METALS, ALLOYS, and ELEMENTS ---------------------------- Adamantium * Dark, shiny grey metal with silvery highlights * Unbreakable metal and does not melt after initial forging. Doesn't need to Save. * Half the weight of steel but 3 times as strong. Armor made from Adamantium gets a +2 to its AC. * Never rusts, even by magical means. * Magic cast on a device of Adamantium cannot be caused to be disenchanted or lose magical bonuses, even by a deity. * Weapons made of this alloy affect creatures which can only be hit by magic weapons. Mithril * Found in deep veins in the Urth, especially in the mountains of the north. Called Truesilver and Moonsilver. * Shines like a silvery sun. * Has the weight of normal clothing and is stronger than steel. Armor made from Mithril gets a +1 to its AC. * Never rusts, even by magical means. * Holds magic very strongly. Cannot be disenchanted except by an artifact or a deity. * +4 to all saving throws vs crushing/melting/etc. Leaving Mithril under the full moon all night regenerate the item. * Weapons made of this alloy affect creatures which can only be hit by magic weapons. Star Iron * Found in select places around Urth, most notably at Ironstar Mountain. * Purplish-green sheen to metal * Stronger than steel. Armor made from Star Iron gets a +1 to its AC. * Can only be rusted by magic or rust monster. Even so, it will regenerate if left under the stars overnight. * +3 to all saving throws vs crushing/melting/etc. * Can be used to create items that negate or absorb magical energy. * Weapons made of this alloy affect creatures which can only be hit by magic weapons. Gives a bonus of +2 to-hit and damage against Cthulhu-type creatures, their offspring, and servants. Dragon Steel * From the island chains of the Far West. * Never rusts(even from Rust Monsters) and never loses its edge. * +3 to all saving throws vs crushing/melting/etc. Magical fire or Dragon Fire heals it of any damage. * Weapons made of this alloy affect creatures which can only be hit by magic weapons. Aragon Steel * Bright white, light, and flexible steel from the mountains of the country of Aragon. * Gets a saving throw against rust monster attacks. * +2 to saving throws vs crushing/melting/etc. Vibranium * Found in surface loads in the central jungles of the continent of Safarum. * Natural ores radiate an energetic glow of bluish- purple. The glow can be folded back into the metal when being worked at the forge. * Vibranium can be used for many things, such as an energy source, for special tools, and for armor. * Vibranium absorbs sound. Metal armor made from it incurs no penalties to stealth. In fact, the sound absorbtion effect gives a +2 to soundless movement. * +8 to all saving throws vs crushing/melting/etc. * Weapons made of this alloy affect creatures which can only be hit by magic weapons. Orichalcum * Gold-Copper alloy. Shines like sunlight. * Holds magic very strongly. Cannot be disenchanted except by an artifact or a deity. * +5 to all saving throws vs crushing/melting/etc. Lightning Bolts * When lightning bolts fall to earth in the high hills, they become 'frozen' in shape as a silvery-blue metal which can be collected and forged by a Magic-User into an enchanted weapon capable of harming any creature requiring a magic weapon to hit. * These weapons may also be created with additional en- chantments of their own and/or protections from the spells and powers of a specific being or type of being (Orcus, Faeriekind, the Forces of Chaos, etc) * Once forged, these weapons can only be unmade by their creator. They cannot otherwise be harmed. MAGICAL ITEMS ------------- Vorpal Sword * Feather light, gossamer blade. * Ignores armor ratings. * Does 3D6 damage. * Hits creatures only hit by magical weapons. * Cuts things which cannot be cut. Dwarven Mail * Made of adamant rings. * No encumbrance, very light. * AC2 Dwarven Warhammer * +3 to hit * dmg = 2D6 * Can be thrown up to 60' and it will return to the wielder's hand. Elven Sword * Can hit enchanted creatures only hit by magical weapons. * Glows with a soft, green-ish light(5'R) when enemies are near. Faerie Bow * +2 to hit * No range penalty * Light golden in color Faerie Boots * Stealth at Thief level 10. * Light Step(can walk across non-solid surfaces), * Allows full movement in difficult terrain as if it were a paved road. Troll Armor * AC:4 * Regenerates damage to itself if broken, crushed or dissolved. * Encumbers as light armor(15 lbs). Dragonscale Armor * Made from the scales of a Great Red Dragon. * AC:2. * Invulnerable to heat/fire. * Encumbers as light armor(15 lbs). Demon Armor * Red scaled armor, spikes at joints and along spine, eyes of helm blaze. * AC: 2 * Encumbers as light armor. * Armor can erupt in flames igniting whatever it touches without doing any damage to the wearer, armor regenerates damage to itself (and to the wearer at 3HP/round). * Armor provides protection from any poison or gas based attacks, confers resistance to damage from elemental-type spells or effects(fire, ice, lightning, etc) -> shaves 3pts/round damage from each damage dice rolled. * Spikes cause damage against foe equal to their AC. * +2 to STR bonus. Cloak of Invisibility * Made of incredibly fine, silvery-grey cloth. Portable Hole * black, round, 5' diameter, 10' deep, can be moved, picked up, folded and carried. 