.
The airboat can move in any direction in any medium. While moving, the airboat is surrounded by an aura of light that allows all of its passengers to
breathe normally, even when traveling through water or airless space. The aura
surrounds the craft to a distance of 10 feet.
The airboat has a movement rate of 40. It can move only if it is being rowed with at
least one set of the stone oars. If only one set is used, the craft has a maximum
movement rate of 20; if both sets are used, the craft has a maximum speed of 40.
A single character can operate two oars, or two characters can sit side by
side on a plank, each operating an oar. To move at maximum speed, the rowers must
complete a stroke every two seconds; if the stroking rate is less than this,
the maximum speed decreases proportionately. For instance, if one set of oars is
stroking once every four seconds, the airboat has a maximum movement rate of 10.
The commander must remain seated on the star plank. He can take no actions
other than commanding the craft. If he moves from his seat, attempts to operate
the oars, or takes any other action, the airboat stops moving. Similarly, if his concentration is interruped, the craft stops.
If it stops moving while in the air, it hovers in place. The airboat can hover in place for only 1 turn, after which it sinks gently to the
ground. If it stops moving while on water, the boat simply drifts.
Add to: Table 104 (page 139, DMG ).
XP Value: 20,000
Ring of Resistance to Breath Weapons
This ring gives the wearer complete immunity to all breath weapon attacks from
creatures other than dragons; the wearer suffers half damage from dragon
breath.
Add to: Table 91 (page 136, DMG ).
XP Value: 5,000
Collapsing Spell Book
This resembles an ordinary traveling spell book, except that it can be folded
over and over until it is a square one inch on each side. The book can be
unfolded when its owner wishes to consult it, then folded back into its small size
for easy carrying.
Add to: Table 95 (page 137, DMG ).
XP Value: 1,500
Spoon of Mixing
This spoon increases the chance of successfully combining potions to create a
new effect. When combining potions as per the rules on page 141 of the DUNGEON MASTER Guide, the percentile dice roll on Table 111 is modified by +10 when using the spoon of mixing. Treat all results greater than 00 as 00. Note that by using the spoon of mixing, there is no chance that the combined potions will create an explosion, a
lethal poison, or a mild poison.
Add to: Table 102 (page 138, DMG. )
XP Value: 1,500
Pen of Excellence
A pen of excellence grants the user the following abilities:
· He can write at twice his normal speed (particularly helpful for wizards
copying new spells into their spell books).
· He can draw accurate pictures of anything he sees with the precision of the
finest artist.
· If the user has a sample of another person's handwriting, he can create a
perfect forgery of that handwriting. Any type of ink can be used with a pen of
excellence.
Add to: Table 102 (page 138, DMG ).
XP Value: 1,200
Bracelet of Scaly Command
This coral bracelet enables the wearer to control water-dwelling creatures
with animal intelligence or lower (mainly fishes and reptiles). The creatures must
be within a half-mile radius of the caster in order to be controlled, and they
must be within 30 feet of each other. The number of creatures that can be
affected is a function of Hit Dice. The spell affects 1-10 Hit Dice of monsters.
Monsters with 5+3 Hit Dice or more are unaffected.
The center of the area of effect is determined by the spellcaster. The
creatures with the fewest Hit Dice are affected first, and partial effects are
ignored. The caster does not have to be in the water to command the creatures.
This control lasts for 2-12 (2d6) turns and cannot be dispelled. No saving
throw is allowed against the magic of the bracelet. The wearer can use this ability once per week.
Add to: Table 96 (page 137, DMG ).
XP Value: 2,500
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