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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