2(or more) can be used to connect places separated by great distance. Flying Carpet * Moves 30" with 1-2 human-sized creatures, 24" with 3-4. Helm of Telepathy and Mind Control * Large, open faced, high-crowned metal helm with antennae adornments. Lightning Javelin * Becomes a bolt of lightning when thrown. * Does 6D6 damage. Rod of Lightning Bolts * Silver metal with small copper orb at top. Force Wand * Small black and silver wand about 11" long. * Activating produces a 3' long blade of blue-white energy that operates similar to a Vorpal sword, but can cut through just about anything but a force field. * Does 3D6 damage Wyrmtooth Dagger * Ivory colored to onyx. Serrated. * +2 to-hit and damage. * Made from the teeth of a Great Red Dragon. Arrows: exploding: grapnel: petrification(cockatrice feathered) Bola shaft: Shaft of light: Shaft of shafts: creates 5'D, 10' long shaft through stone or iron Weighted Net: 10' wide Robot Control Wand * Say activation phrase (Klaatu Barado Nikto) and 1 robot will be under your control. * Thick wand of shiny, silver metal with a slightly purplish cast. Fairy Dust * Glitters and sparkles with color. * Reveals hidden things or conceals them. * Used for minor enchantments and transformations, removes curses, etc. Candles of Summoning * Aid in magical summoning spells Roman Candle * A 1' long tube wrapped with paper of colorful design with a wick at one end. * When lit, it shoots 1 fireball each round for 3D4 rounds. * Each fireball does 6D6 damage and the range is up to 50 yards. The 'candle' may be used D10 times, but only 1/day. Lantern of Shadow Summoning * When lit summons D4 Shadows which proceed to drain the caster unless he can magically control them Tarot of Gating and Teleportation * Cold to the touch, contains pictures of unknown people and places. If a card is held and the image concentrated upon, a magical gate is opened and the user can step through to the place, communicate with the personage, or bring them to you (if they so desire) by clasping their hand and pulling them through the card. Spikard * Magical artifact, perhaps an ancient transformed and bound being? Found often in the shape of a ring or a sword. Acts as a magical spell calculator, processor, and power generator. The Spikard reads the mage's mind and quickly locates and assembles the proper spell energies for the job - casting time becomes 1 round for any spell. Mage must make a PSYCHE roll to connect with the artifact when first employed. Failure = enslavement. If the mage is low level a GEAS will cause mage to go on a quest to find a host better suited to the Spikard - i.e. a mage of more power and ability. If the mage is powerful but fails his PSY throw, he is basically lobotomized and held in stasis to be used as yet another power source for the Spikard. (The Spikard connects to thousands of these 'Powers' and power sources which is what allows it to do what it does). Cape of Flying * Red cape * User can fly at a speed of 48". Can fly to the moon in 3 days. Hat of Retrieval * Black top hat * Can reach in and retrieve objects from a distant location (up to the size of an elephant). Wand of Illusion * Black wand with silver star at tip. * Used to perform stage magic - sleight of hand and illusion with no chance of failure. Goblin eye * Enchanted agate used to see in the dark. * Can see up to 60' distance underground or in pitch blackness. * Translates goblin writing into the user's language. Dwarven Forge * An artifact of Dwarven communities which allows the creation of magical arms, armor and items. Drums of the Ants * Red and black segmented sticks. * Causes giant ants to form a living bridge for the user to cross a chasm/river/etc. Fakir's Flute * Animates and controls rope, charms serpents. Girdle of Hercules * Gives wearer great strength(21), can lift 3 tons overhead. Belt of Utility yellow belt with several small rectangular containers/pouches around it. Each is an extra-dimensional space which holds whatever is placed within up to 8 cu. ft. and/or 20 pounds per pouch(with no added encumbrance). It usually comes with several standard items: 100' knotted rope and grapnel small hand mirror 10' wooden pole 2 comlinks (5 mile range) full canteen(replenishes when put back in pouch) Set of Thieve's Tools small flashlight(recharges itself) poison antidote(3 uses) first aid kit foldable knife and multi-tool small laser torch 6 small flash grenades Ring of Emerald Force Emerald colored ring that glows from within. When placed on the finger, it allows the wearer to conjure forth a beam of dazzling green energy which can be shaped and used as a shield or protect- ive barrier against physical or energetic attacks(acts as a force field, 100 pts of damage to bring it down), formed into a giant fist to smash through barriers, or fired as a kinetic force bolt. Each use costs 1 charge - the shield costs 1 extra charge per turn to maintain. Ring usually comes with 100 charges and may be recharged. Silver Tongue of Persuasion Grafts to the natural tongue if placed in the mouth(can't tell it's there). Grants a bonus to persuasion-type skills, able to lie without it being detected by any magical or tech device, gives a bonus to charm and hypnotism spells if used by a mage. Morgan's Fedora Luck +2(+2 to Attribute rolls, Skill rolls, and Saving Throws), Free Action(escape physical and mental bindings). Chinese Menu of Werewolf Appeasement Red folded paper with golden lettering. If given to a hungry, pursuing werewolf, it will stop and order Chinese take-out. Marrow of Nuwanda Eating this marrow grants a Saving Throw/Attribute Roll/Luck Roll to a situation where none is called for, in order to change the circumstances or to make the impossible happen. This may be done for 1 situation only, and must be done within 7 days of eating the marrow. Afterword, the user is visited in a dream by one of the MUSES and informed of a new artistic skill they have been given because of their connection with Nuwanda. Bronze Token of Travel(NYC Subway Token) May be used to travel/teleport 1-way anywhere desired. May also be used semi-normally as fare for any bus, train, boat, or plane, etc(1 token equals a 1-way trip). Golden Bull Figurine The user can teleport and turn into a shower of gold upon arrival (May need help changing back). Handkerchief of Vanishing Lay it over top of an object up to the size of an elephant and say "Abracadabra", and the object will vanish. Flourish the handkerchief and say "Hocus Pocus", and it will return. Asbestos Boots Can firewalk/walk across lava while staying on the surface of the flow, with these. Mead Barrel of Freitukk Cask of extremely fine mead. Magically refills every morning. Flask of Lemony Scent Ultimate cleaning solution, even removes magical dyes and residues. Torn shirt of Kirok Green-Gold colored shirt of a fine, unidentifiable cloth. There is a large tear in the material from the right shoulder down to the chest, The shirt cannot otherwise be damaged in any way. Wearing the shirt adds 3 levels to the fighting skill of the wearer, gives wearer an effective CHA of 18(+3 bonus) and gives a +2 luck bonus to all skill rolls and saving throws. Tricorder of Spawk Can detect or analyze anything in the immediate area that it is asked to - magical or mundane. It is a small, handheld black box with silver edges and a small, glass viewing window. The device is operated by speaking the password ("Fascinating") and then telling it what you want to detect for or analyze the properties of. Each detection or analysis costs 1 charge. Device has 100 charges when found and may be recharged. Woad of Berzerk Frenzy A small clay jar of blue woad. When woad is applied to the body, it gives an AC:4. In battle it causes the wearer to strip off all of their armor and clothing (except for ornamentation/jewelry/bracers, etc) and charge fiercely and recklessly into the fray - regardless of whether the foe is a giant rat or an army of hill giants. Anyone who tries to stop the berserker will be seen as a foe and attacked. +2 to attack rolls (can even hit monsters which usually require enchanted weapons to hit) Bronze Torc of Armor AC:4 Jar of Moonbeams * Small crystal jar of Faerie-make which can catch and hold moonbeams. * Gives off a soft, silvery-white glow if the jar is opened. * Can read moon runes with the light. Window of Scenery * Displays any scene owner wishes. May change scene once/hour. Folding Door * If unfolded and placed against a wall, it creates a corridor 10' wide and up to 60' long(if necessary) through any material. Revolving Door * Dumps user back out in front of it unless the password is known. Figurehead of Planar Navigation * For wooden ships 50'+, allows interplanar travel. If destination is known the ship cannot become lost or blown off course. Gong of Butler Summoning * 7' tall butler will appear ("You Rang?") and will carry items. Has a STR of 18 and can be called once/day to serve for 4 hours. Butler will not fight. It disappears if 'killed' or after 4 hours or if commanded to. Gong of Giant Ape Summoning * Summons 60'+ tall carnivorous ape which is probably very hungry. It can lift 10 tons. If a comely female befriends the creature, it will be charmed (5 in 6 chance) and can be asked to do simple things. The ape will stay for 2D4 hours, if not reduced to zero hit points, before popping back to its home dimension. Reading Mirror * Translates any writing held up to it(without setting off any magical traps, curses, or the like). Mask of the Faceless Men * Forms and adheres to face. May select a new face and voice for disguise each day. The mask cannot be detected by any means except by magic. Traveler's Pouch: * Contains tent, cot, cookstove, matches, lantern and oil, kettles and pots and pans, utensils, canteen, rope - 100', small knife, and multi-tool all in an extra-dimensional space. Baby Blue Blanket * Plain, blue blanket, a little frayed. Can be used to lasso things from 10 feet away, as a magical climbing rope(extends to 20'), as a 'whip' to snap/flick small objects. It will keep wearer comfort- ably warm at temperatures down to 0 degrees F and grants an AC of 4 when worn over the shoulders. X-ray goggles * Green and black spiral lenses See through stone walls 5' thick. Magical Figurine(raven) * Appears to be a black chess rook of good craftsmenship. Radiates magic if detected for. When the command word("Nevermore") is spoken, the rook transforms into a large, black raven which will serve the holder of the rook. The raven can understand and speak the Common tongue and may be commanded to carry messages or small items. In battle, it will not 'fight' (except with something near to its own size), but it may be commanded to harass and confuse a foe. The raven has 23 hit points and when 'killed' it transforms back into the chess rook. It can be summoned 3 times per day for up to 3 hours at a time. Magic Rope * Will tie and untie itself on command. Will climb upward and attach itself to a sturdy support for climbing on command. It cannot be cut except with and enchanted blade. The rope is very light and soft but very strong (2 lbs encumbrance). Rope length is 100'. Wizard Robe * Gives an Armor Class of 4. * 25% Magic Resistance. * Keeps wearer warm down to -20 degrees F. and cool in 140 degrees F. and dry in rain and when immersed in water. The robe is also self-cleaning and self-repairing. * Fire/electricity resistant(prevents 2D6 of damage per round from these kinds of attacks). * Has a number of extra-dimensional inner pockets, each of which holds 10 lbs/10 cu. feet of material at no encumbrance. * Any non-wizard attempting to wear the robe will find that it is quite uncooperative - Slipping down to wrap around the wearer's ankles and trip, sliding up around the wearer's head when in battle or performing some important or dangerous feat, pockets turning inside out to dump out all of the wearer's small possessions, etc. The robe cannot be harmed in any meaningful way. Wizard Staff * Light spell from Selenite crystal on top. * Open/Close Portal-Lock-Etc., Telekinesis, Circle of Protection(10'R) - bad things cannot enter, Lightning Bolt(5D6dmg), Levitation, Pyrotech- nics, Whirlwind(if spun around), Planar Travel, Force Field, Breathe Element. * The staff strikes with +2 to hit and can be used against creatures only hit by enchanted weapons. * Each spell costs 1 charge except for the light spell which costs no charges. The staff will contain 200 charges when found. * Any non-wizard attempting to use the staff will take 2D6 points of magical damage. If any magic-user under 9th level attempts to use it, they will take D4 points of magical damage and a bouquet of fake flowers will pop out from the end of the staff. The flowers will last for 2 rounds and then melt and fall from the staff. Fairy wand * Transformation, Alter Size, Invisibility, Shooting Stars, Bind/Unbind, Teleport-Send/Retrieve, Curse/Remove Curse, Heal (each usable 3 times per day). Medusa Cloak * Connected telepathically to wearer. Moves as if alive. Can grab, catch, wrap around, pick up, strangle anything of ogre size and strength or less. * Cloak will warn of danger it perceives. * Will billow and flail about wearer, attacking from 3-4 directions at once to ensnare and entangle or strangle an enemy -> cloak will lengthen to reach and envelop targets up to 10 feet away and takes a strength of 15 to even have a chance of breaking the hold. * Enfolds wearer in a shield so that attacks will be as if made against hard granite to protect from attack. Saving throws against things such as crushing attacks and dragon's fire will be against granite. * All these things the cloak will do even if the owner is asleep, so long as they are wearing the cloak. Alice's Mirror * For scrying. May use it as a portal and step through to the scene being viewed. Each time it is used, roll a D6. On a 1-2, the viewer is auto- matically pulled through the mirror unless a Save vs Magic is made. Scarab of Resurrection * Revives the dead. Phylactery of Soul Trapping * Prism-faceted, cubicle medallion housing a small tesseract. Scarab of Undead Control * (type) Death Scarab * Made of carved Lapis/ appear to be ornamentation. If removed, they animate within D6 rounds, crawl under the skin of the thief (can magically move through clothing and leather garments), and make their way to the heart within 3 rounds, killing the victim. Amulet of Protection From Scrying and Detection Glasses of Mesmerism * Eyepieces are white with black spirals. Mesmerize and hypnotize one person or other intelligent creature. Lyre of Charming * Charms or puts to sleep. Gyzga's Lucky Dice * Telepathically linked to user. Will roll whatever number the user concentrates upon (must roll an actual 2D6 whenever these dice are used. Magical dice will disappear if 'snake eyes' is rolled). Gnarly Board * 7'long, oblong, wooden board, 20" wide, 3"thick. * If stood upon at sea, and the command word(Cowabunga) is shouted, the board will scoot across the water at a speed of 60 knots. * In rough seas, the board will zig zag, surfing from wave to wave with the user in no danger of falling off(waves as high as 100' may be surfed with this board). * When not in use, the board will shrink down to a size of 6" for easy carry. Nemo's Trident * Breathe underwater. * Swim at normal movement rate. * Transform into Dolphin 1/Day for 4 hours. Kenra Ishi's Purple Crayon * User can draw objects, creatures, and scenery which becomes real for a time(if a house is needed for shelter, a door for entry/exit from an area, a path needed through the tangled forest, for example). * Lasts 12 hours before fading. * Each crayon has 2D6 uses. Extra-Dimensional Pouch(or backpack, sack, etc.) * Can hold 10 times what an equivalent sized container can hold without any extra encumbrance. If an object is desired, one needs but to think of it and reach into the pouch and it will be the first thing grabbed. Helm of Scrying and Detection * Small spinning antenna dish on top. * May receive dangerous signal feedback if used to find someone wearing an Amulet of Protection from Scrying. Flaming Sword * Blade can turn into flame when commanded to. Genie Bottle * Wide base, long neck, brightly colored purple, and jeweled, ornate stopper. Genie grants 3 wishes if released, then disappears. Bottle of Smoking * Looks like Genie Bottle but fills area with smoke, fills 1000cu. ft. in 3 rounds. Dancing Shoes * Tapping, Lindy, Cha Cha, Disco, Broadway chorus line...Whenever someone wearing these shoes attempts combat, they break into a dance routine. Monster Mirror * Looking in the mirror, the victim sees a large green, one-eyed monster entering the room from the door behind. Turning around, nothing is there. Each time the mirror is peered into, the monster is closer. On the 3rd time, the monster attacks. Only the victim can see it and only through the mirror can it be seen. Victim fights at -6 to attack and loses DEX bonus to defense. Cloak of Shadow * Wearer pulls in shadows around them to hide in and move with. Can make short teleports (up to 12") between areas of shadow 9 times per day. Starstone of the Old Ones * A palm-sized, star-shaped stone of unknown design. Protects from all psionic attacks and detection. Cutlass of Exciting Cinema * Confers the balance and acrobatic ability of a 10th level Thief. Book of Golems * Allows a non-spellcaster or non-scientist to create a Golem of a specific type. There is a 25% chance that the information will not be followed exactly by the non-skilled. if that happens, golem runs amok, destroying everything in its path. Sword of Life Draining * 2-handed sword of ebon metal. * Biovamps victims it hits and transfers the life energy to itself and its wielder (steals 2D6 CON points on a successful hit which is transferred as D6 hit points to the wielder). * +3 to hit. * The sword must be fed at least every 5 days. * It communicates with its wielder empathically and will try to influence the wielder to feed it more often (Owner must make a Psyche attribute roll once per day against the sword's Psyche roll. The sword's Psyche bonus is +3. Success means that the will of the sword is resisted and it remains in its sheath.) If pulled from its sheath without being fed for more than 5 days, it will automatically attack a nearby creature (quite often an ally of the wielder out of spite) causing 3D6 damage plus a drain of 2D6 CON Points. Mirror of True Seeing * Shows a room as it really is, not as it appears, foils illusions, invisible creatures and objects are seen. Crown of the Ogre King * Allows the wearer to command all ogres in the vicinity. Lasts for 12 hours, once activated, then disappears. Magic Picture Box * Black cube 1' on a side, a round crystal lens in the middle of one of the panels. The opposite side panel has a latch which opens it and a thin slot at the bottom of the panel. Inside are 3 crystal prisms angled to face each other and a stack of small gelatinous square plates underneath the prisms. If the box is closed, and the lensed side pointed at an object, and the command word spoken(Saycheez), a perfect 2-d image of the oblect will be formed on one of the square plates which will then slide out through the thin slot. Good for 20 uses, then must be reloaded with plates and recharged. Scrolls of Zayuss * Superficially is the history of the apes of Ape City, located in the far northeast of the main continent, near the Forbidden Zone. * Extolls Simian superiority over, and subjugation of, Humankind. Cursed scroll. The reader becomes more and more simian-like in mind and body, and transforms eventually into a human-sized(if reader is human) Gorilla, Chimpanzee, or Orangutan. Tuxedo of Bond * Will always be allowed into private functions even if not on the guest list. * Can reach into an inside coat pocket and pull out a wallet which will always have the right amount of money in it. * Contains an everfull cigarette case and lighter. * Grants wearer a CHA of 17. * Confers a gnomish ability to appraise anything. Pan's Key * Opens unopenable doors/sealed portals. * Uses a musical 'key' as a physical one. * Usually appears as a syrinx. Cloak of the Fire Rat * Fur cloak, rat head hood, protection from normal fires. Holocaust Cloak * Can magically burst into flame on command. * Invulnerability to fire/heat damage. * Wearer can cast fire spells as a MU:11. Shield of Ajax * Large bronze shield, gives AC4. * Brightly polished to reflect gaze attacks. Princess Avi's Prehistoric Plushie Pal A green allosaurus stuffed animal named Alice that was created by the court wizard of a now forgotten kingdom for the youngest daughter of the monarch. Upon command, this cuddly toy becomes a 15' tall, 30' long, living dinosaur companion which can be ridden by sitting on top of its shoulders, just at the base of the neck. Alice may be communicated with verbally or telepath- ically. She will also fight for her besty until all her hit points are gone, at which point the allosaur will transform back into a stuffed animal. If 'killed', the dinosaur cannot again be called for 24 hours. Alice can be called once per day and will remain a real dinosaur for up to 8 hours before turning back into her plushie form to rest until the following day. Queen Aryen's Cape of Cozy Comfortableness Created by a sorceress of long ago who wished to be comfortable in whatever environment she found herself. This soft, fuzzy garment, of powder blue hue, will keep one toasty warm within the coldest blizzard, provide the feeling of a gentle breeze under a Willow tree in the hottest desert, and keep one snug and dry in a torrential downpour. If a rest is required, the mantle will lengthen and thicken, wrapping around the wearer to become a comfy, pillowed bedroll. In this form, it will keep out all biting and stinging insects, small creatures, and uncomfortable objects, and even float just above the ground to protect against jagged stones. The material is so plush and soft that it reduces damage to the wearer from attacks by sharp weapons and objects to just 1 point per die of damage. A hidden pouch inside the cape can produce warm and cold snacks and beverages for up to 6 people each evening after sunset. Argane's Stellar Sailer Over a century ago, a powerful archmage who wished to travel among the stars created this wondrous machine so that she could. The craft is a 30' long, 12' wide cylinder that gleams as bright as dwarven truesilver and has a conical cockpit containing 4 cushion-y seats, a wide viewing window of glasteel in the nose, and smaller portholes to the sides and top. Dials, levers, and buttons set about the cabin control the ship in flight. A magical matter processor creates enough food for 4 human-sized creatures each day and there is a snug sleeping loft to the rear above the engine room. A Reverse Gravity spell created by the craft is used to launch it into space and a small ion collecting dish catches starlight which is used for propulsion. The crew quarters is kept at a constant temperature and air is magically cleaned and recycled for long voyages. A round hatch leads topside to a small viewing deck on the outside of the ship and the inner atmosphere extends out to several feet, surrounding the craft. The Stellar Sailer can travel from Urth to the edge of the solar system in just 11 days. When traveling between systems, the sailer can cruise at "space normal" speed. Being made of a combination of several semi-mythical alloys, it is exceedingly difficult to damage, even by magic. The capsule is self-repairing, as well, and may not be disenchanted by any means. Shishi(stone guardian lions, foo dogs) * Pair of stylized stone lion sculptures, one male and one female, on either side of a doorway or threshold with the female positioned on the left and the male on the right. * The female represents 'yin' and is the protector of the people inside a building. She holds a lion cub beneath her paw. * The male represents 'yang', protecting the building itself, and holds a decorative ball beneath his paw. ARTIFACTS ------------------------------------------------------------ Crown of the Sovereign Scepter of Rulership Orb of Dominion 1) Fear 2) Hold Person/Monster 3) Temporarily drain HP and add them to wielder's own 4) Command fealty and obedience of 200-500 HD of creatures within 12". High INT and/HD grants a saving throw 5) Globe of Invulnerability 6) Dispel Magic 7) Knock/Hold Portal 8) Ray of Enfeeblement 9) AC:0 ------------------------------------------------------------- Crown of Immortality * Appears as an ephemeral crown of glowing stars. Wand of Morgaine * Faerie wand all of crystal. Charm Of Making. Eye of Behemoth Tooth of Leviathon Cerulean Box of Temporal Excursions Chalcedony Cat of Queen Nibiru Talisman of Arkm * Dimensional travel, gate, space travel, dream travel. * Made of blue lace agate. Eye of the Serpent * Chaos, transformation, creation, madness, erasure/destruction. Stolen from the Realm of Chaos aeons ago. Heart of Ahriman * Forged in the heart of the sun. Said to be the actual heart of a god. In likeness to a brilliant jacinth with a pulsing glow in the center. Protection, Law, fiery beams, containment. Cape and Feathered Turban of Carnac the Magnificent * Pillowy red turban with white plumage and golf braid. Black cape of fine velvet with red silk underneath. Grants powerful psionic and augury abilities. Phantasmal Stalagpipe Organ(an aspect of Heward's Mystical Organ?) * Pipe organ, magical effects. keys, peddles, and stops work together to create magical effects (song titles can be used to describe its powers). Playing it wrong can result in strange effects, reversed spells, or unexpected summonings. Said to be located in a grand, underground cavern Marvelous Nightingale * Mechanical construct. * Bejeweled (jewels activate features). * Magical songs. Flying Dutchman * Ghost ship that can never make port and is doomed to sail the oceans forever. If hailed by another ship, the crew of the Flying Dutchman will try to send messages to land, or to people long dead. St Elmo's fire on mast tops. Only seen in foul weather/foul weather follows her. Hammer of the Gods/mjolnir * Even mountains may crumble. Flying Throne of Hajji Babba Headdress of Kimba * White lion head and fur cape, speak with animals, charm, grants animal attributes, polymorph into great lion, king of the animals 7 Crystal Skulls * Orginally created/found in the 7 Lost Cities of Glass. Machine of Lum(the Mad) * Ancient tech/technomagic. Many dials, levers, and switches which all do something and/or create effects both benign and malevolent. The machine cannot be moved by physical force or magic but may move on its own by using the right combination of levers/dials/switches. Giant Servant of Sokk-o * Ancient artifact, giant flying robot 60' tall. Fingertip missiles. Fights as a 20HD monster. Codex of the infinite Planes * Incredibly powerful tome, but overuse will bring about the eventual doom of its wielder. Can bring about the downfall and subjegation of cities and realms. The codex whispers to the owner in dreams, shows visions of great power. User begins to covet the book above all other treasures and relies only on its magic. The item is very large (must be lifted by 2 strong men and carried on the back of a large beast) and of exceptional power. Any person reading its 99 damned pages is 99% certain to meet a terrible fate (1% cumulative chance per page). These pages are mixed in with the other pages of magic spells, magical constructs, history, strategies, and Words of Power. Characters under name level reading it are instantly destroyed. Those at or above name level must make a saving throw. Success means they can command its powers. Failure means they, and their life stories, a trapped in the book. Each use of the book may create a minor or major side effect to/in/around the reader. Each time the book is opened, the page has turned to the next one. Originally was used by the wizard-priests of the Sunken Isles. Powers listed: Summon, Cause Fear, Disintegration, Move earth, Knock, Hold, Command/Control...